Returning to the dungeon

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  • wobbly
    Prophet
    • May 2012
    • 2633

    #16
    Charisma, along with iron spikes were destroyed by the radical left in 3.5.0, racist shopkeepers went in 3.1.0beta

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    • Angdrim
      Rookie
      • Aug 2020
      • 21

      #17
      Here's a quick summary of the major changes that I noticed:

      - No CHR, no buying and selling. Angband was never a role-playing-heavy role playing game, but just giving equipment to stores kills the last vestiges of it.

      - No more junk items. Used to be that the dungeon was full of filthy rags, broken swords, and kobold skeltons.

      - The new ID system.

      - Good stuff comes at you fast and in large quantities. (A single level with multiple stat potions, really?!?!)

      - Items of different kinds stack on the floor. One necessary skill used to be luring uniques out into big rooms so that their drops wouldn't get destroyed.

      - Staves/wands of the same kind now stack in your pack regardless of how many charges they have. It used to be that you'd use a wand, and then zap all your other wands of that kind in order to get them to stack in your pack again.

      - The quiver.

      - The shops now have infinite supplies of utility items. It used to be that if the store didn't have any Word of Recall scrolls you either used the stairs to get back into the dungeon or you made peace with town scumming.

      - Lower experience requirements for most of the races. I won 2.x.x with a High Elf mage, and back then high elves took 2x as much experience as humans to level up. Other races also had large penalties.

      - Changing/rebranding monsters. They used to be more generic fantasy, with less of a Tolkien focus.

      - Don't have to press 's' to search all the time. Or open doors. (In theory you could jam doors with iron spikes, but this was never a really useful strategy.)

      - Very powerful spells for non-casters. Paladins get heal, rangers get haste self and the thing that turns staves into arrows. My recent ironman win was with a rogue - once I learned teleport level the danger of the dungeon dropped considerably.

      One of the cumulative effects of many of these changes is that it's much easier to manage your inventory now. You're not carrying around things to sell, you're not carrying around ?Identify, after the beginning of the game you're not carrying around equipment that you haven't yet identified, you can carry arrows without worrying about them eating up inventory space. Consequently you can now carry more useful items; instead of stashing
      potions of restore life levels in your house you can keep them with you, you can swap equipment more easily, that sort of thing.

      That you can find out how much damage/round a weapon does is also very useful. I'm pretty sure that in the old days you had to guestimate that.

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      • Ed_47569
        Adept
        • Feb 2010
        • 114

        #18
        Originally posted by Selkie
        I remember when there was a charisma stat and the only thing it affected was the cost of buying/selling in shops.

        Half trolls had such low charisma that sometimes racist shop keepers wouldn't even let you through the door.

        Not sure what version got rid of charisma, but Angband died that day /s
        When they took out broken sticks, canine skeletons, shards of pottery and broken daggers / swords, that was the end of Angband.

        Being serious again, I would like to see player ghosts re-instated.

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        • Nick
          Vanilla maintainer
          • Apr 2007
          • 9648

          #19
          Originally posted by Ed_47569
          Being serious again, I would like to see player ghosts re-instated.
          Not out of the question...
          One for the Dark Lord on his dark throne
          In the Land of Mordor where the Shadows lie.

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