I'm planning on splitting this into two separate projects, given the large divergences already in my thinking. Project codenames (everything needs codenames) being Moreia (town mode) and Lessia (ironman [glassman?] mode).
Philosophy: Angband is still Moria at heart, so let's have an ill-fated expedition to reclaim it. The hope is to make a game that is near impossible to beat in the town mode, but reguarly achievable in ironman mode. Artifacts are truly legendary. The ironman player is almost guaranteed to never see one. In town mode, regular Angband gameplay resumes on dlvl 51, with artifacts easily acquired.
The feeling in ironman should be one of desperation rather than power. This isn't a Peter Jackson movie. The Fellowship has failed. It is The Road, House of Leaves, Southern Reach, and the Kolyma Tales. Gaming-wise, it is Thief: The Dark Project, Hitman, Sil, and Angband as a glass-canon rogue diving too greedily and too deep. Stealth and avoiding conflict are your primary tools.
'A time may come soon," said he, "when none will return. Then there will be need of valour without renown, for none shall remember the deeds that are done in the last defence of your homes. Yet the deeds will not be less valiant because they are unpraised."'
Ironman mode: Goal is to descend 50 levels at which point the game reaches maximum difficulty. The second half is ascending 50 levels of pure escape, being chased relentlessly by the Balrog. The player is not expected (or probably even possible) to kill the Balrog.
Each race/class combination reflects a member of the Fellowship; only Frodo gets a mithril shirt, Sting, and the One Ring for a newbie class, or is it? [...my precious...] Starting gear is standardized by member, but not overpowered. Aragorn and Gandalf have previous knowledge of the city levels, but not what lurks there.
Speaking of Gandalf, he has Narya, Glamdring, and his staff, of course.
"Each Wizard carried and utilised a powerful staff, through which they channelled and performed most of their spells and magic actions. They could, however, use magic without the aid of their staffs such as telekinesis and healing; however it is uncertain how far they could go magically without their staffs. Their magic could cast illusions, shoot firebolts, summon lightning, heal grievous wounds, hurl enemies around with ease, disintegrate structures and even ensnare the minds of other beings. Yet for all their power, the Wizards were expressly forbidden by the Valar from openly using their magic except in times of great need and as such they (with the exception of Saruman) more often relied on their wisdom, quick-thinking and reasoning skills to overcome challenges than through use of magic."
This is Gandalf's playstyle in a nutshell: "Many that live deserve death. And some that die deserve life. Can you give it to them? Then do not be too eager to deal out death in judgement."
It is not only feasible but optimal for Gandalf to act as a pacifist. The Fellowship has failed. He is an immortal: there is no just self-defense here. Sowing death and destruction in what is now Sauron's domains will only inflame the wrath of Mordor against the remnants of the Free Creatures. When Gandalf hits a low HP threshhold, he is permitted to use his powers, but no more than to terrify, injure, and escape. If he deviates from his appointed task his powers and memory of Valinor will begin to wane.
Town mode: The core Angband gameplay will be kept, with the Balrog put back on level 50 replacing Morgoth. The second half of the game (dlvls 51-100) is for prestige and will be delving into the deep, where the nameless creatures dwell. On dlvl 100, Nidhogg must be battled and whatever strategies players use to win will be subverted in the next version to prevent victory, akin to the original Moria. Because this will be for player levels well beyond Ironman, balance should be easier to maintain.
In both modes, the first seven levels are randomly generated city levels. In ironman, the last 7 levels are also city levels. These levels are the ruined Dwarrowdelf. Every level in ironman will be populated with monsters and eventually flavor objects, like (not rodent) skeletons, rusty gear, wagons, and handcarts. remainder are randomly generated using standard dungeon generation. Persistent levels by default on both modes, with a birth option otherwise. Some legends talk of stairs that never end.
Food in the dungeon is old cram and cave fish and whatever the character brought with them. Cram is available in town mode for purchase, but supplies are limited. The goblins may carry their own provisions, but these might not be fit for the fairer forms of life.
Packrats will have to haul around their loot via handcart. Encumberance is real and deadly.
Light is equally limited in both modes. There is no phial.
Ranged weapons will suffer penalties in narrow halls.
Goblin gear, if you can acquire it, will help you blend in, but it is heavy, and dirty. Wounds may not heal as fast, or at all.
(Ironman Intro) "You are the last survivor of an ill-fated group tasked with transporting the One Ring to be destroyed in Mount Doom. What nameless horror slayed your guides lays behind. The doors are closed and will not open again. You must find your own way through the darkness. The wind malevolently carried one word before the abyssal silence descended: "Moria..." You hear drums, drums in the deep.
They are coming.
(Town Intro)
You are a dwarf of the second expedition sent to reclaim the city and mine from the Orcs and whatever creatures remain in the deep. The expedition has been successful and a town before the entry settled. The long fight to empty the ruined city and mines has begun.
(Standard Angband start, but with only dwarf races)
Philosophy: Angband is still Moria at heart, so let's have an ill-fated expedition to reclaim it. The hope is to make a game that is near impossible to beat in the town mode, but reguarly achievable in ironman mode. Artifacts are truly legendary. The ironman player is almost guaranteed to never see one. In town mode, regular Angband gameplay resumes on dlvl 51, with artifacts easily acquired.
The feeling in ironman should be one of desperation rather than power. This isn't a Peter Jackson movie. The Fellowship has failed. It is The Road, House of Leaves, Southern Reach, and the Kolyma Tales. Gaming-wise, it is Thief: The Dark Project, Hitman, Sil, and Angband as a glass-canon rogue diving too greedily and too deep. Stealth and avoiding conflict are your primary tools.
'A time may come soon," said he, "when none will return. Then there will be need of valour without renown, for none shall remember the deeds that are done in the last defence of your homes. Yet the deeds will not be less valiant because they are unpraised."'
Ironman mode: Goal is to descend 50 levels at which point the game reaches maximum difficulty. The second half is ascending 50 levels of pure escape, being chased relentlessly by the Balrog. The player is not expected (or probably even possible) to kill the Balrog.
Each race/class combination reflects a member of the Fellowship; only Frodo gets a mithril shirt, Sting, and the One Ring for a newbie class, or is it? [...my precious...] Starting gear is standardized by member, but not overpowered. Aragorn and Gandalf have previous knowledge of the city levels, but not what lurks there.
Speaking of Gandalf, he has Narya, Glamdring, and his staff, of course.
"Each Wizard carried and utilised a powerful staff, through which they channelled and performed most of their spells and magic actions. They could, however, use magic without the aid of their staffs such as telekinesis and healing; however it is uncertain how far they could go magically without their staffs. Their magic could cast illusions, shoot firebolts, summon lightning, heal grievous wounds, hurl enemies around with ease, disintegrate structures and even ensnare the minds of other beings. Yet for all their power, the Wizards were expressly forbidden by the Valar from openly using their magic except in times of great need and as such they (with the exception of Saruman) more often relied on their wisdom, quick-thinking and reasoning skills to overcome challenges than through use of magic."
This is Gandalf's playstyle in a nutshell: "Many that live deserve death. And some that die deserve life. Can you give it to them? Then do not be too eager to deal out death in judgement."
It is not only feasible but optimal for Gandalf to act as a pacifist. The Fellowship has failed. He is an immortal: there is no just self-defense here. Sowing death and destruction in what is now Sauron's domains will only inflame the wrath of Mordor against the remnants of the Free Creatures. When Gandalf hits a low HP threshhold, he is permitted to use his powers, but no more than to terrify, injure, and escape. If he deviates from his appointed task his powers and memory of Valinor will begin to wane.
Town mode: The core Angband gameplay will be kept, with the Balrog put back on level 50 replacing Morgoth. The second half of the game (dlvls 51-100) is for prestige and will be delving into the deep, where the nameless creatures dwell. On dlvl 100, Nidhogg must be battled and whatever strategies players use to win will be subverted in the next version to prevent victory, akin to the original Moria. Because this will be for player levels well beyond Ironman, balance should be easier to maintain.
In both modes, the first seven levels are randomly generated city levels. In ironman, the last 7 levels are also city levels. These levels are the ruined Dwarrowdelf. Every level in ironman will be populated with monsters and eventually flavor objects, like (not rodent) skeletons, rusty gear, wagons, and handcarts. remainder are randomly generated using standard dungeon generation. Persistent levels by default on both modes, with a birth option otherwise. Some legends talk of stairs that never end.
Food in the dungeon is old cram and cave fish and whatever the character brought with them. Cram is available in town mode for purchase, but supplies are limited. The goblins may carry their own provisions, but these might not be fit for the fairer forms of life.
Packrats will have to haul around their loot via handcart. Encumberance is real and deadly.
Light is equally limited in both modes. There is no phial.
Ranged weapons will suffer penalties in narrow halls.
Goblin gear, if you can acquire it, will help you blend in, but it is heavy, and dirty. Wounds may not heal as fast, or at all.
(Ironman Intro) "You are the last survivor of an ill-fated group tasked with transporting the One Ring to be destroyed in Mount Doom. What nameless horror slayed your guides lays behind. The doors are closed and will not open again. You must find your own way through the darkness. The wind malevolently carried one word before the abyssal silence descended: "Moria..." You hear drums, drums in the deep.
They are coming.
(Town Intro)
You are a dwarf of the second expedition sent to reclaim the city and mine from the Orcs and whatever creatures remain in the deep. The expedition has been successful and a town before the entry settled. The long fight to empty the ruined city and mines has begun.
(Standard Angband start, but with only dwarf races)
Comment