Which variants are the closest to Angband?
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I'm considering making a new variant branching from current V, and if I do, I'd be happy to make at least several of the changes your mention. (especially the gorging thing. I agree, the way it is now is stupid.)
Still, it'll probably be at least a month or two before I (potentially) have something like this out.Will_Asher
aka LibraryAdventurer
My old variant DaJAngband:
http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)Comment
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Awesome! Would love to playtest it. I've been thinking some more about wands of slow monster. When @ gets free action he cannot be slowed, yet there are virtually no monsters in Angband that cannot be slowed. I think hasty ents might resist it? I think this game would be more fun if slow monster didn't work very often on deeper monsters.Beginner's Guide to Angband 4.2.3 Part 1: https://www.youtube.com/watch?v=m9c9e2wMngM
Detailed account of my Ironman win here.
"My guess is that Grip and Fang have many more kills than Gothmog and Lungorthin." --FizzixComment
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I thought I'd take another look at the changes you would want and comment for each one if it looks like something I would both want and be able to do for my variant:
[*]Code a game option that scrambles the rarity and depth of items at the game's outset without the player knowing what items are scrambled (so free action may become super rare but rods of speed maybe as common as rings of escaping) (This one's kinda dumb but might be fun for a laugh).
[*]Make my own silly starting scenarios: like the one where a hobbit starts out with Sting and The One Ring. I'd also make my own competition where @ gets to start with one of two super launchers (I wasn't able to find the post I made about them awhile ago); and then host it as a competition.
[*]Add a poor man's !*Enlightenment* spell that works similarly to how Holy Vision from Warcraft 2 did: allows you to map a small area anywhere in the map (instead of just your location); revealing the objects and evil monsters there as well. Use the cursor to select the portion of the dungeon you want mapped.
(But this is something that would be easy to do yourself in the gamedata files.)
but why? If you don't like them, you can just take the stairs back up and then down again. (unless you play without connected stairs.)
(This might be easy to tweak in the gamedata files without touching the code. hmmm, if you mean the labyrinth levels, it looks like those are hard coded. Looks like their rarity isn't in the gamedata file.)
...But this is really easy to do without touching the code. Just open terrain.txt, find where it says:
"
name:secret door
graphics:#:w
priority:10
mimic:granite wall
flags:WALL | ROCK | DOOR_ANY | GRANITE | TORCH
desc:A door that appears like a granite wall to untrained eyes.
"
and change the "w" in this line:
graphics:#:w
...to a letter representing another color ("g" for green, "p" for purple, etc)
(This will only work if you're not using tiles, though. I'd need to do some more looking to figure out how to change it with tiles.)
I would totally do this anyway.
[*]Add some new effects for potions of surprise, such as causing the level to suddenly become mirrored (the level you are on suddenly flips horizontally making upstairs now look like down stairs and down stairs look like upstairs. Not sure if monsters and items would also be visibly flipped)--add this effect to the "causes bizarre things to happen" activation.
[*]Make rare artifact staves that cannot be destroyed by acid or fire or recharge backfire, with a randomized power level. Like staves of power, for example, but perhaps with more than one activation, (up to 3), with the ability to choose which activation (heal 1000 hp, deal 150 damage to all, or hasten self) for example. When recharged with scrolls Artifact staves would get a 50% increase in number of charges restored (as compared to normal, similarly powered staves). So instead of 3 charges being restored they'd get 4 or 5 charges.
BTW, In my old variant, all staves could be wielded as (usually not very good) weapons in addition to their normal use. I might do that again.
[*]Maybe play around with an ironman-lite game option with in-dungeon shops. Maybe every 5 levels there is a shop somewhere with the last shop maybe being dungeon level 70. In such a version have money and precious stone veins be much more rare. maybe add back the charisma stat for this game option.
[*]In a similar vein, maybe add oracles: shop-like rooms in the dungeon that either give the player a clue about some of the items in the game (see option 3 in this list), or about fighting Morgoth or some other deep, dangerous monster; kinda like how Commander Keen had cryptic messages throughout:Code:You will need a Raygun in the end, but not to shoot the Vorticon...
(I remember Commander Keen. that's a blast from the past.)
dragons of annihilation!? yikes
I've never heard of such things, but if they are what they sound like, I would definitely make them more rare. (or maybe just remove them completely. They must be something that's been added since I stopped playing.)
[*]Make rare, new item: backpack, that has a random assortment of lesser items in it as well as increasing max number of items per inventory slots above 40, capping out at 60. Or, make said item not super rare and have @ starting pack only have a per item carrying capacity of 20 (instead of 40).
I would probably tone down monster summons a little for my variant though.
This shouldn't be too hard to do, and I wouldn't mind implementing it as an option.Will_Asher
aka LibraryAdventurer
My old variant DaJAngband:
http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)Comment
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Just plonk them in to town, and remember what actual level they're on, and hope the Happy Drunk isn't a Unique Summoner.
it should be easy enough to make experimenting with it worthwhile, if nothing else.Comment
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Actually, you could pull it off by making every X levels a Town level.
Just plonk them in to town, and remember what actual level they're on, and hope the Happy Drunk isn't a Unique Summoner.
it should be easy enough to make experimenting with it worthwhile, if nothing else.Will_Asher
aka LibraryAdventurer
My old variant DaJAngband:
http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)Comment
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Grotug, you might want to try out Seven Day Band by Jeff Lait. It allows you to create your own *band on the fly and without coding. Editing options will be unlocked one after another as you lose characters. You can even create hamsters with heat-seeking spit for ranged attacks, so I guess anything you can think of will be doableLast edited by caruso; March 4, 2021, 09:02.Comment
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Grotug, you might want to try out Seven Day Band by Jeff Lait. It allows you to create your own Angband variant on the fly and without coding. Editing options will be unlocked one after another as you lose characters. It even allows you to create hamsters with heat-seeking spit for ranged attacks, so I guess anything you can think of will be doable
Anyway, I'll take further discussion about my planned variant to the variants subforum.
EDIT: see my RubberBand plans thread.Last edited by will_asher; March 5, 2021, 08:25.Will_Asher
aka LibraryAdventurer
My old variant DaJAngband:
http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)Comment
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Some good reads on that comp ladder.
The lowest XP criterion was a nice change from turncount.Comment
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