4/7/2023 0 Comments Angband macros![]() Calls should be a preferred attack if no other monsters are in LoS of a call-capable monster. ![]() I've considered having a called monster gain HP back at the expense of the caller if it was injured, but I'm not sure whether this is a good idea or a pointless one. A called monster must not have LoS to the summoner (or maybe the player because that's easier). ![]() Rangers get some dogs.Ĥb) Most summons get replaced with 'calls.' A call brings a monster somewhere else on the level to the summoner to assist in the battle. Enchantresses are accompanied by a dragon, Mystics come with spiders. First for summons.Ĥa) Monsters that tend to 'summon' other monsters instead appear with one as an escort. The argument is that large packs of 'Z's are bad for game enjoyment but large packs of 'o's are ok.Ĥ) Major changes to summons and player abilities are called for. Size should be dependent both on danger and how annoying it is to deal with a large pack. Novices can come in smaller packs, but orcs can still come in larger ones. (If Lungorthin is dead, Gothmog is that much easier to handle)ģb) Allow different magnitudes of how many friends should appear. But also Gothmog appears with Lungorthin and a couple other Balrogs. The clearest example would be to have the three trolls Tom, Bert and Bill appear with each other. (It's also the hardest for me to implement)ģa) Allow specification of what monsters appear with given monsters. This is likely to be the least controversial, so it's probably what I'll start with. A player that wants to systematically kill all uniques will be able to.ģ) The main goal is to provide more customization for how large groups are. An increase in the incentive to kill uniques is discussed in 4).Ģa) Make uniques guaranteed to appear on their rated level. This would mainly be accomplished by reducing hit points. This may involve removing some unique monsters, but that's not entirely necessary.ġa) The mapping would proceed something like this.ġb) This step is probably the final step I would take, and the most likely to require a personal variant, especially if it involves removing monsters.ġc) Sauron lives at 50, killing Sauron causes Morgoth to spawn on the level.Ģ) Lower the strength of uniques. So here's what I would like to do -mapped to the above issues.ġ) Reduce the dungeon to 50 levels. You can't weaken the players counters to summons without weakening summons. If two Great Wyrms of Balance are too much for one player to fight at once, one should not be able to create another.ĥ) Teleport other, destruction and banishment are too strong. Always awake + breathe for way too much damage make these groups uninteresting and not fun.Ĥ) Monster summoning is too powerful. They are an impossible challenge.ģb) Z monsters are too powerful. 20 pit fiends or greater balrogs are not an interesting challenge. Group monsters are also too ubiquitous in the dungeon.ģa) Later game escorts are absurd. This is the standard gameplay strategy.ģ) Monsters come in groups that are too large (and tedious to deal with). They can rarely be handled at depth.Ģa) There is not enough incentive from dealing with uniques, particularly late game uniques.Ģb) On the other hand there is incentive to wait to kill uniques until deeper in the dungeon for better drops. (This is the standard operating assumption of Angband, it is not true for me.)Ģ) Unique monsters are too strong. This is only countered by the enjoyment of being in the deep dungeon assuming you are unfamiliar with it. To begin with I want to motivate the problems I'm trying to solve.ġ) The length of the second half of the dungeon is too long, and gameplay tends to be monotonous. The big question is whether they are radical enough that they warrant a fork (of V or v4) or whether inclusion in v4 is reasonable. ![]() I have some ideas for a few relatively far-reaching changes. ![]()
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