The UnAngband Screenshots Gallery: Why Unangband is "fun" angband! by <daven_26d1>

                                                                               
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            ConChr                                  Dise             Fast (+1) 
LVL  9 NEXT       8 AU      1719 AC  30 HP:  60/  74 SP:   1/  15         Lev 9
Why Unangband is "fun" angband!
Fighting in corridors=safe&dull. Fighting in rooms=fun&dangerous. Uns AI makes meleeing packs in corridors a little less viable than before, as cave orcs eg will run and heal while fresh ones attack you, meaning you have to deal more damage in total to kill them all. On the other hand, cave orcs fleeing when you hurt them makes it a lot more of a useful strategy to fight in rooms, because your not guarenteed to get mobbed. This is not to say that things are backward in Un, but thanks to myriad new tactical options, fighting in rooms is a least a possibility sometimes, and in my case here turned out to be the best option. Approaching the pillared room from the south, I detected young cave orcs, mostly awake coming at me from the north. All well and good, but a larger pack of orcs, many of which were not 'young' but 'mature' or even 'hardened' (which this warrior mage has a hard time hitting) were sleeping in the room I'm in now. If Id messed about at the room entrance, I would have to melee both packs, costing me all my mana and at least some of my !CSW; i had 5 of these, but as I'm trying to do the whole dungeon in one dive not something I could afford to waste; especially as !C*W cost ~2-3x more in Un than they do in V - and rightly so, IMO. Instead, a combination of the pillars for cover, torch spells to finish off runners, a blade and the innocuous seeming "call light" spell for when I got mobbed(light blinds light-sensitive foes in Un, meaning it's still useful even when the damage is laughable) allow me to reach the small corridor relatively unhurt and with all my supplies intact. More imortantly, I was able to get there while most of the tougher pack were still sleeping, and the shape of the room made it an awesome vantage point to assasinate the tougher ones with low power (+4/+2) orc-slaying arrows with no fear of return hits when I missed. pushing into the room, and the small corridor channels the injured (and-regrouped) survivors from the first skirmish, lining them up while i knock em down. :) For those who haven't played Un, take a good look at all the red stuff - the dots are blood spilt from big hits, or when injured orcs ran around in a panic, and the other stuff are variously corpses and dismembered bit of corpses, hands, heads - its all good. A great plug for Un, if you're sick of fight after fight with a big line of green 'O's:- not only do these (much more fun) wild & dancing "skirmish" tactics have enough options behinds them to be able to work, they are actually sometimes the best idea!

Posted on 1.12.2007 17:05



Comments?

On 1.12.2007 17:10 daven_26d1 wrote:
Where I said "blade" about, it should have been "confusion-coated blade", but i tried to use the same notation as the game....

"confusion-coated" is not a valid html tag!!!

On 1.12.2007 23:49 Bandobras wrote:
Bloody mess.



Seen 3389 times.


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