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#31 | |
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Angband Devteam member
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"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#32 | |
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Veteran
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 2,308
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Quote:
Yes, there are some horrid imbalances in the monsters in the early game and gallants are probably the worst offenders. They should either be dlevel 10 or be stripped of cause_1. Also soldiers and gallants get 2 melee attacks, which means no one can handle a group of them early. Even 2-3 soldiers are dangerous on dlevel 3. Soldiers do more damage than hill orcs and they're dlevel 2! What would I do? Soldier single 2d4 attack - dlevel 3 Acolyte remove cause_1 replace with CONF, melee up to 1d7 Gallant remove cause_1, one attack at 1d8, spell at 1_in_12 (only spell is FEAR) Scouts, apprentices and cutpurses are fine, although I could see dropping scouts to a single 1d5 attack since they have the ranged attacks. There *should* be a reasonably early cursing monster, but it should *not* come in groups. That monster exists, and it is the kobold shaman. Sadly, I'm not sure I can justify these changes for 3.4 given the lack of time to testplay them, and the very high chance that there will be strong objections. |
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#33 |
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Prophet
Join Date: Dec 2009
Posts: 4,769
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Scouts are perfectly fine as-is, since they teach you to fight monsters with missile attacks in corridors where only one monster can use them at a time.
And as long as you take acolytes and gallants seriously, they're manageable. "Take them seriously" generally means "run the hell away", granted, but what's the early game without a little fear? Is it that big a deal if your level-4 character gets killed? Even if it's through no fault of their own? The dungeon should feel dangerous, and these guys are part of that. |
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#34 | |
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Prophet
Join Date: Apr 2007
Location: Half way to grave
Posts: 2,730
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#35 |
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Veteran
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 2,308
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The early levels are a bit harder in 3.4 but not terribly so. The nerfing of !oil is actually the biggest difference for me. Grip and Fang can be dangerous since you can't kill them off with 2 !oil.
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#36 |
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Scout
Join Date: May 2012
Posts: 37
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Now I'm wanting spaghetti......
joe b. |
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#37 | |
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Apprentice
Join Date: Apr 2012
Posts: 64
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As for the change was it just difficulty or were the actual mechanics changes? I agree that difficulty or in more general times balance is a line which once crossed the game can be almost ruined. i am not sure though that someone being able to understand the mechanics in three months is a sign of issues. I don't recall it taking three months for me to understand, but that was quite a long time ago. I started in 94 in the glory days of mages being greater fighters than warriors once they were booked out and having the ability to cast GoI at will. The biggest problem with Angband is a few key points which you have really pushed to an extreme in game pace : 1) the goal isn't to kill everything, it is to kill one (ok 2) things so the sub-goal is to get level/kit Now with this in mind it quickly becomes obvious : a) the game is about resource management, make clw equal to healing and scrolls of teleport other equal to *genocide* (genocide + wod on uniques) and watch how trivial the game becomes b) getting levels/kit is exactly about getting levels and kit and not killing everything Once you get these two points you develop a basic strategy which is : i) horde all resources and do not waste them on trivial engagements (!, ?, Z, r, etc.) ii) detect, salvage (rinse and repeat) Now you move onto small refinements such as for example as you advance things which were thought to be useless are not. For example infravision is usually neglected by a novice, but an advanced player who would get +6 infra early would see it as a godsend. Telport other is basically = empty vault of all monsters and make it a store with zero cost. Again it simply is part of the detect + salvage strategy. I carried out a few experiments with this early by doing things like taking a priest once they had wod, and even a mage who found a staff of same and just went right to d98 and just destructed until I was full kit. You you miss ros, bos, etc. but that doesn't matter they will roll up again. Once you have full artifact kit of your choice you can now relax on wod and actually clear to get the rings, boots, etc. as required and then fill out the potion, scroll list. This however makes the game fairly trivial and it could be argued that you are actually breaking game play mechanics. This is why I argued (long time ago when I first did it, in the nineties) that wod should have a chance to break artifacts on the level and that genocide would drain max hp when you use it. This would move them back to being emergency management and not ultra-scum techniques. But Angband (and the variants) has always had this if you are willing to exploit it. It is no different than for example in Heng (and variants) where some people scum for eat magic as the starting mutation for beastman which is insanely powerful. Or to a lesser extend ensure all characters start with a white aura. The list goes on with things like farming which is why I noted that all summoned/cloned monsters should have no drops and give no exp because if you want you can simply turn a venom wyrm (or law if you don't have clone) into a bunch of scrolls of *acquirement*. But back to the beginning, is there some list/thread which raises points of objection or even a change log (non-bug related). |
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#38 |
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Apprentice
Join Date: Apr 2012
Posts: 64
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#39 |
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Prophet
Join Date: Dec 2009
Posts: 4,769
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Here is the changelog for 3.2.0, which I believe is the easiest Vanilla release so far. There are links to other changelogs in the sidebar; you should note that 3.3 changed Teleport Other to be a bolt instead of a beam, and change Destruction to remove artifacts from the level (without destroying them, i.e. they can still be generated if they haven't been ID'd).
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#40 | |||
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Veteran
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 2,308
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Banishment (or genocide) is a lot trickier. You can make the penalties more onerous, but then you run into the problem of where you only wanted to kill the 2 pit fiends that Morgoth summoned but instead you kill the entire demon pit on the other side of the level, and guess what, you're dead. Maybe that's a justified death, you should have know there was a demon pit there. I still don't like it though. Furthermore, banishment remains the only non-terrain way to deal with a situation where Morgoth summons 2 or more great wyrms. mana storm + great wyrm breath = death for 90% of characters. Summoning is not as dangerous as it once was for most enemies, but Morgoth and Sauron are still as dificult as ever. Even now, Morgoth summons so much that fighting him without significant terrain modification is fairly infeasible. Right now the solution to overpowered banishment is rarity. Only mages have unlimited banishment and they have to find Kelek's first. Getting a mage to Kelek's is not a trivial task, and that can be the reward. Other class are reliant on single-use scrolls and very rare banishment staves, (which always seem to blow up on recharge for me). Nevertheless, opinions on the overpoweredness of banishment and suggestions for modifications are always desired. Quote:
One more point that I want to address. Quote:
for the second point. Try playing a non-rogue in 3.4 Fuzzy detection has really changed how effective salvaging is, but simultaneously encourages players to explore more (or at least encourages players like me to explore more). I think a lot of your points have actually been addressed in recent versions, or at least some of the cookbook and boring gameplay strategies have been looked at. Opinions and feedback are much appreciated. |
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