Rogue winner on mobile device

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  • Bagplant
    Scout
    • Sep 2009
    • 30

    Rogue winner on mobile device

    I just won the game with a rogue played on my mobile phone using Angdroid (ladder entry). This was my second attempt at a character, the first being killed by an orc unique at around 1000' after a phase door went wrong. I thought Angdroid was a good port and did a creditable job of dealing with the interface limitations (I had some challenges but most were probably unavoidable).

    I only had one narrow escape when I was on low HP after a nether breath from Azriel. I tried to teleport using a staff, failed and watched him breathe nether again. I was expecting to see a tombstone after the more prompt, but apparently I had beaten him down enough that he wasn't breathing for full damage, and I was left with 10 HP.

    This is the first time I've played in a few years. Overall this version does feel easier than some of the earlier ones if you know what you're doing, although for newer players I imagine the difficulty is still there. Some thoughts:

    - No more jelly pits. I didn't miss them. Having said that, demon pits seem to be the new jelly pits (especially the ones at very deep levels).
    - No more autoscum. I bet there was grumbling about that one (personally I never liked it, so I don't mind).
    - Elemental brand on non-weapons also seems to be gone or at least rare enough that I never found it - also a good change in my opinion.
    - The issue I encountered with scarcity of stat gain potions in my last game seems to have been fixed. The drop rate felt about right for this one. Potions of augmentation dropping at the point where they are still useful is also nice.
    - Two-part level feelings. I'm not crazy about this one - I always felt that there should be some risk/reward tradeoff involved in these, so a good feeling might be either a nice item, a dangerous monster or possibly both. That aspect seems to be gone now. Just my opinion though.

    A couple of minor issues I noticed:
    - My monster memory for Dracolich said that it dropped 37 good items. Not sure if this is an issue with the port or the core game. The first one that I killed was carrying about a million items it had picked up - not sure if that had anything to do with it.
    - Trident of Wrath is no longer extra-heavy - it's back down to base weight for a trident. This appears to have been a deliberate change according to the bug tracker entry. Why was this done? Is the intention to move away from non-standard weapon weight as a flavor item for artifacts? If so, why wasn't the Glaive of Pain changed as well?
  • Magnate
    Angband Devteam member
    • May 2007
    • 5110

    #2
    Thanks for the feedback, and congrats on your win. Glad most of the changes are to your liking.
    Originally posted by Bagplant
    - Two-part level feelings. I'm not crazy about this one - I always felt that there should be some risk/reward tradeoff involved in these, so a good feeling might be either a nice item, a dangerous monster or possibly both. That aspect seems to be gone now. Just my opinion though.
    Lots of people had exactly the opposite view - that it was infuriating not knowing whether a feeling was about dangerous monsters or good loot - so we split it. Quite a lot of people (me included) now play without level feelings at all, so this might become the default in future. No system of level feelings is going to please everybody. That said, I do see your point - others also have said that the new feelings give too much away.
    A couple of minor issues I noticed:
    - My monster memory for Dracolich said that it dropped 37 good items. Not sure if this is an issue with the port or the core game. The first one that I killed was carrying about a million items it had picked up - not sure if that had anything to do with it.
    Very likely! I don't have the code to hand but it's plausible.
    - Trident of Wrath is no longer extra-heavy - it's back down to base weight for a trident. This appears to have been a deliberate change according to the bug tracker entry. Why was this done? Is the intention to move away from non-standard weapon weight as a flavor item for artifacts? If so, why wasn't the Glaive of Pain changed as well?
    It wasn't given that much thought. The discussion you linked has Eddie saying that if an artifact is going to have a different weight (or sides) from its base item, it ought to be a different base item. I guess that thinking prevailed at the time. Personally I don't have any issue with artifacts having different characteristics from their base items.
    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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