Nick suggested having DaJAngband as the next competition, and I think that's a cool idea. But I'm having trouble deciding which race/class combo to use.
Some choices:
Bilbo the Hobbit Thief - Thief is not as good a fighter as the rogue and has less HPS, but has a class speed bonus (+2 to start, additional +1 every 20 levels) and learns magic a little faster. (alchemy realm) I also like to hear from people if the telekinesis spell is actually useful. (Thieves and tourists are the only ones who get that spell which allows you to pick up items from a distance.)
Roscoe the Kobold Thief - In a character dump I said I like the hobbit thief combo, Pete suggested the kobold race might be better, so I'll let you chose.
Hobbits have better DEX, CON, and INT, hold life, 'nice' flag (nonevil animals and light fairies are less aggressive)
Kobolds have better STR, alertness, hit die, and partial poison resistance. I haven't really tested how effective the partial poison resist is against significant breathers.
Murkum the Dark Elf Assassin - Assassin class is pretty similar to the rogue: slightly weaker in most ways, but stronger with magic, especially offensive magic. (black magic realm) Get to use some other interesting spells like drain charges and beam of destruction.
Human Tourist - For those who want a tough challenge. Tourists have some of the worst fighting skills of any class, but I think they'll be fun if you don't mind taking risks. Thier magic is mostly divination/detection or random-effect spells.
Half-Troll Paladin - Had to have this as an option because it's one of my favorites. Because a paladin is one of my favorites, I might have made them a little too powerful (except that they get orb of draining later than in V).
Note / Disclaimer for experienced players: 1) The changes which only show in deeper levels of DaJAngband have only barely been tested (I have used wizard mode to make sure spells and effects work the way I meant them to, but when actually playing I almost never get past L40). 2) I have intended to make DaJAngband slightly easier than vanilla Angband, so if some things seem a little easier than you're used to, that's probably why. (Although since a lot of stuff isn't well tested, some things might be harder than I mean them to be).
other much less important notes:
- There's a stupid-looking mistake in the spell name of an early thief spellbook. (Edit: fixed in the update release).
- I combined object & treasure detection in most places, but overlooked them in the alchemy spell realm. Will be fixed in 1.0.98. Also, I'm planning to make the early disinfectant stronger and remove 'strong disinfectant' because they're nearly useless as they are now.
- Just so you know, I will have connected stairs turned on because I really don't like playing with it turned off (that's why I don't often play in competitions), and I'd like to play in the competition of my variant.
- I will use a renamed safefile which I have used before so there will be some monster memory.
Some choices:
Bilbo the Hobbit Thief - Thief is not as good a fighter as the rogue and has less HPS, but has a class speed bonus (+2 to start, additional +1 every 20 levels) and learns magic a little faster. (alchemy realm) I also like to hear from people if the telekinesis spell is actually useful. (Thieves and tourists are the only ones who get that spell which allows you to pick up items from a distance.)
Roscoe the Kobold Thief - In a character dump I said I like the hobbit thief combo, Pete suggested the kobold race might be better, so I'll let you chose.
Hobbits have better DEX, CON, and INT, hold life, 'nice' flag (nonevil animals and light fairies are less aggressive)
Kobolds have better STR, alertness, hit die, and partial poison resistance. I haven't really tested how effective the partial poison resist is against significant breathers.
Murkum the Dark Elf Assassin - Assassin class is pretty similar to the rogue: slightly weaker in most ways, but stronger with magic, especially offensive magic. (black magic realm) Get to use some other interesting spells like drain charges and beam of destruction.
Human Tourist - For those who want a tough challenge. Tourists have some of the worst fighting skills of any class, but I think they'll be fun if you don't mind taking risks. Thier magic is mostly divination/detection or random-effect spells.
Half-Troll Paladin - Had to have this as an option because it's one of my favorites. Because a paladin is one of my favorites, I might have made them a little too powerful (except that they get orb of draining later than in V).
Note / Disclaimer for experienced players: 1) The changes which only show in deeper levels of DaJAngband have only barely been tested (I have used wizard mode to make sure spells and effects work the way I meant them to, but when actually playing I almost never get past L40). 2) I have intended to make DaJAngband slightly easier than vanilla Angband, so if some things seem a little easier than you're used to, that's probably why. (Although since a lot of stuff isn't well tested, some things might be harder than I mean them to be).
other much less important notes:
- There's a stupid-looking mistake in the spell name of an early thief spellbook. (Edit: fixed in the update release).
- I combined object & treasure detection in most places, but overlooked them in the alchemy spell realm. Will be fixed in 1.0.98. Also, I'm planning to make the early disinfectant stronger and remove 'strong disinfectant' because they're nearly useless as they are now.
- Just so you know, I will have connected stairs turned on because I really don't like playing with it turned off (that's why I don't often play in competitions), and I'd like to play in the competition of my variant.
- I will use a renamed safefile which I have used before so there will be some monster memory.
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