Stopped playing for about half a year, then started up again recently. Tried a thief for the first time. Got him up to level 30-something, then some glitch got rid of him. Yikes. Trying again.
Anyway, playing Angband again has got me thinking about things I'd like to see.
These include:
1. A type of monster called a Doppleganger. I could see it in either of two varieties. In variety 1, it is a monster that would have set stats, but could look like any other monster (random). In variety 2, it would always look the same but would have the stats of some other random monster. The first is more of a "trap" type monster, while the second is more of a "fog of war" type monster.
2. Not everything in each game. It would be nice to have a pool of artifacts/items/dungeon features/and-or monsters that will NOT show up in every game. In other words, from this pool of possibles, at the beginning of a game, the engine would decide which few of these would appear in this particular game. None of the others would ever appear in this particular playing. This provides a bit of extra excitement for what would essentially be "super-rare" features and increases replayability.
3. Better missile weapon descriptions. Currently, the only way to find out if one missile weapon is better than another is to load up with the weapon and a missile and then examine the missile. If you examine the weapon, you get nothing. This makes comparing a new missile weapon with your existing old one to see if it is better a chore. Why not have a line on the examine weapon results that tells you what damage you would average with a generic non-magic missile for that weapon? So if you examined your shortbow, it would tell you the average damage that weapon would deliver with a +0/+0 arrow? This would be so much more convenient.
4. An ability to manually arrange the order your missiles appear in your quiver.
5. Water obstacles.
Anyway, playing Angband again has got me thinking about things I'd like to see.
These include:
1. A type of monster called a Doppleganger. I could see it in either of two varieties. In variety 1, it is a monster that would have set stats, but could look like any other monster (random). In variety 2, it would always look the same but would have the stats of some other random monster. The first is more of a "trap" type monster, while the second is more of a "fog of war" type monster.
2. Not everything in each game. It would be nice to have a pool of artifacts/items/dungeon features/and-or monsters that will NOT show up in every game. In other words, from this pool of possibles, at the beginning of a game, the engine would decide which few of these would appear in this particular game. None of the others would ever appear in this particular playing. This provides a bit of extra excitement for what would essentially be "super-rare" features and increases replayability.
3. Better missile weapon descriptions. Currently, the only way to find out if one missile weapon is better than another is to load up with the weapon and a missile and then examine the missile. If you examine the weapon, you get nothing. This makes comparing a new missile weapon with your existing old one to see if it is better a chore. Why not have a line on the examine weapon results that tells you what damage you would average with a generic non-magic missile for that weapon? So if you examined your shortbow, it would tell you the average damage that weapon would deliver with a +0/+0 arrow? This would be so much more convenient.
4. An ability to manually arrange the order your missiles appear in your quiver.
5. Water obstacles.
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