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Beleriand
For some time now, in threads like this one and this one, I've been talking about doing a complete revamp of FAangband. And I'm still going to. But I have decided I still want to keep the old one, too.
So, the old FAangband will continue to exist. But there will also be a new variant, Beleriand. It has a home at github; not much has been done to it yet, but I'm planning to get cracking on it soon. Although, who knows, I may change my mind again yet :) |
Nice. Your new features will break "angbandish" style of the game anyway.
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If you do decide to go whole hog, consider nerfing teleportation to the point of removing it entirely. Excepting recall, perhaps. IMO it's kind of a cheap method of compensating for difficulty spikes. To take alternatives from other roguelikes, it could be replaced with a wand of digging (which would take you to the underworld in the wilderness) or randomly placed teleport tiles.
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Recall is probably the worst thing here, it does not fit into adventure theme at all. Normal teleport can be replaced with invisibility, it can be something like 1d50 turns long, so it will not be completely safe, just like teleportation currently is.
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I want to make more contribution to FA/Beleriand.
I have made and tested some changes to FA, that seems good to me and can be added to Beleriand too, also I can find/fix bugz, btw I want to know if some parts of gameplay are planned to be completely changed, so I will not try to balance it. |
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I am (slowly) rewriting a lot of basic stuff for Beleriand, so it won't be worth doing anything with that for a while. FA, on the other hand, still has bugs, and still needs 1.1.6 features ported forward (like mouse support and working NDS and WinCE (maybe) ports). You have a fork on github, right? If you put stuff in that (preferably do a branch per change) then I can pull it in - including any gameplay stuff you thought was a good idea. That way any fixes that should go into Beleriand I can pull in there, too. Looking forward to it :) |
Hmm, I just try to update my FA 1.2x fork and it fails with some commits, while I have done no changes to it, strange.
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Btw, is FA 1.2x supposed to be something different from 1.16, except for code rewrite and new bugs, I mean any gameplay changes ?
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Trying to merge my few changes, made after 1.16 with FA 1.26, so you can probably use them, if you like. I also have plans to seriously revisit monster.txt in "make game harder" manner generally by removing pitifull spells from powerfull monsters.
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Well, it seems strange things happen with FA126, It does not work correctly on my linux system, while 116 have no problems at all. It seems it cannot create any file, e.g. cannot save game. Maybe I missed something obvious.
Oh, it seems it can create pref files, just not save. Vanilla 3.3.0 have this too. trivial solution was to replace ANGBAND_SAVE_DIR with "./lib/save", it seems working now. It also refuses to run in console mode, at least before I run FA116, it seems some pref files are missing or just deifferent. |
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Btw some wilderness locations seems to be buggy, e.g. going south from Eriador town results in strange things, and gruesome bugz.
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I have just run your 1.26 windows binary.
At first it crashes on start, but second time it runs. Also going south form Eriador results in immediate crush. So it seems not only linux bug. |
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Current plans
Largely so I can see it all written down in one place, here are my (fairly unorganised) thoughts on the shape that Beleriand is going to take:
This is all going to take some time. In particular, I've just spent most of my spare time for the last two weeks on the world maps, which consist of around half a million grids, each representing a square mile. |
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Interesting set of goals there! I'll be looking forward to seeing how things turn out! :)
By the way, regarding lessening "instant" healing, had you considered healing over time as an alternative? This mechanic is used in Torchlight for the healing potions; a basic healing potion restores 400 HP, but not instantaneously; instead, your HP gradually refills over a few seconds! |
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Not the most efficient way, I know, but I get a certain satisfaction from knowing the whole thing thoroughly from the ground up. It's kind of a Zen thing. @ekolis: At the moment, I'm thinking in terms of no healing potions, but we'll see :) |
Pure Zen and awesomeness. :)
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