So I came back to Angband after a fifteen-year absence, decided to try it out and see how things went. I never got past dlvl ~40 in my previous playing, but after a few abortive starts, was able to get to dlvl 90 with a Kobold Rogue before Charcaroth killed me with an unresisted Nether breath (he breathes for more than 450 dmg at half health, how much does he breathe for at full health?!)
Anyway, my immediate thoughts. The game is much the same, but a few things made it much easier for me. The biggest improvement, which saved me from countless deaths (except the last one!): coloring the @ according to how much health you have left. I think most of my deaths in the older version of Angband were pure stupidity against trivial enemies where I simply didn't realize my health was low. Color highlighting of both the cursor and the health total is a literal lifesaver.
The other huge assistance: the Amulet of Weaponmastery. I don't know who came up with it, but it really turns the tables for melee characters. Disenchant was so immensely irritating that it would frequently drive me to do incredibly stupid things. But having found a Weaponmastery at a low level as a lucky drop, it was incredibly helpful for getting further in the dungeon.
Other than that, though, it feels much the same. In general, the game is fun and fairly challenging, but I am coming around to my previous thinking when I abandoned it lo those many years ago: the combat, monster, and object designs are more or less broken and need to be completely reworked. The game feels much too "cheesy", where it isn't actually challenging, it's just a matter of whether or not you know a handful of tricks; without them, you're dead, with them, it's not terribly challenging, just a matter of not doing stupid things.
I may write up some of the changes that I think need to happen, but one major one: Banishment. To be blunt, it felt like the latter half of the game for me was do-you-have-a-Staff-of-Banishment-and-do-you-know-how-to-use-it. Hounds: banish. Greater Demons: banish. Quylthulgs: banish. Mystics: banish. *yawn* Sorry, just not challenging at all. Unless, of course, you're a melee character who doesn't have Banishment in the spellbook, in which case you have to rely on scrolls/staves of Banishment, in which case you're in serious, serious trouble if monsters keep destroying your inventory faster than you can replace it. But that isn't hard, it's just frustrating and annoying.
One simple suggestion: completely remove Banish from the game. I know this has been on the table since 0.1.frog-knows or whatever, but it really needs to happen. It will require retooling a large number of the end-game enemies (specifically, to tone summoning way down), but again, it needs to happen. It's just silly that the game is so incredibly difficult without it and so nearly trivial with it. I should note that the same argument was made of good old GOI, which, after far too long, was finally removed, despite everybody and their brother knowing how broken it was. I realize there is some talk of making the game more challenging, and there is one easy way to start: get rid of Banishment.
Anyway, my immediate thoughts. The game is much the same, but a few things made it much easier for me. The biggest improvement, which saved me from countless deaths (except the last one!): coloring the @ according to how much health you have left. I think most of my deaths in the older version of Angband were pure stupidity against trivial enemies where I simply didn't realize my health was low. Color highlighting of both the cursor and the health total is a literal lifesaver.
The other huge assistance: the Amulet of Weaponmastery. I don't know who came up with it, but it really turns the tables for melee characters. Disenchant was so immensely irritating that it would frequently drive me to do incredibly stupid things. But having found a Weaponmastery at a low level as a lucky drop, it was incredibly helpful for getting further in the dungeon.
Other than that, though, it feels much the same. In general, the game is fun and fairly challenging, but I am coming around to my previous thinking when I abandoned it lo those many years ago: the combat, monster, and object designs are more or less broken and need to be completely reworked. The game feels much too "cheesy", where it isn't actually challenging, it's just a matter of whether or not you know a handful of tricks; without them, you're dead, with them, it's not terribly challenging, just a matter of not doing stupid things.
I may write up some of the changes that I think need to happen, but one major one: Banishment. To be blunt, it felt like the latter half of the game for me was do-you-have-a-Staff-of-Banishment-and-do-you-know-how-to-use-it. Hounds: banish. Greater Demons: banish. Quylthulgs: banish. Mystics: banish. *yawn* Sorry, just not challenging at all. Unless, of course, you're a melee character who doesn't have Banishment in the spellbook, in which case you have to rely on scrolls/staves of Banishment, in which case you're in serious, serious trouble if monsters keep destroying your inventory faster than you can replace it. But that isn't hard, it's just frustrating and annoying.
One simple suggestion: completely remove Banish from the game. I know this has been on the table since 0.1.frog-knows or whatever, but it really needs to happen. It will require retooling a large number of the end-game enemies (specifically, to tone summoning way down), but again, it needs to happen. It's just silly that the game is so incredibly difficult without it and so nearly trivial with it. I should note that the same argument was made of good old GOI, which, after far too long, was finally removed, despite everybody and their brother knowing how broken it was. I realize there is some talk of making the game more challenging, and there is one easy way to start: get rid of Banishment.
Comment