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Angband has plenty of tactical combat. But there's a huge difference between a monster that can literally one-shot any character in the game and, say, the Tarrasque. The latter is theoretically killable, even if most characters won't want to. The former is not, at least not realistically.
"Tactical combat" does not require instant death monsters, and frankly I think that adding more monsters that are more dangerous than Morgoth is not a good idea.
I was one shotted by Kavlax. What just happened?
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You mean a monster that would never be worth fighting
I'm totally against moving, mana-breathing walls of death though.
Also maybe something really dangerous in melee, without any ranged attacks, probably slow, like moloch in ADOM.
Current Angband miss tactical combat, maybe worth adding.Leave a comment:
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While I'm generally against guaranteed instakill attacks by monsters, I think it might be interesting to have a low-HP monster (mana elemental?) that casts damaging spells with great frequency, maybe at high speed. A monster that would not be hard to kill, but would require killing within one or two turns once it appeared on the scene. That might make for some interesting situations.
I'm totally against moving, mana-breathing walls of death though.Leave a comment:
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Wouldn't that be unnecessarily cruel to those who don't have detection and monster removal abilities? Not denying that it would be fun, but warriors sort of get the short end of the stick in a lot already.Leave a comment:
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I'm fine with having monsters that most classes don't want to deal with, but a monster that's literally "if you try to fight this thing you are risking instant death every turn, no matter who you are, no matter what level you are, no matter what gear you have" does strike me as a design flaw.Leave a comment:
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None, but the option is there - I have no idea why.Leave a comment:
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Well, don't!
They still don't tell you everything, but at least something which would make you careful.
In general, the game has some mechanics you can't know about whithout experiencing dangerous situations or death. Nothing tells you about how much damage certain spells or breaths can do and how resistances work.Leave a comment:
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It's the only way to acquire full knowledge (besides dying very often) without cheating.
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Looking at the source (in monster/list-mon-spells.c), the damage cap for nexus is 400. More generally,Code:acid: 1600 lightning: 1600 fire: 1600 frost: 1600 poison: 800 nether: 550 light: 400 darkness: 400 confusion: 0 sound: 500 chaos: 500 disenchantment: 500 nexus: 400 time: 150 inertia: 200 gravity: 200 shards: 500 plasma: 150 force: 200 raw: magic 1600
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So for exemple, fire can deal, at most 1600 damage while nexus can dish out 250-550 damage?Leave a comment:
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