The variant I would like to see and play ...

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  • Arralen
    Swordsman
    • May 2007
    • 309

    The variant I would like to see and play ...

    I really would like a variant with the following features:
    1. no more 10.000 different monsters (just because there are flags for "red","green","pink" in the code; Sil got that at least partly right)
    2. monsters with equipment they use, and that is lootable
    3. no (only) dungeon levels with growing difficulty, but growing overall dangerousness, depending on time elapsed (like ADOM)
    4. monster AI from Sil
    5. sighting/lighting system from Sil
    6. jewellery and ego items from FAA (yes, you really want to use some of those items with .. drawbacks. "curse" is such a harsh word ...)
    7. terrain tiles/features from Un, including
    8. traps that can hurt monsters (if confused, unintelligent and lured upon it, etc.)
    9. fixed light sources in the dungeon (torches, fire places, etc.; no way all monsters can see perfectly well in 100% darkness)
    10. bookless spellcasting (like that one class in Tome2.3.5, and maybe others; similar to Sils songs, maybe)
    No, I don't have a clue 'bout C, and I'm not starting my own variant.
    Never. Ever.
  • fizzix
    Prophet
    • Aug 2009
    • 3025

    #2
    Originally posted by Arralen
    I really would like a variant with the following features:
    1. no more 10.000 different monsters (just because there are flags for "red","green","pink" in the code; Sil got that at least partly right)
    2. monsters with equipment they use, and that is lootable
    3. no (only) dungeon levels with growing difficulty, but growing overall dangerousness, depending on time elapsed (like ADOM)
    4. monster AI from Sil
    5. sighting/lighting system from Sil
    6. jewellery and ego items from FAA (yes, you really want to use some of those items with .. drawbacks. "curse" is such a harsh word ...)
    7. terrain tiles/features from Un, including
    8. traps that can hurt monsters (if confused, unintelligent and lured upon it, etc.)
    9. fixed light sources in the dungeon (torches, fire places, etc.; no way all monsters can see perfectly well in 100% darkness)
    10. bookless spellcasting (like that one class in Tome2.3.5, and maybe others; similar to Sils songs, maybe)
    Sounds like you might like DCSS, it has a lot of the things you want. It doesn't have the lighting at all, and difficulty is unrelated to time elapsed. But I think it hits all the others.

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