That would be this paragraph:
"There is also a debate to be had around reducing the information available to the player, with the aim of making them work harder for stuff. We have already hidden non-standard damage dice until a weapon is picked up. We could also hide the exact flavour of potions and scrolls which are outside LOS (one of Timo's f-k-was-better issues). We could also make object detection fail to reveal items in vaults until @ is inside. Etc. Needs more thinking."
It's just underneath the first table on the page. FWIW I completely agree with your views on detection and the need to rebuild that sense of wonder and excitement. But takk has yet to pronounce on it, and we will need to be very careful to avoid encouraging note-taking.
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Hum. Good point. Warriors need reliable method of detecting monsters and rods of detection gives that, so it can't be deeper. However if rod of detect treasure is moved this deep detection trumps it. 1000'ish then?
Also don't give up info about item flavors, only that you see potion or scroll or wand and so on. Squelch should not remove these until you see that it is squelchable.
One thing old angband had was inability to "l"ook anything past your LoS, maybe that is something that should come back.
I'm not sure if ESP should reveal true type of the monster or not.Leave a comment:
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You mean rods of detection?
Another thing that should probably be done is to separate "player has seen this tile" from "player knows what this tile is". That would prevent the player from knowing about monster movements by seeing doors open, walls disappear, items get picked up, etc.Leave a comment:
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Well, the best I can do is point you towards http://trac.rephial.org/wiki/DifficultGame, which is a list of stuff that *might* get into the next couple of releases - but as with all OSS projects there's no guarantee that the volunteers available will complete all of it. Note that that page does not show closed tickets, so it only shows stuff which is not yet done. So the closer we get to 3.3, the less useful that page will become ...
By weakening the detections you increase the sense of wonder, which is one thing preventing boredom. Both items and monsters and also spells, in particular clairvoyance which currently reveals way too much. IMO it should be just "map entire level" -spell. With or without illumination. No item detection with it. Rods of detect treasure should be reverted back to detecting only treasure, no items (or make it much much rarer and deeper item with longish recharge rate, somewhere deeper than 2000').Leave a comment:
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When Aule got in trouble from Iluvatar for creating the dwarves, he picked up a "great hammer" and was about to destroy them with it, but they cowered away, showing that Iluvatar had already given them independent thought. I'm guessing the Angband weapon was based on that hammer.
I just don't like "great hammers". 8d1 just doesn't make sense to me when everything else has at least some degree of randomness in them.Leave a comment:
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Aule is the Valar that made Dwarfs. Maybe that has been the reasoning. Aule is weapon of Valar, and doesn't really appear anywhere in Tolkien works.Leave a comment:
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You do sound like Tony Blair!
Is there an easy way for us to find out what key measures will make the game harder in the next couple of releases?
Thanks
A.Leave a comment:
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I'm just gonna pop in here and say that you shouldn't remove Ringil's blessed flag. Ringil is the classic Angband uber-artifact, and removing the joy of finding it for just one of the classes is a real kick in the nuts. The entire priest blessed/blunt restriction thing needs to be rethought at some point; in the meantime, fiddling with blessed flags is not a good way to balance the game, because it only applies to one-sixth of the characters.
Blessed or not blessed isn't really that difficult choice for priests, when clvl you still have all required spells to 0% failure, just few higher level spells have some failure.Leave a comment:
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I'm just gonna pop in here and say that you shouldn't remove Ringil's blessed flag. Ringil is the classic Angband uber-artifact, and removing the joy of finding it for just one of the classes is a real kick in the nuts. The entire priest blessed/blunt restriction thing needs to be rethought at some point; in the meantime, fiddling with blessed flags is not a good way to balance the game, because it only applies to one-sixth of the characters.Leave a comment:
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Sustains probably are too common. They are something I usually don't worry too much because they seem to take care of themselves, and then some. I wonder if limiting each artifact or ego to a single sustain would help. They could certainly be toned down since having them all is not *really* necessary. Depending on your class/race, you could probably get by with only half covered.
Maybe change all sustains to 1/2 sustains, so you'd need a double sustain to be immune to stat drain. Having just a half would entitle you to a saving throw.Leave a comment:
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In fact I think we have lightsources reversed, Arkenstone was jewel with internal light, but it still was just a jewel with only dim internal light, Star is another jewel that had some light in it, only a bit more powerful (maybe), only phial was created as lightsource, and for that it was very very good at, breaking minds of Two Watchers who guarded Tower of Cirith Ungol where Frodo was captured in Mordor and it caused physical damage to Shelob, it's light described as lightning that refuses to go away.
Remember who created the phial: Galadriel. Galadriel was Noldor, relative to Feanor who created Silmarils.
It had confusion resistance as part of chaos and later when confusion was separated from chaos as confusion resistance.
Hammerhand is currently item that nobody uses except in endgame where everybody uses it. There has been many cases where I have preferred Crowns of Might over Dor-Lomin in old days for sustains, Hammerhand just makes that no-brainer giving combat bonuses and nexus resist on top of that.
The issue of aggravation remains. Derakon's suggestion of a stealth malus don't really solve the problem: if you have one aggravating item, you can wear others with impunity, including any -stealth items you want. So this is essentially moot until the new curses work is done and we have ways other than aggravation to curse artifacts.
For artifacts there are more sustains now, just counted that 27 has become 40 (Evenstar (which nobody uses) +3, Gil-Galad +3, Anduril +1, Erebor +1, Haradrim +2 (everybody uses at endgame), Hammerhand +3 (everybody uses at endgame). Two that actually mean something are Haradrim and Hammerhand, because they are obvious choices for final fight.
Ego-items have changed less, 15-21, there is new item "Preservation" which counts +3, *slay* orc and giant give sustain +2, and cloak of magi is another new one +1.
Basic objects have changed most, 6 to 25: body- and soulkeeping rings is +6 (which nobody uses), sustenance another +6, WIS +1, CHR +1, Magi +1, Devotion +2, Trickery +1, Weaponmastery +2 is 8, and all stat-rings give sustain when they didn't previously do that (there were separate sustain rings for that, and there is no CHR-ring, but there were sustain CHR). +5-6 = -1
I think basic object changes affect most. With WIS amulet you don't need to worry about WIS-drainers, stat-rings make you immune to corresponding stat being drained, deeper high amulets give sustains etc. On old set you really wanted those sustains in artifacts and getting full set for Morgoth was actually quite hard, which in many cases did mean that you used Anarion in final battle, even that Thorin would have been better otherwise (ego-shields were crap back then until you go far enough back in time when you again had elvenkind shields but not aman cloaks). Or you collected a big bunch of mushrooms of restoration. You actually needed to explore dungeon stats drained.
Maybe quite a bit later. For now something else.Leave a comment:
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Main problems are off-weapon brands, shots and blows. IE. Haradrim and Paurnimmen. It doesn't matter when you see them they are overpowered. Get a big-dice extra blow weapon or Pain with off-weapon brand and you see what I mean. In Cubragol it doesn't matter that much because I had activation for ammo branding before. Bard slay dragon is a bit too powerful, but somehow feels right.I would also remove Palantir and restore clairvoyance activation to Arkenstone. Palantir is not a lightsource, it is at best same as walking with TV to illuminate your way. No matter what you do to Palantir you need to do something to Arkenstone, its activation is now next to useless, even magic mapping in Star is better.Thorin has been weakened already, don't change it any weaker.Hammerhand - remove to_dam and to_hit bonuses and aggravation, add FA (make it basically improved version of Crown of might, like Dor-Lomin is of Crown of magi)
The issue of aggravation remains. Derakon's suggestion of a stealth malus don't really solve the problem: if you have one aggravating item, you can wear others with impunity, including any -stealth items you want. So this is essentially moot until the new curses work is done and we have ways other than aggravation to curse artifacts.Belangil - change back to 2d4. 3d4 in dagger doesn't just make any senseRingil - change kill_demon back to slay_demon. It is powerful enough without kill slay, remove blessed-flag. Priests need to think before using it.Aule - restore it back to war hammer. 9d3 instead of 18d1 (d1 doesn't make any sense to me, IMO it breaks whole concept of random damage). Remove tunnel and change acid_brand back to elec_brand.
The dice are a different issue. I don't particularly mind changing Aule back to a warhammer, but I think it's worth reviewing whether we have great hammers at all. d1 indeed isn't random - but is that a problem? I don't think I have a strong view either way.The whole set has changed to more powerful, so that previously useful items, even endgame quality like Anarion are now pretty much completely useless (sustains are too easy to get).I have temptation to suggest removing speed from Fundin and Eowyn, but those two have no comparable items and are quite rare. They are almost identical as items: same dice, same pval, both provide speed, STR-boost, nether resist, slay evil and slay or kill undead. Maybe drop pval from 4 to 3?Paur* could maybe all change to their old boring sets with small to_hit and to_dam bonuses and make them give small STR-bonus. Kind of weak gauntlets of power with resist. +3 to to_hit and to_dam, +2 to STR? I wouldn't miss them if they are removed completely, there are enough powerful artifact and ego gauntlets without them.Leave a comment:
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