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[Topic to be deleted]
I am a newcomer. I've had minimal contact with programming in the form of NWN 1 & 2 scripts and Baldur's Gate modding.
-------------------------------- Now on to what I'm writing about. I want to make an Angband variant set in the Underdark (giant subterranean caverns filled with nasty stuff, for those who do not know D&D). What would not change: 1. standard rules, including magic (no spheres) 2. method of counting your score 3. classes 4. traps What I want to have: 1. remove level 0 & have a chance of outposts [shop(s)] appearing in the level 2. no endgame 3. new monster list (named monsters, LOTR-specific monsters, farmer Maggot, urchins etc. have to go) 4. new player race list 5. Unangband level generator (the one with lava, vines, blood, lakes etc.) What I'd like to have if it's possible: 1. horizontal passages (you go in, you have a new level generated like you'd walked up or down stairs, but the depth stays the same) 2. being able to [E]at corpses for sustenance 3. limited containers (small chest, sack, bag) you can carry stuff in 4. A way to label level 1-30 Upperdark, 31-60 Middledark, 61-90... Lowerdark 5. monsters flocking to a character that holds a light source (a torch, lantern etc.) 6. multiclassing 7. templates at creation (half-fiend, vampire etc.) 8. two-weapon fighting ------------------------------------------- I need your help. The stuff is listed in a rough order of importance. I understand the easiest thing to do is 3 & 4 from 'what I want to have' - it is enough to edit the monsters.txt and pc_race.txt. I wonder, which variant should I try forking? Vanilla ...? Unangband, ZAngband+ ...? I'd credit happily any person who would decide to help me. Thanks in advance, Zireael |
OK, so I suspect the hard things will be:
> 1. remove level 0 & have a chance of outposts [shop(s)] appearing in the level (unless you start with a variant with dungeonshops) > 5. Unangband level generator (the one with lava, vines, blood, lakes etc.) (unless you start with a variant with Un terrains, such as NPP) > 6. multiclassing (which can perhaps be omitted, but replaced by adding new classes halfway between two existing ones, etc?) A. |
Thanks for a quick reply.
So there exists a variant with dungeon shops? Give me a name, I'll check it out. About levels - you think I should try forking NPP then? It's a bit old, if I read the right date... 2005... Multiclassing is about the last thing necessary, it is just on my wishlist :P Would there be someone willing to help me with programming? I can do monster tables and player races, if I read it right and the only thing necessary is editing the .txt files... |
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NPP is probably a good one to fork from, but I'd have a look at a few and decide which you like the look of best. I'd also recommend putting up a public code repository somewhere collaboration is easy - there are several *bands at github, so that's the obvious choice. Good luck! |
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------------------------------- I've downloaded NPP Angband, and I've edited the pc_race.txt, swapping Drow for hobbit. So far, everything works. Next races to be added are Duergar and Svirfnebli. EDIT: Duergar and Svirfnebli are in. Next stop - Half-Drow. (all are swaps - for Half-Troll, for Dunadan and for something else). A few questions: Is there a way to add Spell Resistance for Drow? Right now it's just high saves. Is there a way to add Spell-like abilities somehow? Is there a way to increase the Svirfnebli (deep gnome)'s AC? EDIT: I'll start tinkering with the monster list this evening or tomorrow. |
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(To compensate for that, Drow should probably start off weak. Not that I know anything about game balance, mind.) Spell-like abilities... I assume you mean something like the Create Darkness monster spell, so that Drow could fight in the dark? This unfortunately would require some code editing - first to give them that ability (I don't think NPP has race/class abilities), second to make them capable of seeing in the dark (because Angband really punishes you for not carrying a light). |
IIRC, Z+ has a number of these features. Ghouls can eat corpses, Vampires have a non-light feature to see w/o light, and many races have intrinsic skills/spells. Take a look at it's feature list and see what you can find.
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You're going to have to make changes to the code to do much of what you want. While there's plenty of variants that have made similar changes in the past (e.g. intrinsic magical abilities are in basically every variant descended from ZAngband), porting those over into whatever variant you decide to split from won't be entirely trivial.
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