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Mustard gas is easily survivable once you've got a couple more levels of endurance and just spam rest until it goes away. Even if you don't, it's not a waste to drink half a health potion or troll blood. After all, what use are they to you if you're dead?
Regular mines are much more dangerous and used to be the #1 cause of instant death for new players in GC. For this reason I don't like to go into GC without at least one fire resistance item, and failing that at least a ring of searching or some beefy armor.
Searching will help for all kinds of traps, though it slows the game down a bunch if you have to try it manually. Just mash the search key a few times every step to be sure there's no mines nearby.
If you did manage to sacrifice it on a different altar, then that sounds like a newly introduced bug.
Or maybe it's something like a rotting corpse breaks the "too important to sacrifice" flag? Who knows!
I've wanted to add basically all of the dev's original monster ideas, but especially the banana slug and mountain troll.
I kinda like the idea of blowing on a horn and an assortment of fruit and veg getting blasted out the end.
As far as I remember, the biggest impact of reducing their INT would be the fact that they can't spot you from as huge a distance away with ESP and blast you.
Hey that looks pretty good Cap!
I can do sprites if you'd like. I'll probably just rip off the puppy ones.
I think adding the ability to shield-bash an enemy and stun/knockback would be enough to make them more appealing.
It would be implemented in the same way as artifact weapon effects - a small chance per combat turn, weighted based on the player's skill with shields.
With the newer projectile-throwing enemies, the ability to block those projectiles with a shield would also be a bonus.
I don't see why not, especially if we can make it so the shield can "block" explosions. Though people might complain there's too many elemental resistance items to choose from.
I don't think actively preventing the good stuff from appearing in UT at all is such a good approach. Make it less likely sure. It's nice to surprise the player with a neat item early on.
Perhaps what should happen is that the loot scale climbs alongside the danger level?
More dangerous = more loot = increasing the danger level = more loot