I have always enjoyed Random / IronMage play with Angband.
I set the Birth options to '>' downstairs only until Morgoth has a bad day, no Recalls, and randomized artifacts.
My latest stints with 4.2.5, I have found:
I set the Birth options to '>' downstairs only until Morgoth has a bad day, no Recalls, and randomized artifacts.
My latest stints with 4.2.5, I have found:
- [*=1]The Upstairs do not work, ever. Even when Morgoth bites it. So, I've decided to just not use the '<' upstairs symbol until I'm satisfied with Morgoth's demise. I believe.. if my aged-memory is correct, 3.x allowed upstairs to work once Morgoth had his name etched in history. Without scouring the annals of the forums like Gandalf, is this a feature of 4.2.5? [*=1]The One Ring. For the first time in how many 100s of iterations of this game I've played, I found the One Ring. Looked at it. It has a No Return Policy if one wears it. Why is that? Hobbits seem to be able to remove the ring at will in the books & movies... . [*=1]Further.. the XP_Drain of items is fine, but I thought a Hold_Life affect would negate the XP_Drain of items in past versions. If the only way to stop XP_Drain of an unremovable item is to top up on !s of Restore Lie Levels, then there is absolutely no reason to wear those items ever. And, they should not be placed in the Superb Items category of level feelings. [*=1]*Remove_Curse* is only limited to a list of programmer defined removable curses. Why are affects such as "Aggravate mobs nearby", "Can't Be Removed", "Drains XP" not considered to be Curses? [*=1]The One Ring, once identified, is NOT listed in the Ignorable items list. (Yes, one could simply toss it and move onto another level.) [*=1]The dungeon levels are much better in design than in versions past. Well done. [*=1]Why are there Zs? If you have Cs, I don't see the point of having Zs. Zephyr hounds are the most annoying concept in Angband's list of monsters. When I'm not lazy, I remove them from the library. Problem is, I'm 99.998% lazy. The 2nd most annoying monster concept are trees growing underground. Seriously, from Town, one should be able to go N, E, S, or W to a wooded area to find and battle Mirkwood creatures - spiders, trees, bears, bats, felines, Phoenixes, etc. Or into a lake area to battle Ms and other watery stuff. The further away from Town one goes, the higher / more dangerous mobs one encounters. I know this is labeled 'Angband', a cave concept. Okay, theologically speaking, keep only cave monsters in the mix, then. [*=1]I would rather see one of the detriments of wearing the One Ring bring whatever Uniques of Sauron are left in the Unique Mob list to that level the User is on. E.g., if I picked up the One Ring and wore it on Dungeon Level 70, within xx moves, I should feel a shiver and be assaulted by the Witch-King or other wraiths and uniques of Sauron. The longer I wore it (assuming I had a chance to take it off someday), the more likely I would be attacked by Sauron's cohorts. That, should be the real downfall to finding and wearing the One Ring. [*=1]Don't know why Mages had RPoison removed from their Resistance spell. [*=1]Dark elven archers, orc archers, wraiths, e.g., should be equipped with long-range 'morgol' poison arrows & bolts -- which saps not only HP, but also mobility (Speed). The more hits a player takes, the longer the immobility affect should last. I would rather see these equipped on mobs beneath Dungeon Level 50. A Speed ! or staff would restore normal speed + 10. This would make battling Azog more challenging (and perhaps lowering his & Bolg's depths to DL 40+). Perhaps being hit with multiple hits of these, say 4-5+, the User may also suffer 'Weakness' in the gastro-intestinal areas, making for a bleak demise inside of a few turns without proper Heals.
Mahalo.
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