Over the years a lot of features, monsters, items, UI, have been added, removed, changed, re-packaged. I'm interested to know from the general fourms users one or two examples each person thinks was a really great change! (It could be a tiny niggle that finally went away; something sweeping; anything at all)
Post your favourite Angband change
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I played this game casually years ago, and I really like how stats get restored on level up. As a beginner, I previously felt like my character was pretty much screwed trying to get those restore potions. Very discouraging.
I also really like the shockbolt tiles. I play with them on, but shrink them down to 2x1. Continuous centering and a pretty large monitor and it's ok. -
I like the new dungeon designs (different level design, new rooms).
Also, the new monster groups are a nice addition and smaller hound groups are a relaxation.Comment
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All of the changes that have streamlined play so we don't have to do lots of tedious repetitive actions. Removal of *ID*, removal of incentives to townscum, options to remove level feelings and selling, addition of Deep Descent...
If I had to pick just one of those, it'd probably be the no-selling option. But it's a tough choice.Comment
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Originally posted by EstieRemoval of *Id*, by a huge margin.Comment
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Old vanilla, otoh, used to give you more artifacts rather than *Id* scrolls. Circulus vitiosus.Comment
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I'm going to go with the dungeon changes. Nomad did a fantastic job with the templated rooms, and I'm only sad that they took as long to get into V as they did.
No-selling and randarts are also way up there for helping me play the game in a way I enjoy playing.Comment
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Over the years a lot of features, monsters, items, UI, have been added, removed, changed, re-packaged. I'm interested to know from the general fourms users one or two examples each person thinks was a really great change! (It could be a tiny niggle that finally went away; something sweeping; anything at all)
Then....fractional blows I think.Comment
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No selling. Hands down. If anyone out there hasn't made use of this feature, it is highly recommended. And every other aspect of streamlining. I don't know if macros always existed, but I only discovered them over the last year or two. Spellcasters used to be awfully tedious.Comment
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The ongoing data separation from code effort by the devteam, especially the list-*.h files. Those things are awesome, no more trying to fit in an extra monster flag or option where one has been deleted.
Seriously, though, I think takkaria's decision to actually have a devteam has been the big breakthrough. It's not always plain sailing, but the rewards are immense.
Gameplay change: ID-by-use.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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That would be my second choice after no-selling if that would work properly. However it doesn't. After some epic fight you can easily have literally hundreds of items to ID, and ID-by-use just isn't effective enough for that. As a result game would be pretty much same without ID-by-use.
I would suggest that you (or someone) gets that rune-based ID in the game ASAP.Comment
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