I had to get a new laptop, so decided this was as good a time as any to migrate to the new version of Angband as well, the one with all the changes, even though I was dubious about most of them.
Yesterday I started a Dunedan Warrior and took him on one trip into the dungeon, getting him up to CL 15 or 16 before returning. It was enough to have a few first impressions about some of the changes.
Here they are:
1. New Identity scheme. I did not like the idea at all when it was proposed and argued against it. In practice, I still don't like it (parts of it don't even make sense, like automatically knowing the hit and damage bonuses of a weapon just by glancing at it, not even picking it up). Also, how can a character receive lore about monsters (including uniques) but not runes? I much prefer the traditional identity system and wish the game had an option to revert back to it. That way people who like the old system can use it and people who like the new system can use it.
2. Curses. I liked the idea of doing something about cursed items, which were virtually not a thing in the previous version. However, now they are way, way too common. Is there some army of wizards out there who work 24/7 cursing things? Cursed items *should* be relatively rare. Also, some of the curses--like no teleportation--are really nasty.
3. Traps. This is just broken. I hate it with a passion. There are an order of magnitude too many traps. My character was constantly running into traps. That's not FUN, that's just ANNOYING. The game is not served in any way by this. I've been in vaults with less traps than a typical dungeon area now. This really needs to go. This is pretty much a dealbreaker for me.
4. Level layouts. The single thing about the talked about changes that appealed to me, the new level configurations, unexpectedly turned out to be something I greatly disliked. This new method of generating levels does not generate good levels. It takes far too much time to explore these levels. I would like there to be a game option to exclude these levels.
5. Terrain. I did not get far enough down to encounter lava but I don't think I would have a problem with it. I did, however, have an issue with the two types of rubble--passable and impassable. My problem was not with the fact of two different types but the fact that they don't look different from each other. They need to have a different look.
6. Breath. I don't have a problem with the change here but the animation is unnecessary.
7. Out of line of sight doors: I don't like the fact that you can no longer see when doors open or close. That was actually a cool part of the game.
Overall, I was not happy with these changes, as you can see. Collectively, they had the effect of making Angband less FUN to play, while I could see no commensurate gain.
The worst feature of all is the new trap system. The old system was great; this system is annoying at best.
I haven't yet decided if I will refuse to play this version, but that is honestly the way I am leaning right now. I think some of these changes need to be reverted or to be made optional.
Yesterday I started a Dunedan Warrior and took him on one trip into the dungeon, getting him up to CL 15 or 16 before returning. It was enough to have a few first impressions about some of the changes.
Here they are:
1. New Identity scheme. I did not like the idea at all when it was proposed and argued against it. In practice, I still don't like it (parts of it don't even make sense, like automatically knowing the hit and damage bonuses of a weapon just by glancing at it, not even picking it up). Also, how can a character receive lore about monsters (including uniques) but not runes? I much prefer the traditional identity system and wish the game had an option to revert back to it. That way people who like the old system can use it and people who like the new system can use it.
2. Curses. I liked the idea of doing something about cursed items, which were virtually not a thing in the previous version. However, now they are way, way too common. Is there some army of wizards out there who work 24/7 cursing things? Cursed items *should* be relatively rare. Also, some of the curses--like no teleportation--are really nasty.
3. Traps. This is just broken. I hate it with a passion. There are an order of magnitude too many traps. My character was constantly running into traps. That's not FUN, that's just ANNOYING. The game is not served in any way by this. I've been in vaults with less traps than a typical dungeon area now. This really needs to go. This is pretty much a dealbreaker for me.
4. Level layouts. The single thing about the talked about changes that appealed to me, the new level configurations, unexpectedly turned out to be something I greatly disliked. This new method of generating levels does not generate good levels. It takes far too much time to explore these levels. I would like there to be a game option to exclude these levels.
5. Terrain. I did not get far enough down to encounter lava but I don't think I would have a problem with it. I did, however, have an issue with the two types of rubble--passable and impassable. My problem was not with the fact of two different types but the fact that they don't look different from each other. They need to have a different look.
6. Breath. I don't have a problem with the change here but the animation is unnecessary.
7. Out of line of sight doors: I don't like the fact that you can no longer see when doors open or close. That was actually a cool part of the game.
Overall, I was not happy with these changes, as you can see. Collectively, they had the effect of making Angband less FUN to play, while I could see no commensurate gain.
The worst feature of all is the new trap system. The old system was great; this system is annoying at best.
I haven't yet decided if I will refuse to play this version, but that is honestly the way I am leaning right now. I think some of these changes need to be reverted or to be made optional.
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