Revamping the monster list
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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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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.
Two artifacts if you've killed any of his dogs.The Complainer worries about the lack of activity here these days.Comment
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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/patashuComment
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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 MidgardVirtuosoComment
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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
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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
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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
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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 DeadComment
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A.Ironband - http://angband.oook.cz/ironband/Comment
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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
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