As a first comment I'd like to say that this post may contain strong opinions that I hope people won't take personally. I really appreciate (in both meanings) the amount of work that has been volunteered towards the development of *bands and I'm really thankful that we're still in a position to play this game 25+ years after it was originally released. Thanks for the great work and feel free to ignore my ramblings
I played angband for the first time in 1994 or early 1995 (actually this is one post of mine I managed to find on rcra) and was immediately hooked. Sadly I don’t think I’ve ever had a winner (without save-scumming), these early versions were really tough. To be quite honest, the game was VERY tedious back then (and I expect until a few years ago) and by the end of the 90s I had moved on to ZAngband which had the perfect “high risk high reward” game style for me (whereas vanilla used to be “insane risk no reward” in comparison). I had a few winners in Z (a klackon warrior and a gnome mind-something at least). I was a regular of the Z mailing-list at the time, some of you might remember me from there under the names of Will or Guillaume Deschamps.
I tried a few other variants, especially one maintained by a French guy (darklord?) which tried to be more respectful (?) of the Middle-Earth canon, with a large external map and several dungeons. I think it was called ToME maybe?
Anyway I recently thought about playing ZAngband again but couldn’t find a compiled version for MacOS (the one available is a PowerPC version and the support for that has been discontinued). This is what brought me back to vanilla…
Glouglou is the very first char I tried in vanilla 4.0.5 and he turned out a winner
Of course I’m quite an experienced (if rusty) player but that still means I felt the game has become quite easy. I’m most at ease with warriors so that was an obvious choice, and HT seemed as good a race as any. I guess that’s one of the strongest combos out there so that definitely helped. I’ll probably try playing a spellcaster soon to see if I notice a difference.
I needed over 2 million turns to win but I really wasn’t watching that at all. I played with the rogue keyset (no numpad on my laptop) and moving diagonally was really a PITA so I moved straight most of the time. I’m quite sure that accounts for quite a lot of extra turns in the end. Competitions to see who can win in the fewest number of turns also points toward the fact that the game has become easier: “back in the day” just managing to win was tough enough…
Regarding the game balance, I’m a bit torn. I’d say the Jewel encapsulates the whole issue as it really trivializes the life-drain phase of the game. Generally speaking I thought I received all the resists I needed way before I met monsters I needed protection from. Maybe I was just lucky but I didn't feel I really got any particularly lucky OOD drop or anything. I remember playing this game and having all my gear disenchanted by the Mim gang, having all my stuff destroyed by the acidic jays, etc. None of that this time. Actually as a HT warrior I had to wait until some really tough uniques at the very end of the game to feel challenged. Everything else was basically a piece of cake. Seriously now, I killed Maeglin and the Phoenix at clvl 40-41 dlvl 43. They are supposed to be some really badass uniques and I didn’t even break a sweat. I killed Ariel, Scatha, Saruman and Fundin on the same level as the other two, without restocking. All in all I’d say Ancalagon (apart from Morgoth) gave me the most trouble (and I killed *all* the uniques in the game, I think).
I don’t feel I was particularly lucky with drops. I found some really nice boots of speed relatively early though (I forgot to take notes for the chardump). I found only one artifact cloak if I’m not mistaken, very few gloves, none of the major speed items nor rings of power, and basically none of the top armors.
In the end I prioritized resists over damage: as we all know "defense wins championships" I dropped shards at the very end and was almost killed by a frigging Gelugon, so I quickly swapped a few items to cover all resists again.
All in all my gearset didn't change much after dlvl 60-61 when I got the Trident (and even then it wasn't so much better than Aiglos for a good while) and Dal-i-Thalion. The turning point for me was reaching lvl 50 as I could drop the Jewel and replace it by a nice "oThievery with rPoison, meaning I could drop Barahir and swap in a big RoS. At that point IIRC I had +22 speed or so, the Trident, all stats maxed and all resists/sustains (except WIS) covered. I wasn't aware of it at the time but I was basically ready to take on Morgoth. I dived fast and marginally improved some items (don't be fooled by the low dlvl on the cloak, amulet or gloves, I had the exact same items earlier and just gained a bonus of +1 here and there) and gained a bit more speed.
Morgoth was really tough: either breathing all the time or summoning big breathers that decided to stay in LOS no matter what.
One major issue complicated the fight enormously: every time I read a ?of*Destruction*, Morgoth disappeared from the level
I thought the first time was a bug, so I did it a 2nd time with the same outcome. And of course both times when he was already at 50%. Needless to say I was getting short on consumables for the last fight, which thankfully proved to be the ultimate one.
I don't know if this change to ?o*D* is working as intended (or maybe I just remember wrong) but I thought it was a major change and obviously not one I liked too much.
On to my thoughts about the game: there’s some good, some neutral and some ugly…
The good:
- well stocked shops (I really hated scumming the town for !rll)
- the change to the way restore stats work is fine. I thought it wouldn’t really work but in the end I felt it worked as intended: drained stats were a hassle at times but didn’t get in the way of my enjoyment either. Full restore on leveling is also nice.
- the distribution of stuff throughout the dungeon is good and working as intended compared to the way it was before.
- winning without Ringil, Cubragol or Feanor. I like that. These artifacts were huge blocks before, a lot less so now. I got +20 speed from the 2 rings and another +9 from various items, which was fine to beat Morgoth.
- the capacity to dive. I really hated having to scum levels for stat gain or that elusive rPoison item. I think more than 50% of my chars back in the day died because I was mindlessly clearing pits after pits of orcs and trolls, keeping the the forward key pressed until the dreaded “it breathes, you die” message. I liked the fact that the rewards for diving were now quite good, and that it kept me on my toes.
The neutral:
- I don’t mind the change to remove curse, even though that’s not the first thing I would have changed…
- no charisma. Actually that's probably a good thing.
- the quiver. As a warrior I didn’t use it that much, mostly to clear shrooms or hounds from afar so I don’t have a strong opinion on that. I could easily have done without. I can imagine that as a ranger it would be game-breaking.
- isn’t the house now smaller? It used to be 2 pages. That became a bit complicated quickly as I was used to stockpiling consumables but also wanted to keep my options open re: resists as well as stash some nice weapons for later on. I probably ended up getting rid of some artifacts I shouldn’t have.
- is Gondor the only item in the game with rStun? That’s the only one I can remember seeing and it’s really game-breaking right now. Why would anyone wear anything else? Stun and paralysis are the only 2 possibilities to lose complete control over a character and just watch them die helplessly. FA is everywhere, rStun not so much.
The ugly:
- warriors with 18/*** in both STR and DEX not getting max blows with every weapon in the game: I know a lot of effort has been made to improve this but this is still very broken in my opinion. I basically never even considered wielding anything weighting more than 10 lbs until the very end game--and by that I mean only for Sauron and Morgoth because they basically resist everything and a big weapon of *Slay Evil* can become vaguely competitive… In the end I used very few weapons: first a main gauche of extra attacks, then the artifact that gives +50 ac (basically a game-breaker at low levels), then Aigos which is imba and finally the Trident of Warth for the last 40 levels of depth. It’s a bit sad that basically nothing save Ringil or maybe Eonwe could have improved my damage (and ego weapons were downright useless after dlvl 40 or so). I probably got somewhat lucky getting ToW, which was compensated by the fact I was a lot less lucky for other slots.
- destruction of scrolls/staves by fire, and of potions by cold, is a bit out of hand. Having to use the 40 cheap potions/scrolls trick is a bit counter-productive. In the end the main issue was with ?tele which are so important to a warrior. I don’t think I ever had more than 3 of those in the second half of the dungeon and that was really way below my zone of comfort…
- the new ID system isn’t bad per se but I still don’t like the way it works. Right now it’s just way too easy in the early game, and way too tedious in the end game. It should be the reverse. In earlier verions I was fine with having to make tough decisions about ID (or lack thereof) during the first few levels, that was part of the fun and I remember that getting the ID spell was a big event for a spellcaster. Right now it all feels dumbed down, and for a warrior pseudo-ID works so fast it might as well be automatic on pick-up. In the end game on the contrary we still have to shift through endless piles of junk and this can get tiring fast. Which brings me to my next point:
- failure rates on non-critical stuff are a bit absurd. A warrior with 18/50 int still has a non-neligible failure rate with non-critical rods such as Detection or ID. Right now that missed turn really makes no difference whatsoever, it’s just a PITA.
- squelching is still a big issue, but maybe I didn’t understand well how the system works. The ignore system works fine for items that don’t require ID because they simply don’t appear in the game. But the squelching based on quality seemed to have in-game consequences that I just couldn’t live with, namely losing a turn to drop a weapon. I was picking stuff up left and right for pseudo-ID and suddenly losing a couple of turns when everything was rated as average. Or maybe I just had the impression of losing a turn? In any case it’s obviously a big no-no.
- I just don’t get why the option to destroy was removed. Seriously, destroy (ZA-style) is great. I love it. It helps tidy up the screen. When clearing vaults and checking stuff on the ground, then killing more monsters who drop their stuff on top of the previous drops, it can get really messy.
I think that's pretty much it. I probably forgot a couple of things, I'd bet nothing important though.
Thanks again for all the effort people have put and are still putting into this game. I really enjoyed playing Angband again!
I played angband for the first time in 1994 or early 1995 (actually this is one post of mine I managed to find on rcra) and was immediately hooked. Sadly I don’t think I’ve ever had a winner (without save-scumming), these early versions were really tough. To be quite honest, the game was VERY tedious back then (and I expect until a few years ago) and by the end of the 90s I had moved on to ZAngband which had the perfect “high risk high reward” game style for me (whereas vanilla used to be “insane risk no reward” in comparison). I had a few winners in Z (a klackon warrior and a gnome mind-something at least). I was a regular of the Z mailing-list at the time, some of you might remember me from there under the names of Will or Guillaume Deschamps.
I tried a few other variants, especially one maintained by a French guy (darklord?) which tried to be more respectful (?) of the Middle-Earth canon, with a large external map and several dungeons. I think it was called ToME maybe?
Anyway I recently thought about playing ZAngband again but couldn’t find a compiled version for MacOS (the one available is a PowerPC version and the support for that has been discontinued). This is what brought me back to vanilla…
Glouglou is the very first char I tried in vanilla 4.0.5 and he turned out a winner
Of course I’m quite an experienced (if rusty) player but that still means I felt the game has become quite easy. I’m most at ease with warriors so that was an obvious choice, and HT seemed as good a race as any. I guess that’s one of the strongest combos out there so that definitely helped. I’ll probably try playing a spellcaster soon to see if I notice a difference.
I needed over 2 million turns to win but I really wasn’t watching that at all. I played with the rogue keyset (no numpad on my laptop) and moving diagonally was really a PITA so I moved straight most of the time. I’m quite sure that accounts for quite a lot of extra turns in the end. Competitions to see who can win in the fewest number of turns also points toward the fact that the game has become easier: “back in the day” just managing to win was tough enough…
Regarding the game balance, I’m a bit torn. I’d say the Jewel encapsulates the whole issue as it really trivializes the life-drain phase of the game. Generally speaking I thought I received all the resists I needed way before I met monsters I needed protection from. Maybe I was just lucky but I didn't feel I really got any particularly lucky OOD drop or anything. I remember playing this game and having all my gear disenchanted by the Mim gang, having all my stuff destroyed by the acidic jays, etc. None of that this time. Actually as a HT warrior I had to wait until some really tough uniques at the very end of the game to feel challenged. Everything else was basically a piece of cake. Seriously now, I killed Maeglin and the Phoenix at clvl 40-41 dlvl 43. They are supposed to be some really badass uniques and I didn’t even break a sweat. I killed Ariel, Scatha, Saruman and Fundin on the same level as the other two, without restocking. All in all I’d say Ancalagon (apart from Morgoth) gave me the most trouble (and I killed *all* the uniques in the game, I think).
I don’t feel I was particularly lucky with drops. I found some really nice boots of speed relatively early though (I forgot to take notes for the chardump). I found only one artifact cloak if I’m not mistaken, very few gloves, none of the major speed items nor rings of power, and basically none of the top armors.
In the end I prioritized resists over damage: as we all know "defense wins championships" I dropped shards at the very end and was almost killed by a frigging Gelugon, so I quickly swapped a few items to cover all resists again.
All in all my gearset didn't change much after dlvl 60-61 when I got the Trident (and even then it wasn't so much better than Aiglos for a good while) and Dal-i-Thalion. The turning point for me was reaching lvl 50 as I could drop the Jewel and replace it by a nice "oThievery with rPoison, meaning I could drop Barahir and swap in a big RoS. At that point IIRC I had +22 speed or so, the Trident, all stats maxed and all resists/sustains (except WIS) covered. I wasn't aware of it at the time but I was basically ready to take on Morgoth. I dived fast and marginally improved some items (don't be fooled by the low dlvl on the cloak, amulet or gloves, I had the exact same items earlier and just gained a bonus of +1 here and there) and gained a bit more speed.
Morgoth was really tough: either breathing all the time or summoning big breathers that decided to stay in LOS no matter what.
One major issue complicated the fight enormously: every time I read a ?of*Destruction*, Morgoth disappeared from the level
I thought the first time was a bug, so I did it a 2nd time with the same outcome. And of course both times when he was already at 50%. Needless to say I was getting short on consumables for the last fight, which thankfully proved to be the ultimate one.
I don't know if this change to ?o*D* is working as intended (or maybe I just remember wrong) but I thought it was a major change and obviously not one I liked too much.
On to my thoughts about the game: there’s some good, some neutral and some ugly…
The good:
- well stocked shops (I really hated scumming the town for !rll)
- the change to the way restore stats work is fine. I thought it wouldn’t really work but in the end I felt it worked as intended: drained stats were a hassle at times but didn’t get in the way of my enjoyment either. Full restore on leveling is also nice.
- the distribution of stuff throughout the dungeon is good and working as intended compared to the way it was before.
- winning without Ringil, Cubragol or Feanor. I like that. These artifacts were huge blocks before, a lot less so now. I got +20 speed from the 2 rings and another +9 from various items, which was fine to beat Morgoth.
- the capacity to dive. I really hated having to scum levels for stat gain or that elusive rPoison item. I think more than 50% of my chars back in the day died because I was mindlessly clearing pits after pits of orcs and trolls, keeping the the forward key pressed until the dreaded “it breathes, you die” message. I liked the fact that the rewards for diving were now quite good, and that it kept me on my toes.
The neutral:
- I don’t mind the change to remove curse, even though that’s not the first thing I would have changed…
- no charisma. Actually that's probably a good thing.
- the quiver. As a warrior I didn’t use it that much, mostly to clear shrooms or hounds from afar so I don’t have a strong opinion on that. I could easily have done without. I can imagine that as a ranger it would be game-breaking.
- isn’t the house now smaller? It used to be 2 pages. That became a bit complicated quickly as I was used to stockpiling consumables but also wanted to keep my options open re: resists as well as stash some nice weapons for later on. I probably ended up getting rid of some artifacts I shouldn’t have.
- is Gondor the only item in the game with rStun? That’s the only one I can remember seeing and it’s really game-breaking right now. Why would anyone wear anything else? Stun and paralysis are the only 2 possibilities to lose complete control over a character and just watch them die helplessly. FA is everywhere, rStun not so much.
The ugly:
- warriors with 18/*** in both STR and DEX not getting max blows with every weapon in the game: I know a lot of effort has been made to improve this but this is still very broken in my opinion. I basically never even considered wielding anything weighting more than 10 lbs until the very end game--and by that I mean only for Sauron and Morgoth because they basically resist everything and a big weapon of *Slay Evil* can become vaguely competitive… In the end I used very few weapons: first a main gauche of extra attacks, then the artifact that gives +50 ac (basically a game-breaker at low levels), then Aigos which is imba and finally the Trident of Warth for the last 40 levels of depth. It’s a bit sad that basically nothing save Ringil or maybe Eonwe could have improved my damage (and ego weapons were downright useless after dlvl 40 or so). I probably got somewhat lucky getting ToW, which was compensated by the fact I was a lot less lucky for other slots.
- destruction of scrolls/staves by fire, and of potions by cold, is a bit out of hand. Having to use the 40 cheap potions/scrolls trick is a bit counter-productive. In the end the main issue was with ?tele which are so important to a warrior. I don’t think I ever had more than 3 of those in the second half of the dungeon and that was really way below my zone of comfort…
- the new ID system isn’t bad per se but I still don’t like the way it works. Right now it’s just way too easy in the early game, and way too tedious in the end game. It should be the reverse. In earlier verions I was fine with having to make tough decisions about ID (or lack thereof) during the first few levels, that was part of the fun and I remember that getting the ID spell was a big event for a spellcaster. Right now it all feels dumbed down, and for a warrior pseudo-ID works so fast it might as well be automatic on pick-up. In the end game on the contrary we still have to shift through endless piles of junk and this can get tiring fast. Which brings me to my next point:
- failure rates on non-critical stuff are a bit absurd. A warrior with 18/50 int still has a non-neligible failure rate with non-critical rods such as Detection or ID. Right now that missed turn really makes no difference whatsoever, it’s just a PITA.
- squelching is still a big issue, but maybe I didn’t understand well how the system works. The ignore system works fine for items that don’t require ID because they simply don’t appear in the game. But the squelching based on quality seemed to have in-game consequences that I just couldn’t live with, namely losing a turn to drop a weapon. I was picking stuff up left and right for pseudo-ID and suddenly losing a couple of turns when everything was rated as average. Or maybe I just had the impression of losing a turn? In any case it’s obviously a big no-no.
- I just don’t get why the option to destroy was removed. Seriously, destroy (ZA-style) is great. I love it. It helps tidy up the screen. When clearing vaults and checking stuff on the ground, then killing more monsters who drop their stuff on top of the previous drops, it can get really messy.
I think that's pretty much it. I probably forgot a couple of things, I'd bet nothing important though.
Thanks again for all the effort people have put and are still putting into this game. I really enjoyed playing Angband again!
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