Post your top feature/option wish for Vanilla

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  • ewert
    Knight
    • Jul 2009
    • 702

    Post your top feature/option wish for Vanilla

    Currently I am hard pressed to come up with anything other than:

    Unlimited home space.

    Yep, that's it. Randart games are so troublesome with limited home, for myself it detracts from the fun of kill-and-gather to have to junk so many maybe useful artifacts.

    I'd love an option for it. Hell, put it in "cheat" options I don't care. I play with know full monster info anyways, as I start new savefiles so often the "noncheating" method of gathering a full monster knowledge doesn't work for me...
  • Derakon
    Prophet
    • Dec 2009
    • 9022

    #2
    A rewrite into Python with a good object-oriented design. *ducks*

    (But it'd be so awesome! Trivial extensibility! No mucking about with makefiles and minimal cross-platform compatibility issues! Heck, you could probably compress the actual code down by a factor of four while gaining ease-of-reading!)

    More seriously, any other ideas I have are sufficiently oddball that they'd be variant-territory. For example, I'd like to see experimentation with slowing down the rate at which the player expects to take damage, with the counter effect that the player also can't recover as quickly and is much less able to avoid getting into big fights. So e.g. being surrounded by dragons wouldn't be an instant death sentence, but on the flipside you'd be more likely to find yourself surrounded by dragons. My thinking is that this would start with the following changes:

    * Remove digging
    * Remove natural regeneration
    * Remove healing potions from the town (but heal the player fully when they return to town)
    * Gaining experience heals the player
    * Scatter healing fountains about the dungeon
    * An individual monster's per-turn damage output is capped at, say, 10% of the player's max HP (by manipulating damage calculations, capping breath damage based on monster level, nerfing melee, etc.)
    * Most monsters are generated as part of a "posse" of similar monsters (not the same type necessarily, but e.g. encountering a group of a Priest, an Enchantress, a Necromancer, and two Rangers)

    The general thinking here is that most mid- to late-game fights in Angband are optimally-fought by the player manipulating terrain so that it's just him and the monster, and then they stand in each others' faces and try to deal damage faster than they take it. This isn't very interesting, in my opinion. What's more interesting is when the player has to handle a group of monsters, figure out what the best target to take down is, try to take out that target while dealing with other incoming attacks, and so on. Unfortunately this often isn't feasible in Angband because an individual monster is often capable of taking out more than 50% of the player's hitpoints in one action even if the player is otherwise well-equipped.

    Another random thought I had was to make the stronger monster attacks two-turn things. So e.g. on turn 1 you'd get the message "The Great Storm Wyrm inhales...", and you'd know that if you don't move on that turn, next turn you'll be hit by the wyrm.

    For Vanilla itself, though, mostly I'd like to see the game made harder again. And we have a great big meandering thread with ideas for that.

    Comment

    • PowerDiver
      Prophet
      • Mar 2008
      • 2820

      #3
      No selling.

      Comment

      • nullfame
        Adept
        • Dec 2007
        • 167

        #4
        Player ghosts
        Player artifacts
        Random monsters option (say 5% of the set)
        Reformat monster memory to be more usable

        Comment

        • Derakon
          Prophet
          • Dec 2009
          • 9022

          #5
          Oh, I just thought of one.

          Non-indexed monster.txt, object.txt, etc. I want to be able to insert records into the middle of the list without having to renumber everything. This would probably require a shift to using the monster's name as its unique key instead, which in turn would mean futzing with the identically-named novice adventurer solo/group monsters...no big loss.

          Comment

          • AnonymousHero
            Veteran
            • Jun 2007
            • 1393

            #6
            Originally posted by Derakon
            Oh, I just thought of one.

            Non-indexed monster.txt, object.txt, etc. I want to be able to insert records into the middle of the list without having to renumber everything. This would probably require a shift to using the monster's name as its unique key instead, which in turn would mean futzing with the identically-named novice adventurer solo/group monsters...no big loss.
            Actually, you could just use a UUIDv4-type identifier. It's a (mostly) opaque hex string, but it's preferable to renumbering everything.

            Comment

            • ekolis
              Knight
              • Apr 2007
              • 921

              #7
              Monster 0xDEADBEEF4269 not found! Critical error! :P
              You read the scroll labeled NOBIMUS UPSCOTI...
              You are surrounded by a stasis field!
              The tengu tries to teleport, but fails!

              Comment

              • miyazaki
                Adept
                • Jan 2009
                • 227

                #8
                Nerfed detection:

                Baby red dragon, mature green dragon, ethereal drake, Kavlax all show as a simple, white "d" with no species details.

                Comment

                • Hariolor
                  Swordsman
                  • Sep 2008
                  • 289

                  #9
                  incremental (stacking) esp

                  various types of esp (treasure, monster, walls)

                  nerfed detection spells

                  smarter monster behavior (reverse pack behavior from current standard, combat makes noise, intelligent creatures run/call for help if outmatched)

                  eliminate selling completely - food should be a non-issue in a highly-developed dungeon ecology, tweak other consumable drops to make them more useful

                  more rational system for balancing # blows/weapon weight/damage/criticals

                  wide hallways/more interesting rooms

                  terrain and/or thematic level elements

                  greater class/race distinction (many threads on this lately)

                  Comment

                  • bron
                    Knight
                    • May 2008
                    • 515

                    #10
                    My "would most like to see" feature is to generalize the DROP_CHOSEN attribute to be able to apply it to any monster, not just Morgoth. See http://angband.oook.cz/forum/showthread.php?t=1180 for a discussion.

                    Comment

                    • fizzix
                      Prophet
                      • Aug 2009
                      • 3025

                      #11
                      More specific squelching options

                      Removal of sticky curses.

                      Rune based ID along with complete elimination of ID spell.

                      nerfed summoning combined with nerfed TO

                      destruction removes artifacts also

                      Comment

                      • HallucinationMushroom
                        Knight
                        • Apr 2007
                        • 785

                        #12
                        Wands of wall building.
                        No Hunger.
                        Everything comes identified.
                        Zephyr hounds come in packs of 2-4.
                        You are on something strange

                        Comment

                        • bebo
                          Adept
                          • Jan 2009
                          • 213

                          #13
                          here goes.....

                          1) improve or change to something useful sleep/confu/etc spells
                          2) differentiate more between ranger and rogue (possibly more class specific spells a la detect treasure, other ideas?)
                          3) artifact dungeon books (the current ones, not new ones)
                          4) %resistances
                          5) either always give complete monster memory after first/fixed number of kill/probing/whatever or reset it to zero every new game, making at the same time probing much more accessible for everyone (this could tie in well to requests of small % of monster types being generated with random attributes/resistances every new game)
                          6) fuse restore stat potions into two, !rMind and !rBody
                          7) REMOVE CHARISMA
                          8) artifact robe (why isn't there one?)
                          9) more varied and better curses (this is already being worked on afaik) + improve rings of dog/cat/mouse/giraffe/hippo/whatever or simply use them as curses
                          10) improve mage damage spells and at the same time make them less accessible to rangers/rogues; the decreased mana cost is a good step but not enough
                          11) set time/aether/chaos hound max pack size to 4-5. for others to 9-10
                          12) low level pits relative to dungeon depth have no impact on level feeling
                          13) ---warning, controversial--- more vaults! bring back autoscum!
                          14) no random hp gain every level. even d&d has stopped doing that. just set a specific number.

                          and, most importantly:

                          x) no radical changes to gameplay, game is great almost as is, we should probably concentrate more on ui improvements
                          -----> like better monster recall layout, as seen on a recent thread
                          -----> like more refined and specific squelch
                          etc
                          Last edited by bebo; August 12, 2010, 00:04.
                          My first winner! http://angband.oook.cz/ladder-show.php?id=8681
                          And my second! http://angband.oook.cz/ladder-show.php?id=8872
                          And the third! http://angband.oook.cz/ladder-show.php?id=9452
                          And the fourth! http://angband.oook.cz/ladder-show.php?id=10513
                          And the fifth! http://angband.oook.cz/ladder-show.php?id=10631
                          And the sixth! http://angband.oook.cz/ladder-show.php?id=10990

                          Comment

                          • d_m
                            Angband Devteam member
                            • Aug 2008
                            • 1517

                            #14
                            Here are a bunch of things I like, some of which are appropriate for V and many of which are not.

                            1. Fractional weapon blows
                            2. Make rangers have worse (or no) magic
                            3. Make rogues have more interesting magic
                            4. More auto-ID depending on item type and/or character class/level
                            5. Differentiate bows, slings and crossbows more
                            6. Split AC into evasion and deflection
                            7. More interesting/different level layouts
                            8. Make guaranteed escapes harder and/or rarer
                            9. Make drops more context sensitive on average
                            10. Make mushrooms a real source of food and more common (or remove them)
                            11. Remove object detection from clairvoyance
                            12. Dungeon stores (possibly removing or nerfing recall and/or the town)
                            13. More monster AI variety
                            14. Monster SP
                            15. Improve monster status effects (sleep, confusion, fear, etc)
                            16. Better FOV/LOS algorithm
                            17. Remove Elf race or make it more than a nerfed High Elf
                            18. Make Human race more interesting (at least a little bit)
                            19. Make game mechanics more obvious (especially to new players)
                            20. Better official game documentation (in-game and/or out-of-game)
                            21. Remove Iron Spikes
                            22. Remove chests or make them better
                            23. Some form of containers (maybe including backpacks and quivers)
                            24. Weaken or remove Satisfy Hunger spell
                            25. Make some monsters more excited about collecting gold/items, and able to get artifacts
                            26. Player ghosts and/or player graves

                            This is just a list of things I think are cool. Maybe this is more a list of what d_mband would contain than a list of stuff I want for V. I'm not sure.

                            P.S. For about four years I've thought about "porting" Angband to another language, e.g. Python. I never really get started though... temptation to make a new game (rather than porting all of Angband's internal logic) is just too strong.
                            linux->xterm->screen->pmacs

                            Comment

                            • bebo
                              Adept
                              • Jan 2009
                              • 213

                              #15
                              Originally posted by d_m
                              1. Fractional weapon blows
                              ...
                              5. Differentiate bows, slings and crossbows more
                              ...
                              7. More interesting/different level layouts
                              ...
                              13. More monster AI variety
                              14. Monster SP
                              15. Improve monster status effects (sleep, confusion, fear, etc)
                              16. Better FOV/LOS algorithm
                              17. Remove Elf race or make it more than a nerfed High Elf
                              18. Make Human race more interesting (at least a little bit)
                              19. Make game mechanics more obvious (especially to new players)
                              20. Better official game documentation (in-game and/or out-of-game)
                              21. Remove Iron Spikes
                              these I find are great ideas

                              Originally posted by d_m
                              25. Make some monsters more excited about collecting gold/items, and able to get artifacts
                              only if the monsters able to get artifacts from the floor don't have teleport or similar
                              My first winner! http://angband.oook.cz/ladder-show.php?id=8681
                              And my second! http://angband.oook.cz/ladder-show.php?id=8872
                              And the third! http://angband.oook.cz/ladder-show.php?id=9452
                              And the fourth! http://angband.oook.cz/ladder-show.php?id=10513
                              And the fifth! http://angband.oook.cz/ladder-show.php?id=10631
                              And the sixth! http://angband.oook.cz/ladder-show.php?id=10990

                              Comment

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