Post your favourite Angband change
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They're in the comp154 version, but not in V.Comment
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The shaped rooms are interesting, but I find the "cavern" levels annoying somehow, I usually exit those as soon as possible. What I'd really like to see are the themed levels and terrain from NPP -- dragon pits, lava, forrest, etc. Special monster pit levels are a huge challenge and a great place to practice creative digging and tactics.Comment
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wow. most of the things that i like have already been mentioned.
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exept for making autohaggle an option.He did the mash.
He did the morgoth mash.
The morgoth mash.
It was an angband smash.Comment
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I'm pretty sure Nick agrees with this sentiment (and I do too) so I think something like this will be high on the docket "after the refactor"The shaped rooms are interesting, but I find the "cavern" levels annoying somehow, I usually exit those as soon as possible. What I'd really like to see are the themed levels and terrain from NPP -- dragon pits, lava, forrest, etc. Special monster pit levels are a huge challenge and a great place to practice creative digging and tactics.Comment
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No forests in dungeon please. They just don't make any sense. Themed levels like spider-infested ones with webs slowing you down would make nice variety though. Maybe add chasms that are more than just traps that act a bit like permanent walls, but without blocking LoS. Maybe flying monsters and monsters with pass_wall could pass those areas (game really needs flag for flying).Comment
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I'm not particularly stuck on the forest (there is precedent in our world, of greenery (mosses) growing in caverns, I believe). But lava, ice, acid, chasms, etc., where the ground can magnify or impede various effects like fire and cold, and at very least the huge monster-themed pits, would be great.No forests in dungeon please. They just don't make any sense. Themed levels like spider-infested ones with webs slowing you down would make nice variety though. Maybe add chasms that are more than just traps that act a bit like permanent walls, but without blocking LoS. Maybe flying monsters and monsters with pass_wall could pass those areas (game really needs flag for flying).
Oh and quests are really cool, too, IMHO. Really puts you into the "hunting" mood.Comment
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It would be fun to have epic effects/spells that affect terrain in a grand way, too. A spell/effect that cause massive rivers to split through the rocks and course through the level. maybe carrying away monsters that are in its way, that kind of thing.I'm not particularly stuck on the forest (there is precedent in our world, of greenery (mosses) growing in caverns, I believe). But lava, ice, acid, chasms, etc., where the ground can magnify or impede various effects like fire and cold, and at very least the huge monster-themed pits, would be great.
Oh and quests are really cool, too, IMHO. Really puts you into the "hunting" mood.takkaria whispers something about options. -more-Comment
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This might be a little OTT for vanilla, but the poschengband (? or earlier ?) thing where Gothmog creates a 3-square-wide river of lava behind him when he walks is pretty badass.Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'Comment
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Nice. I agree it's probably a bit far for Vanilla, but now I'm retired I can push whatever zany features I want.takkaria whispers something about options. -more-Comment
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I find flooded rooms and huge vaults with a huge crack filled with lava in them like I'm seeing in Sang to be an awsome feature. Gives you a real "Im in Hell" point of view.Comment
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