Revamping the monster list

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  • Nick
    Vanilla maintainer
    • Apr 2007
    • 9638

    #31
    Originally posted by PowerWyrm
    Any idea why Time Hounds have speed +20 while the two other hounds (nether/plasma) that are totally identical except their breath have speed +10? This really sounds like a typo to me, and the monster revamp could clearly address that issue.
    Yeah, clearly Nether/Plasma need to be +20
    One for the Dark Lord on his dark throne
    In the Land of Mordor where the Shadows lie.

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    • PowerWyrm
      Prophet
      • Apr 2008
      • 2986

      #32
      Originally posted by Nick
      Yeah, clearly Nether/Plasma need to be +20
      Hahaha... and chaos/aether too?
      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!

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      • Pete Mack
        Prophet
        • Apr 2007
        • 6883

        #33
        Time hounds have control of time?

        Comment

        • Derakon
          Prophet
          • Dec 2009
          • 9022

          #34
          Originally posted by Nick
          Yeah, clearly Nether/Plasma need to be +20
          Nick beat me to it. Time Hounds deserve to be scary.

          As far as justification goes though, yeah, anything that can wield the time element ought by rights to be pretty fast.

          Comment

          • Antoine
            Ironband/Quickband Maintainer
            • Nov 2007
            • 1010

            #35
            Originally posted by Derakon
            Nick beat me to it. Time Hounds deserve to be scary.

            As far as justification goes though, yeah, anything that can wield the time element ought by rights to be pretty fast.
            Maybe 1 in 2 time breaths should be "You feel younger and more powerful!" (+1 all stats)

            A.
            Ironband - http://angband.oook.cz/ironband/

            Comment

            • Sideways
              Knight
              • Nov 2008
              • 896

              #36
              Originally posted by Ingwe Ingweron
              Borrowing from FAAngband, one change to monsters could be to include neutral monsters. Not only most townfolk, but also some of the other "p" that @ meets in the dungeon. Neutral, unless @ attacks them. Also, it could be interesting if Maggot could be negotiated with, rather than wantonly attacked, in order to obtain his drop.
              Throw an artifact at Maggot, and he'll catch it and willingly drop his original item!

              Two artifacts if you've killed any of his dogs.
              The Complainer worries about the lack of activity here these days.

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              • EpicMan
                Swordsman
                • Dec 2009
                • 455

                #37
                Time breath should be changed to have a small chance to reload the game back to your last autosave - "You feel your life has clocked back - more"

                Comment

                • Patashu
                  Knight
                  • Jan 2008
                  • 528

                  #38
                  Originally posted by EpicMan
                  Time breath should be changed to have a small chance to reload the game back to your last autosave - "You feel your life has clocked back - more"
                  Why not take inspiration from ToME4's major anomaly effects? One of them summons your evil twin from a parallel universe to fight you!
                  My Chiptune music, made in Famitracker: http://soundcloud.com/patashu

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                  • HugoVirtuoso
                    Veteran
                    • Jan 2012
                    • 1237

                    #39
                    How about player ghosts?
                    My best try at PosChengband 7.0.0's nightmare-mode on Angband.live:
                    https://www.youtube.com/watch?v=rwAR0WOphUA

                    If I'm offline I'm probably in the middle of maintaining Gentoo or something-Linux or other.

                    As of February 18th, 2022, my YouTube username is MidgardVirtuoso

                    Comment

                    • Philip
                      Knight
                      • Jul 2009
                      • 909

                      #40
                      Hm, good thing Nick linked back to this, I seem to have missed the last two pages.

                      Oangband solved the problem of weak monsters appearing deeper partly by making monsters (including uniques) killed deep only drop gold. It is a moderately elegant and very evil solution, which is why I think V should adopt it. I'm pretty sure they also start appearing less frequently, but I'm not sure. In any case, it makes sure that if you're sneaking around very deep, where you're not very good at killing things, you don't get to have the drops you'd get for monsters native to dlvl/2 or so just by murdering a pack of novice mages. I think it would be nice if finding objects on the ground were more important. On the other hand, with fuzzy detection, that would be much more irritating.

                      Comment

                      • luneya
                        Swordsman
                        • Aug 2015
                        • 279

                        #41
                        Originally posted by Philip
                        I think it would be nice if finding objects on the ground were more important. On the other hand, with fuzzy detection, that would be much more irritating.
                        What are you talking about? A lot of the good loot is found on the ground--most often in vaults or special rooms, but sometimes on the common dungeon floor. Monster drops are only really important for midgame uniques, before vaults start to dominate the landscape. Okay, in the lategame vaults, the big monsters drop some of the good stuff, but they're mainly there to kill you rather than as a loot source. That's why TO vault-clearing is a useful strategy even though it doesn't kill anything.

                        Comment

                        • Nick
                          Vanilla maintainer
                          • Apr 2007
                          • 9638

                          #42
                          OK, I've been promising to say something concrete here for a while; this will be vague, but hopefully indicative. I'll just list some ideas I currently have; it's not exhaustive, and some of them may not make it in the end:
                          • Looking at Thraalbee's page shows that there are many new monsters up to DL45, and few after that. A lot of the early monsters need to be either toughened and moved deeper, or replaced with deeper versions.
                          • There are a number of monsters I am considering including from FA; for example:
                            • Crows of Udun
                            • various archers
                            • Abyss spiders
                            • Nrulings
                            • Serpents of the Brownlands
                            • Giant black scorpions
                            • Beastmasters
                            • Skeleton serpents
                            • Dark nagas
                            • Serpents of Chaos
                            • Giant paladins
                            • Children of Ungoliant
                            • Wolves of Sauron
                            • Sky dragons
                            • Hounds of Tindalos
                          • Many of these include the LASH spell (which is like a 2-3 grid ranged attack based on the monster's first melee blow), so I want to add that too
                          • Monsters that need toughening/tougher version include snakes, spiders, nagas, lesser undead, minor demons, felines, birds.
                          • Monsters that I'm basically OK with currently are hydras, elementals, vortices, hounds, yeeks, kobolds, quylthulgs.
                          • Orcs, trolls, giants, dragons, major demons and greater undead are mostly pretty good, but could probably do with a little toughening and deepening.
                          • As mentioned elsewhere, I think the Greek uniques could be replaced with more thematic things - that's probably mostly just a name change.
                          • Remember that I am currently working on improving monster pathfinding, which will have implications for the list.
                          • Remember also that I want to make shallow monsters less likely at deeper depths; there are a number of possible ways to achieve this.
                          One for the Dark Lord on his dark throne
                          In the Land of Mordor where the Shadows lie.

                          Comment

                          • Ingwe Ingweron
                            Veteran
                            • Jan 2009
                            • 2129

                            #43
                            And, Nick, how about the possibility of "neutral" monsters, a la FA?
                            “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
                            ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

                            Comment

                            • Antoine
                              Ironband/Quickband Maintainer
                              • Nov 2007
                              • 1010

                              #44
                              Originally posted by Nick
                              OK, I've been promising to say something concrete here for a while; this will be vague, but hopefully indicative. I'll just list some ideas I currently have; it's not exhaustive, and some of them may not make it in the end:
                              I'd be sorry to lose some of the other stuff from upstream on this thread, like frogs jumping...

                              A.
                              Ironband - http://angband.oook.cz/ironband/

                              Comment

                              • Philip
                                Knight
                                • Jul 2009
                                • 909

                                #45
                                Originally posted by luneya
                                What are you talking about? A lot of the good loot is found on the ground--most often in vaults or special rooms, but sometimes on the common dungeon floor. Monster drops are only really important for midgame uniques, before vaults start to dominate the landscape. Okay, in the lategame vaults, the big monsters drop some of the good stuff, but they're mainly there to kill you rather than as a loot source. That's why TO vault-clearing is a useful strategy even though it doesn't kill anything.
                                Huh, looks like you're right. I've been blaming the wrongs things for the phenomenon that V characters have absolutely ridiculous access to stuff. Even so, I feel like hunting down shallow monsters should not be a viable strategy deep in the dungeon, and currently it rather is. For one thing, the most effective form of statgain is murdering orcs at dlvl 70. That feels wrong.

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