So I finally decided to give Unangband a shot, and I have to say, I really really love it. I appreciate the additional options at character creation, so that my fighter is not just a fighter, he's a one weapon style fighter, or good with rings. Maybe my priest is a demon hunter, etc. I really like this.
I really like the numerous spells of the same levels- it has the effect of allowing the spellcasting player actual choices, rather than forcing them down the same track each time.
I love the idea of item specialization- in Angband, wands, etc seem like junk half the time. What good is 150 points of damage, against a monster with 3000 hp, when your ordinary attacks easily top that? If I understand the specialization rightly, a wizard who specializes in wands can get enough damage from that wand to make interesting strategic choices.
I do like the terrains that I can interact with- though this is where I started to have problems. For instance, I think it's great that my fire spell caught some curtains on fire, but was surprised when I died almost instantly to smoke inhalation. I think it's great that my acid spell consumed something and left mist, but the mist killed me too, doing more damage (I think) than the spell itself could have done. Unexpected.
So far, Unangband seems like a far, far harder game. But it conveys a sense of atmosphere that I've found absent in the other roguelikes.
Anyhow, I am hitting a steep learning curve, and this is from a experienced (if not exactly successful) Roguelike player. I've come across some situations that I'm not sure what to do about.
I keep catching illnesses, and I can see that certain things cure certain diseases, but I cannot figure out how to cure the one I have, short of trial and error. Would our characters not have at least some sense of hedge medicine, and start with a few cures known?
I cannot see what effect the illness is even having on me, which makes me anxious.
When I wait for a turn, it says I am blocking- does this mean that I get an AC boost for a few turns?
Also found a bug- when I unequip a torch, it stacks it with my other torches, and sets all their light remaining to the same as the one in my hand. Unless I am misreading the display, and the amound applies only to the top torch of the stack.
I have not made it past Bree or the Cellars yet- the lethality of the game keeps catching up to my inexperience- but I would have to say that I am hooked.
I really like the numerous spells of the same levels- it has the effect of allowing the spellcasting player actual choices, rather than forcing them down the same track each time.
I love the idea of item specialization- in Angband, wands, etc seem like junk half the time. What good is 150 points of damage, against a monster with 3000 hp, when your ordinary attacks easily top that? If I understand the specialization rightly, a wizard who specializes in wands can get enough damage from that wand to make interesting strategic choices.
I do like the terrains that I can interact with- though this is where I started to have problems. For instance, I think it's great that my fire spell caught some curtains on fire, but was surprised when I died almost instantly to smoke inhalation. I think it's great that my acid spell consumed something and left mist, but the mist killed me too, doing more damage (I think) than the spell itself could have done. Unexpected.
So far, Unangband seems like a far, far harder game. But it conveys a sense of atmosphere that I've found absent in the other roguelikes.
Anyhow, I am hitting a steep learning curve, and this is from a experienced (if not exactly successful) Roguelike player. I've come across some situations that I'm not sure what to do about.
I keep catching illnesses, and I can see that certain things cure certain diseases, but I cannot figure out how to cure the one I have, short of trial and error. Would our characters not have at least some sense of hedge medicine, and start with a few cures known?
I cannot see what effect the illness is even having on me, which makes me anxious.
When I wait for a turn, it says I am blocking- does this mean that I get an AC boost for a few turns?
Also found a bug- when I unequip a torch, it stacks it with my other torches, and sets all their light remaining to the same as the one in my hand. Unless I am misreading the display, and the amound applies only to the top torch of the stack.
I have not made it past Bree or the Cellars yet- the lethality of the game keeps catching up to my inexperience- but I would have to say that I am hooked.
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