Making V play more like Sil
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birth_no_upstairs adds the change in gameplay that going down any downstairs, including the one in town, drops you off at MAX_DEPTH + 1.
Oddly birth_no_recall also can be mocked up without setting the option, as you could merely just ignore recall items (you could accidentally zap the rod I guess which would be annoying). Right now birth_ironman affects scrolls of teleport level.Comment
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I don't remember if there's such thing as a fire yeek, but if there is, we have branded ammo taken care of right there.Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'Comment
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Pace of forced dive is a lot slower than it is in Sil though. You probably wont notice it unless you dive really slowly. Also Sil doesn't "encourage" people to dive, it just plain forces that to happen.
Sil does feel more like Nethack than Angband to me. Everything has changed in it, even command set. It is IMO more a game of luck than game of skill.
But enough of this, I just got aggravated about OP post "Making V play more like Sil". IMO that would ruin Angband. Sil does have some neat features with combat and I like the "purchase skill" thing, but other than that it is way inferior game to Angband in my perspective. I think the worst thing in Sil is that you can't "prepare" for fights. The only strategic choices you have left in Sil are place you fight (if you manage to run to that place and don't get caught between two groups) and run away when things get too hot. Only "safe" thing is to use stairs to cool things down, and if you use stairs Sil forces you to dive. So I hate Sil gameplay.Comment
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UI. Many things in that are half-done, and have been that way for some time now. Especially visual tweaking.
ID-by-use. It is there, but no-one can actually use it because it is way too slow method for actually ID things: If I have gazillion items from dragon pit or vault loot I can't ID-by-use every single item to find out if they are any good.
Squelch. Dragon armors should be in their own category and descriptions about different options are confusing: what does "Excellent with no high resist" actually do for weapons? How do I set squelch so that it doesn't squelch boots with FA, but does squelch boots with stealth. Maybe I want to keep Cloak with with resist shard, but not with stealth. Refinement is not there.
Maybe a keep- or ignore-list for item flags could be used for refinement. If item has something you absolutely want, like ESP, you keep it even if it is junk otherwise. Or if you have stealth from zillion sources or are using item with aggravation, you no longer care if item has stealth-bonus. You have almost perfect resistance coverage, but lack something then you might want to at least check any item that does give you that something.
Features are there, but they have never been really finished.Comment
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Development has been slow IMO. It took over a year to move from 3.3.0 to 3.4.0, and between those two not much happened to unfinished features, like visual tweaking UI, squelch and ID-by-use.Comment
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Monster difficulty in NetHack is the average of the character level and dungeon level, so shallow dungeon levels are always safer than later ones. My point is that for most of a game of NetHack, staying or going anywhere is completely the player's choice; Sil hews much closer to Shiren the Wanderer or Brogue, where dawdling will cause you to starve. Anyway, it's no big deal, I was just pointing out that your statement just mischaracterizes NetHack a little bit.
Back on topic, for what little it's worth (I've only played vanilla Angband for a few months before quitting at hounds), I feel Angband should develop to be a better Angband, mostly because if it doesn't it will alienate long-time players. For game that's been around as long as Angband, that likely means more interface and option changes and less to gameplay.
Sentiments like those in the first post tend to birth variants, which I think is a good thing: the people who enjoy Sil can play Sil, people like me who enjoy Halls of Mist can play that, and those who enjoy Angband warts-and-all can still play that. Like attracts like; people bothered by what they see as flaws in the main game have a wealth of variants to choose from.Comment
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Sentiments like those in the first post tend to birth variants, which I think is a good thing: the people who enjoy Sil can play Sil, people like me who enjoy Halls of Mist can play that, and those who enjoy Angband warts-and-all can still play that. Like attracts like; people bothered by what they see as flaws in the main game have a wealth of variants to choose from.
The 'people can play what they want to, so leave Angband alone' argument really doesn't work. Perhaps we should leave Angband alone, but this cannot be the reason why.Comment
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Sil does feel more like Nethack than Angband to me.
It is IMO more a game of luck than game of skill.
I think the worst thing in Sil is that you can't "prepare" for fights.
The only strategic choices you have left in Sil are place you fight (if you manage to run to that place and don't get caught between two groups) and run away when things get too hot.
Or you probably meant tactical choice, but even then there are far more tactical choices open to you than this. This is a really crazy comment. I don't know what to say. Sometimes over the years, you have had some very useful and insightful points on roguelike gameplay, but then there are also posts like this one, which are just attacks without substance. I future I guess I just won't respond unless you make a substantive criticism.
So I hate Sil gameplay.Comment
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I don't see anyone saying that angband should be left alone. Where did you get that?Comment
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That's bullshit IMO. Perhaps you haven't played Angband.
Which are?Comment
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"Forces" is a bit too strong word for what angband does. You can dive and you should dive (at your own pace), but there really isn't anything forcing that. Except one thing that does force a dive: Morgoth appears only at 5000'. You can't win without at least one long dive.Comment
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