Optional wilderness as birth option
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Author of Angband variant ToME-SX (based on ToME 2.3.5): https://github.com/AmyBSOD/ToME-SX - it's very sexy! -
Alchemy in ToME is not broken, it's simply bugged. Whenever you create an artifact, you spend points to add abilities, which require more and more points to add them. Unless you're willing to spend ages scumming for those points, they will be limited, so you'll get a perfectly balanced artifact. The only problem is... the best abilities (extra attacks on weapons and extra mana capacity on staves) cost ZERO points to add, so you can add them indefinitely and get an artifact with +65535 attacks or +65535% mana capacity. Fix that, and you basically un-broke Alchemy.PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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Alchemy in ToME is not broken, it's simply bugged. Whenever you create an artifact, you spend points to add abilities, which require more and more points to add them. Unless you're willing to spend ages scumming for those points, they will be limited, so you'll get a perfectly balanced artifact. The only problem is... the best abilities (extra attacks on weapons and extra mana capacity on staves) cost ZERO points to add, so you can add them indefinitely and get an artifact with +65535 attacks or +65535% mana capacity. Fix that, and you basically un-broke Alchemy.Comment
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I don't actually have anything against the levels per se, it's just that it doesn't really feel like a wilderness -- I get this feeling of "claustropobia" or having guard rails in that you're basically forced to use exactly the exits (i.e. "<" or ">") that are provided inside the level rather than just walking off the edge of the map.Comment
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I don't actually have anything against the levels per se, it's just that it doesn't really feel like a wilderness -- I get this feeling of "claustropobia" or having guard rails in that you're basically forced to use exactly the exits (i.e. "<" or ">") that are provided inside the level rather than just walking off the edge of the map.
At least the exits are usually on roads, so one could argue that they are like pathways through the landscape and the permanent walls symbolize unsurmountable natural obstacles.Comment
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(EDIT: Hah, had a shug unicode emoji thing there at the end. Turns out it works fine when you post, but doesn't work when editing the post.)Comment
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I don't actually have anything against the levels per se, it's just that it doesn't really feel like a wilderness -- I get this feeling of "claustropobia" or having guard rails in that you're basically forced to use exactly the exits (i.e. "<" or ">") that are provided inside the level rather than just walking off the edge of the map.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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I have not worked on it since taking over as V maintainer - hence my occasional comments about who might want to take over that task at some pointOne for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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It's ambling along very slowly, but it's not quite dead yet. Whether you regard my fork as "legitimate" is up to you.
Is the first ToME2 town supposed to be all dark when coming back up from the first dungeon at night? It's hard to navigate the town like that. I just sleep a couple of thousand turns and wait for daylight before moving around again.
Googling Beleriand, I found the git and checked it out. I guess from that project and FAangband that Nick is the Wilderness expert here? Not trying to flatter, just checking out massive project resources like region.txt and FA.
I like the larger world idea from ToME mostly because of the starting parchment telling me my current and next options and what to look forward to in which directions. I don't know the world yet, but I want to make that journey. Also the first town and dungeon environments look colorful in ASCII unlike traditional black & white like rogue / moria / angband / nethack. I hope I'll see other themes in other regions. Really every Angband variant I've tried so far does theming, only vanilla Angband stays conservative with its terrain as far as I've made it. I suppose that's because it has a large committee to answer to and variants can be opinionated?
So an overworld wilderness is not for Angband, the game being a linear dungeon dive experience. And being great at it. Maybe instead a FAangband-style closed "wilderness dungeon level" at some point could work as some of the 100 Angband levels without changing its core gameplay, but that's probably already been thought of.
Being a roguelike maintainer must take a lot of effort, where do you find the time for such a spare time commitment?Comment
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So an overworld wilderness is not for Angband, the game being a linear dungeon dive experience. And being great at it. Maybe instead a FAangband-style closed "wilderness dungeon level" at some point could work as some of the 100 Angband levels without changing its core gameplay, but that's probably already been thought of.
Personally, it's what I do to relax - so all I need to do is find time to relaxOne for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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[1] It was my first ever roguelike game. I can't even remember how I even came across it.Comment
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It's also great to hear from people who enjoy what I've done, so thank you for that! Though, most of the credit probably goes to DarkGod & co. who basically shaped most of the game that I try to maintainComment
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You've created both FAangband and Beleriand probably with a specific vision of what those variants should be. If anyone would take over as maintainer, wouldn't that mean a different vision and as a result the variants could change in unexpected ways? How could that work?Comment
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Please help me understand this. I'm probably going to ask the dumbest question so far, but I'd like to know.
You've created both FAangband and Beleriand probably with a specific vision of what those variants should be. If anyone would take over as maintainer, wouldn't that mean a different vision and as a result the variants could change in unexpected ways? How could that work?Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'Comment
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