![]() 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. Familiars now get more abilities including intentional support of draining life healing the player.I have some ideas for a few relatively far-reaching changes. Priest monsters (and allies) now cast useful magics on their companions. Sorcerers get illusion spells which damage monsters which are hallucinating or sleeping. Monsters can now be dazed, hallucinate, suffer amnesia and be terrified (as opposed to merely afraid). A number of new magic bags to spread out e.g. Every spell book you study now uses up an inventory slot. ![]() Angband monsters code#You can download the source code from, a precompiled Windows build from and a precompiled OS/X (Intel) build from. This is a back port of a number of features from the SVN version which probably deserve some air time prior to me releasing a broken 0.6.5. Nevertheless, I'm in the process of slowly building up a build environment again and may have opportunity to release a fixed version of the Unangband 0.6.4 branch, and perhaps even an Unangband 0.7.0-very-alpha in the not to distant future. Angband monsters Patch#I got this email in February, however, which should be an indicator of how far I've successfully got towards integrating the small patch required to fix this. I've also received an email with a fix to the long standing 'monsters don't perform range attacks' which plagued the last ever release of Unangband, from a helpful contributor (Alexis Sheuer). I say 'helpfully' with caveats due to the deceptive advertising on the Source Forge download page, which is why the links to the right point have been updated to Github (for source code access) and Dropbox (for file distribution) and only the other files links to older versions references the Source Forge site. In the interim, Berlios, the host and source code repository has died, although Source Forge has 'helpfully' picked up the SVN repository and file distribution. Unangband has been on hold a bit longer than I initially intended. ![]()
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