Post your top feature/option wish for Vanilla

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  • Pete Mack
    Prophet
    • Apr 2007
    • 6883

    #16
    Get rid of selling (and fix gold drops to compensate.)

    Fix colors.
    Fix summons.
    I lost my most recent character to ~20 summoned lesser balrogs (summoned by Sauron.)
    I thought they were Nalfshanee because of the terrible color choice.
    But he shouldn't be able to summon 20+ monsters at a time, no matter what.

    Comment

    • fizzix
      Prophet
      • Aug 2009
      • 3025

      #17
      Originally posted by Pete Mack
      Get rid of selling (and fix gold drops to compensate.)

      Fix colors.
      Fix summons.
      I lost my most recent character to ~20 summoned lesser balrogs (summoned by Sauron.)
      I thought they were Nalfshanee because of the terrible color choice.
      But he shouldn't be able to summon 20+ monsters at a time, no matter what.
      20 balrogs means that he summoned either moria, lungorthin or gothmog. That can be avoided by killing those specific monsters. However, fixing summoning so that monsters that have the friends tag don't come in groups would be a big step. If you want you can do the same with monsters that have escorts. You can still get 8 monsters around you (and 6 in a corridor) but you're only getting one of those time hounds.

      Comment

      • PowerDiver
        Prophet
        • Mar 2008
        • 2820

        #18
        Originally posted by d_m
        2. Make rangers have worse (or no) magic.
        There's already a class with no magic. Why have a separate ranger class? Why not merge better archery into that class?

        Comment

        • jevansau
          Adept
          • Jan 2009
          • 200

          #19
          Larger home with randarts - trying to decide what to ditch is slow and painful.

          Comment

          • Netbrian
            Adept
            • Jun 2009
            • 141

            #20
            1. No selling.
            2. Denser and more interesting dungeon layouts with improved risk/reward ratios.
            3. Increased effectiveness of status effects on monsters.

            Comment

            • Twilight
              Apprentice
              • Jan 2009
              • 58

              #21
              1. No selling.

              Other nifty ones I'd like to see:
              2. Remove CHA or alternatively make it useful.
              3. Player ghosts.
              4. Monster ego templates. Give bonuses to the basic type of monster a la some other variants for a different version of it (undead, captain etc).
              5. Monster memory - show flags tested as well as those confirmed as suggested in another thread.
              6. Differentiated ESP. Slay orc weapons gives ESP(orc) for instance.

              and I probably forget tons I've thought about before ...

              Edit: 7. Option for "Low SP Warning" a la "Low HP warning"
              Last edited by Twilight; August 12, 2010, 17:44.
              It's better to burn out than to fade away!

              Comment

              • Rizwan
                Swordsman
                • Jun 2007
                • 292

                #22
                1. Make rods of probing more useful
                2. Expanded home
                3. Expanded backpack
                4. Armor/Weapon sets
                5. Unique monster artifact drops
                6. Expanded artifacts and reduced ego weapons
                7. Cooking (you eat what you kill )



                Comment

                • Therem Harth
                  Knight
                  • Jan 2008
                  • 926

                  #23
                  Stuff drawn loosely from Strawberry, but a bit more subtle (I hope):

                  1. Make Perception and Searching worth something, and easier to get good at.

                  2. Complete removal of stat gain potions, with downscaling of maximum stat values and upscaling of stat effects. Characters would be born with "maximized" stats that could only be raised by equipment.

                  (IMO this would be awesome, as I find stat gain to be a tedious pain, and it's a lot less kludgy than my random-stat-gain-with-levels fix.)

                  3. Fireproof ego versions of early spellbooks, as in ToME.

                  Stuff not based on Strawberry:

                  - Staircases spanning multiple levels. (O)

                  This would allow faster diving.

                  - Randomized turn costs. (Heng)

                  This would make speed somewhat less important...

                  - Resistance to "unresistable" attacks based on saving throw (no variant AFAIK)

                  To prevent instadeath from randomized turns. If you save, you take maybe 1/9 damage or something like that, if you don't save you take the full hit. More damaging spells would be harder to save against.

                  - Weaker resistances that stack (again, none I know of)

                  Resistances, especially high resistances, wouldn't block as much damage; but resistance from multiple items would be cumulative up to a point. Let's say one item giving Nether resist would cut the damage to 1/3, and a second to 1/9, but a third (or fourth, or fifth) would only bring it to 1/10.

                  Of course the last three would be good enough for a whole other variant...

                  Comment

                  • Derakon
                    Prophet
                    • Dec 2009
                    • 9022

                    #24
                    Some variants have percentage resistances, so e.g. a shield of Resist Fire would grant anywhere from 15-30% fire damage mitigation (rolled when the shield is generated), and resistance percentages stack up to some cap. If nothing else, I like that for reducing the opacity of how resistances work.

                    I don't think you'll ever be able to convince me that randomized energy is a good idea though. It certainly doesn't make speed less of a factor (IIRC the original goal was to break hack 'n back and pillardancing).

                    Comment

                    • andrewdoull
                      Unangband maintainer
                      • Apr 2007
                      • 872

                      #25
                      Originally posted by Twilight
                      Edit: 7. Option for "Low SP Warning" a la "Low HP warning"
                      Or better yet, adopt the Sangband version of Low HP warning, which actually works.

                      Andrew
                      The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more-
                      In UnAngband, the level dives you.
                      ASCII Dreams: http://roguelikedeveloper.blogspot.com
                      Unangband: http://unangband.blogspot.com

                      Comment

                      • Timo Pietilä
                        Prophet
                        • Apr 2007
                        • 4096

                        #26
                        Archer class which is basically current ranger with no spells [edit] and only four blows.
                        Ranger reduced to one extra shot.
                        Ranger and Rogue spell-sets swapped with rogue keeping better detection for items.
                        Removal of ammo branding.
                        Jamming doors should have some meaning. Wizard-lock doors from distance (rune at door basically?)
                        LoS and targetting unified. If you can't see it you can't target it. Non-symmetric is fine as long as hockey-stick is made impossible.

                        More variation in items, monsters and levels.

                        Aggravation and stealth changes. No on-off aggravation, stealth should make awake monsters knowledge of player more vague. "awake but not aware" status for monsters.

                        More variation in curses. Less radical effect of OoD checks.
                        Last edited by Timo Pietilä; August 19, 2010, 10:04.

                        Comment

                        • nppangband
                          NPPAngband Maintainer
                          • Dec 2008
                          • 926

                          #27
                          Originally posted by Timo Pietilä

                          LoS and targetting unified. If you can't see it you can't target it. Non-symmetric is fine as long as hockey-stick is made impossible.
                          The Sangband/Oangband 4gai line of site code fixes this. It has been in NPP for years, and the NPP code probably would work in Angband with minimal changes. <just saying>
                          NPPAngband current home page: http://nppangband.bitshepherd.net/
                          Source code repository:
                          https://github.com/nppangband/NPPAngband_QT
                          Downloads:
                          https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57

                          Comment

                          • Nick
                            Vanilla maintainer
                            • Apr 2007
                            • 9637

                            #28
                            Multiple pvals.
                            One for the Dark Lord on his dark throne
                            In the Land of Mordor where the Shadows lie.

                            Comment

                            • zaimoni
                              Knight
                              • Apr 2007
                              • 590

                              #29
                              Originally posted by Timo Pietilä
                              LoS and targetting unified. If you can't see it you can't target it. Non-symmetric is fine as long as hockey-stick is made impossible.
                              E.g., Zaiband's (which defines targetable as "can be illuminated by a wand of light").
                              Zaiband: end the "I shouldn't have survived that" experience. V3.0.6 fork on Hg.
                              Zaiband 3.0.10 ETA Mar. 7 2011 (Yes, schedule slipped. Latest testing indicates not enough assert() calls to allow release.)
                              Z.C++: pre-alpha C/C++ compiler system (usable preprocessor). Also on Hg. Z.C++ 0.0.10 ETA December 31 2011

                              Comment

                              • maurino
                                Rookie
                                • Aug 2010
                                • 1

                                #30
                                Restoring the old DOS Version (I like to play full screen, windows does not allow it, must continue with 3.0.6)
                                Better documentation, expecially for items/strategies at depth > 2500

                                Thanks

                                Comment

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