What about adding a probability that missile-based wands, spells, etc have a chance of bouncing off a wall at a certain angle? Missiles themselves have sharp points and will get stuck in the wall, but magic does not. It may provide for some interesting strategy in fights and imagine making an ASC where these things have the chance of bouncing back at you!
Feature Request / Discussion
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Also, what about there are "x" monsters allowed to be "alive" on a level at once? Or until the level changes. Two benefits: louse infections that seem to clog up an entire dungeon which is more annoying than purposeful, and people can only "farm" breeders so long. And/or put a flag in the monster file that specifies breed limits per monster. So, you can keep lice annoying, but controlled, and prevent ooze farming, etc by specifying a lower threshold of them... -
I'm on a roll... Specify the "goodness" of a level, once you find out, in the footer of the screen with 0-10 or some measurement of the two new modes of levels feelings... When running around, I probably miss half of the SECOND feeling messages on a level and sometimes don't remember to CTRL-F it before I leave the level... Don't get me wrong, I love the new way of doing it, but the second notification gets missed too easily.Comment
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One more... Why don't monsters wake up when their buddies are getting slaughtered in a square next to them? I can see if some magic spells would not wake up nearby monsters, but as my rogue is slaughtering an orc with a dagger right next to 20 of them, I think at least 1 of his friends would wake up.Comment
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I'll address two of the questions.
1 - level feelings. I am not sure it's worth the extra clutter on the screen. I figured that if people cared about the level feelings they'd CTRL-F for them. There might be a way to make this more obvious to new players. Right now, you're not in the habit of asking for the feeling, but you will be after a couple play throughs, I promise.
2 - monsters and rubble. Right now rubble is a good way for a character to leave areas of the dungeon blocked off so monsters can get to them. However, I'd rather that be an active action done by jamming doors, earthquakes, and the non-existant wizard-lock spell. I'd be in favor of allowing some monsters to pass rubble (birds) some to be completely stopped by it (hounds) some that can dig through it (people) and some that can remove it in a single turn (dragons).
As for rubble in the middle of the room. I think we should actually add statues randomly in the dungeon. Statues can have treasure on them that you can search for. Golems should be statue mimics that have a chance of awakening when @ is next to them. This is way off in left-field though.Comment
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As for rubble in the middle of the room. I think we should actually add statues randomly in the dungeon. Statues can have treasure on them that you can search for. Golems should be statue mimics that have a chance of awakening when @ is next to them. This is way off in left-field though.Comment
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One more... Why don't monsters wake up when their buddies are getting slaughtered in a square next to them? I can see if some magic spells would not wake up nearby monsters, but as my rogue is slaughtering an orc with a dagger right next to 20 of them, I think at least 1 of his friends would wake up.
A.Ironband - http://angband.oook.cz/ironband/Comment
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I think that ought to depend on the weapon used. Maybe lighter weapons, particularly pointy ones, should have a tendency not to wake nearby monsters... Especially when used by a rogue.
That being said, V is weighted far too much in favor of light weapons already, IMHO. Perhaps monster AC should be taken into account, with heavier weapons being better at piercing heavier armor. Or something like that... I mean, using a whip against an ancient dragon should really get you nowhere fast.
Edit: as for statue-mimicking golems... That sounds awesome, actually.Comment
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That being said, V is weighted far too much in favor of light weapons already, IMHO. Perhaps monster AC should be taken into account, with heavier weapons being better at piercing heavier armor. Or something like that... I mean, using a whip against an ancient dragon should really get you nowhere fast.Comment
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What kinds of problems did you encounter with it?Comment
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I'll address two of the questions.
1 - level feelings. I am not sure it's worth the extra clutter on the screen. I figured that if people cared about the level feelings they'd CTRL-F for them. There might be a way to make this more obvious to new players. Right now, you're not in the habit of asking for the feeling, but you will be after a couple play throughs, I promise.
2 - monsters and rubble. Right now rubble is a good way for a character to leave areas of the dungeon blocked off so monsters can get to them. However, I'd rather that be an active action done by jamming doors, earthquakes, and the non-existant wizard-lock spell. I'd be in favor of allowing some monsters to pass rubble (birds) some to be completely stopped by it (hounds) some that can dig through it (people) and some that can remove it in a single turn (dragons).
As for rubble in the middle of the room. I think we should actually add statues randomly in the dungeon. Statues can have treasure on them that you can search for. Golems should be statue mimics that have a chance of awakening when @ is next to them. This is way off in left-field though.
[2] Cool idea.Comment
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I think that ought to depend on the weapon used. Maybe lighter weapons, particularly pointy ones, should have a tendency not to wake nearby monsters... Especially when used by a rogue.
That being said, V is weighted far too much in favor of light weapons already, IMHO. Perhaps monster AC should be taken into account, with heavier weapons being better at piercing heavier armor. Or something like that... I mean, using a whip against an ancient dragon should really get you nowhere fast.
Edit: as for statue-mimicking golems... That sounds awesome, actually.Comment
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