Making the game harder, take three
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(regarding druids) Just say the word, and I will push something to you at github.
Have you all considered adding the Sangband project spells? It would get rid of the hockey stick projections, and (IMHO) make line-of-sight a little more consistent. Definitely not perfect, but there are less issues. It was difficult to convert them from Sang to NPP, but I think they would go from NPP to the current vanilla fairly smoothly.
Conic breath attacks are neat and certainly more flavorful than "just another ball spell", so no objections if they make it over too.Leave a comment:
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NPP has a slightly different philosophy. I am striving to create a game where the player is always in danger from something. In an ideal NPP dungeon, clearing a level should almost always be a difficult accomplishment. And I wish going up and down stairs would always be an "out of the frying pan and into the fire" experience. But I do try to err on the side of caution so players find the game to be a fair experience.Leave a comment:
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I am just happy haggling is a think of the past. I frequently get nostalgic for moria features, but never once have I missed that one.Leave a comment:
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Have you all considered adding the Sangband project spells? It would get rid of the hockey stick projections, and (IMHO) make line-of-sight a little more consistent. Definitely not perfect, but there are less issues. It was difficult to convert them from Sang to NPP, but I think they would go from NPP to the current vanilla fairly smoothly.
It does open up some fun new spell possibilities, such as cone shaped arcs. I have a greater variety of possible spells (NPP also has effects code that allows spells to have a duration other than instant). Anssi Ramela created a fine new list of spells for NPP mages and priests. But I don't think we have come even close to exploring the full variety of spells we could create. That will probably the theme of a whole new NPP release soon.Leave a comment:
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We are overtly borrowing a lot from both NPP and S though, which is all good IMO. In particular I want to steal NPP's level feelings implementation, so that it is utterly impossible to predict when a level feeling will come, and it no longer prejudices the next level if you descend too quickly. Monster mana is also coming - there's already a branch at github/elly/angband ready to merge and add the NPP mana values.
A.Leave a comment:
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Magical regen really needs to be moved to a pval-based system IMO, with the current amount that the REGEN flag gives requiring at least a +3 modifier. And regen in general could be more easily implemented in code; currently it uses a powers-of-2 system like stealth does which makes it hard to understand.
EDIT: GMTA again - I went to open a ticket for this, and discovered I'd already thought of it in http://trac.rephial.org/ticket/1182.Leave a comment:
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Quests are probably a longer shot, although there might be some related work...
We are overtly borrowing a lot from both NPP and S though, which is all good IMO. In particular I want to steal NPP's level feelings implementation, so that it is utterly impossible to predict when a level feeling will come, and it no longer prejudices the next level if you descend too quickly. Monster mana is also coming - there's already a branch at github/elly/angband ready to merge and add the NPP mana values.
But Jeff - you can't retire until we've sorted out the game of shopping in V!Leave a comment:
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Certainly. It bugs me a bit though that monsters have a semi-controlled teleport spell, when the player doesn't get that. This could I suppose be rationalized as the monster trying repeated random teleports until they end up close enough, though then I'd want the mana cost to shoot way up.
The player also doesn't get "teleport monster to be adjacent to me" either, which could conceivably be useful for the hybrid classes.
Teleport/blink should be available out of LOS. Probably blink is the only one that's useful. Monsters wouldn't control where they landed any more than players. Letting monsters blink out of LOS should certainly be added to V. Maybe I'll actually look into making a patch if people think it's a good idea.Leave a comment:
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I will be interested to see how you do it. I think it is a good system and a worthy addition to V, but there is still plenty of room for improvement.
I am happy to see you all are doing this. Let me know if I can help in any way. Now if I could just convince you all to put NPP quests and druids into Vanilla, I could almost retire.
Quests are probably a longer shot, although there might be some related work...Leave a comment:
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Certainly. It bugs me a bit though that monsters have a semi-controlled teleport spell, when the player doesn't get that. This could I suppose be rationalized as the monster trying repeated random teleports until they end up close enough, though then I'd want the mana cost to shoot way up.
The player also doesn't get "teleport monster to be adjacent to me" either, which could conceivably be useful for the hybrid classes.Leave a comment:
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NPP teleport-to is a very, very nasty device. If a monster on the level has teleport-to and you can't kill them, then pretty much your only solutions are either to destruct them or to leave the level. If you teleport them away they'll just be right back 10-15 turns later.
The main danger is with greater vaults, where a 3500' level lich can suddenly attack a player at 2000' by teleporting out of a vault. You can do things like prevent monsters in vaults from casting teleport-to.Leave a comment:
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I am happy to see you all are doing this. Let me know if I can help in any way. Now if I could just convince you all to put NPP quests and druids into Vanilla, I could almost retire.Last edited by nppangband; April 23, 2011, 01:24.Leave a comment:
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