The random Angband quests work the same way they did in PosChengband: there are ten of them, on random levels, and the first of them is somewhere around level 10; you just haven't gone deep enough yet. It is possible (because of the randomness) for the first quest to be on level 7, but usually it's a bit later.
FrogComposband 7.0.peppermint
Collapse
X
-
The random Angband quests work the same way they did in PosChengband: there are ten of them, on random levels, and the first of them is somewhere around level 10; you just haven't gone deep enough yet. It is possible (because of the randomness) for the first quest to be on level 7, but usually it's a bit later.
Lots of small differences: more towns, dungeons and quests, fuzzy tele, different stacking sources for see invis and free action (and probably a few more I have not noticed), Es adds a constant damage factor to damaging spells (great for the High-Elf patient Sorceror I keep playing), getting my thin-paper-frail Sorc one-shotted in *Zul* by an ancient MH dragon -- ancient dragons roaming a town? What the heck? Etc. and etc.
Like it.Comment
-
Originally posted by MochtGloves can now have slays on them, I assume Maulers are the greatest beneficiaries of thisComment
-
advice
Posted my Sorc here: http://angband.oook.cz/ladder-show.php?id=21697. As you can see, the drops have been completely schizophrenic. I do not have the basic resists covered, but Smeagol did me a solid one, and just dropped Eriril (which for a Sorc is useless and the One Ring (!!!) at dl level 23 (!!!!!). This raises the question: to wear it or not to wear it? Maybe save for reforge? This is the second time I got it in a *band (the other was in vanilla Angband and already having dispatched Morgoth), and I did not even blinked about wearing it. Any advice? That ancient foul curse sure looks really ugly. Of course this is all kind of moot since the RNG God has already determined my horrible, agonizing death.Comment
-
@Mocht: only with great difficulty. The code bases diverged a long time ago, and the PosChengband code Frog is based on is seriously spaghettified. I looked at it once and refilused to try working on it. Applying the V cleanups to PCB would be a massive undertaking.Comment
-
Originally posted by MochtHarps don't seem to drop, have they been removedThe Complainer worries about the lack of activity here these days.Comment
-
I have been thinking about this great variant for some time and there, as
always, seem to me that some things could be even better. However, I realise
that not all of these ideas would be to everyone's taste so put them forward
as suggestions.
Poschengband peppermint-to-mango Wish list
Display options.
Option to highlight the current target with the cursor.
This would make it easier when dealing with a lot of monsters of the same
type that are moving around. I know that it would be possible to work out
where the target is from the monster list using the display distances option,
this would just make it easier.
Option to view contents of home, even if not at home - do I really need
a rod of detection, or is there one at home. Presumably this could come
off the character information screen.
Proficencies
Should the numeric skill and maximum proficencies be available on the
proficencies screen? Presumably a mauler 'character' should know they
will never be a master with a dagger. It might take more space, so the
weapons screen might need splitting in two.
Should 'uncomfortable' weapons always have proficencies fixed to
unskilled? Should weapon versatility in some way override this, or
should weapon versatility not improve the maximum skill for
uncomfortable weapons?
More generally, should there be more weapon skills that are fixed at
unskilled. Presumably a swordmaster character should be totally useless
with a polearm.
Moganimator Changes.
Should it be possible to turn off the moganimator in the 'easy-destroyer'
options?
Should the moganimator know if weapons are uncomfortable? This would
allow then to be autosquelched if desired, regardless of quality.
Should the moganimator be able to know the skillmaster and/or psion ability
choices? This could be quite awkward to do and explain though.
Should there be an option to always use the default moganimator fle, rather
than making copies?
Display questions.
Allow wider screens for the home/inventory/equipment displays as not all
resistances are always visible. The width for windows for equipment and
inventory display can be increased, but this cannot be done for the home
as there is no customisable window for that.
Easy mimics does not work with death swords, death scythes and quiver
slots if graphics are used. However changing the 'monster graphics' file
graph-xxx by commenting out the relevant entries makes them into 'x'
characters. Perhaps different graphics when using the easy mimics option?
Should currently unlearnable spells in spellbooks be a different colour
on the gain spells menu?
Should the angband quests be marked with 'angband' in the completed
quests list?
More general problems.
Should the maximum number of available items of a given type that can
be purchased be shown when buying?
Should studded gloves, gauntlets and spiked gauntlets without other bonuses be
'average' rather than 'good'. I am not sure if the current mango version deals
with this.
If two identical but not *identified* rings are in the inventory, they
automatically stack. This lets the player know they are identical.
Given that wands and staves now self-recharge, should the sorcery recharge
spell be replaced? Perhaps a no-damage beam of light spell for illuminating
corridors, which is a utility missing from the sorcery books.
An option for 'do not attack on movement' mainly for non-melee characters
who do not wish to wake up enemies next to them.
On the birth screen and help screens some monste sub-types (giants, trolls,
golems) have no description. Is this deliberate?
On the problem of quest rewards and their general usefulness, one method
might be to put items into general classes (jewelry, weapons, devices,
consumables, armour) and then give the character a choice at time of getting
the reward. It could take the form of the question 'which of these 5 classes' (or
possibly less) do you want your reward in and, after the choice is made, the
relevant reward given. This would put all of the code in one place, rather than
for each quest individually.Comment
-
Option to view contents of home, even if not at home - do I really need a rod of detection, or is there one at home. Presumably this could come
off the character information screen.
Should the numeric skill and maximum proficencies be available on the proficencies screen? Presumably a mauler 'character' should know they will never be a master with a dagger. It might take more space, so the weapons screen might need splitting in two.
Should studded gloves, gauntlets and spiked gauntlets without other bonuses be 'average' rather than 'good'. I am not sure if the current mango version deals with this.
If two identical but not *identified* rings are in the inventory, they automatically stack. This lets the player know they are identical.
Given that wands and staves now self-recharge, should the sorcery recharge spell be replaced? Perhaps a no-damage beam of light spell for illuminating corridors, which is a utility missing from the sorcery books.
On the birth screen and help screens some monste sub-types (giants, trolls, golems) have no description. Is this deliberate?
On the problem of quest rewards and their general usefulness, one method might be to put items into general classes (jewelry, weapons, devices,
consumables, armour) and then give the character a choice at time of getting the reward. It could take the form of the question 'which of these 5 classes' (or possibly less) do you want your reward in and, after the choice is made, the relevant reward given. This would put all of the code in one place, rather than for each quest individually.
I do think no one race or class should be screwed by the rewards unduly, especially near the beginning of the game when the rewards make the most difference.The Complainer worries about the lack of activity here these days.Comment
-
Originally posted by MochtIf dunadan and barbarians get demigod powers then this isn't mentioned in the race descriptionsComment
-
Humans and demigods get two demigod powers each, dunedain and barbarians get one (but doppelgangers in dunadan or barbarian form are special-cased not to get a demigod power), and half-orcs also get one demigod power (but half-trolls don't, and Amberites also don't as OmniNegro noted).
7.0.mango coming right up.The Complainer worries about the lack of activity here these days.Comment
-
Comment