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#1 |
Ironband/Quickband Maintainer
Join Date: Nov 2007
Posts: 1,009
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A minimal band
Hi
In a previous thread (http://angband.oook.cz/forum/showthread.php?t=5165) I set out a manifesto for an Angband variant with sparse, minimalistic content and an improved UI. That thread turned into a UI discussion and I've now decided to step out of the UI workplan (which is being handled by much more capable people) and try to implement only the gameplay aspects of my manifesto. These were: - Less Stuff (fewer races, classes, monsters, uniques, items, egos, artifacts, etc etc) - Difficult game, with key consumables (including means of detection, escape and healing) being limited, some resistance holes being very hard to plug given the limited equipment selection, some monsters being very hard to defeat in-depth, and the risk of instadeath always awaiting the incautious player. - Game to take about as long to complete as modern Vanilla, with the end bosses being Sauron and Morgoth (at DL 49/50 respectively) I will follow up with a series of (long) posts setting out my first cut at the design (done over the Xmas holidays). Any feedback welcome (but I suggest you may like to read the entire series of posts before commenting, as some design decisions may then make more sense). If my posts are felt to be too long/annoying I will be happy to set up a dev blog somewhere else. Just let me know. A.
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Ironband - http://angband.oook.cz/ironband/ Last edited by Antoine; January 8, 2012 at 07:05. |
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#2 |
Ironband/Quickband Maintainer
Join Date: Nov 2007
Posts: 1,009
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Post #1 - Monsters
My plan is to work from a current version of NPP (if the NPP devs are happy with that), with various changes. One of the first things I've done is to prune the NPP monster list heavily. The result is below. The list is much shorter than in NPP or V but still too long to comply with my manifesto (I'd like to get down to a total of 100 critters; currently I have 38 uniques and 86 other monsters). You'll notice some kinds of monsters are missing entirely (for instance: mimics, early stat-draining ghosts, early melee confusers). You'll also notice the top-end monsters are less tough than in NPP. The reasons should become clear after a few more posts. Uniques Code:
1 Grip 2 Smeagol 3 Bullroarer 4 Lagduf 5 Wormtongue 6 Golfimbul 7 Ulfast (or replacement from Quick) 8 Ufthak 9 Nar 10 Shagrat 11 Ugluk (or replacement from Quick) 12 Azog 13 Angamaite (or replacement from Quick) 14 Uldor 15 Mim 16 Lokkak (rebranded?) 17 Maglor 18 Uvatha (rebranded?) 20 Maedhros 22 Adunaphel (rebranded?) 24 Scatha 26 Eol 28 Smaug 30 Hoarmurath (rebranded? powered-down, too) 32 Mouth of Sauron 34 Balrog of Moria (considerably boosted) 36 Thuringwethil 38 Glaurung 40 Saruman 42 Atlas (rebrand as a Storm Giant chieftain? Apart from Lokkak, he is the only unTolkienesque unique now) 43 Maeglin 44 Witch-King 45 Carcharoth 46 Ancalagon 47 Gothmog 48 Ungoliant 49 Sauron (can be weaker than in current NPP) 50 Morgoth (ditto) Code:
1 Floating eye Jackal Large snake [was: large yellow snake] Giant ant [was: giant black ant] Kobold 2 Thief [was: scruffy-looking hobbit] Poltergeist Kobold shaman Kobold archer Black naga 3 Goblin [was: snaga] Rattlesnake Green naga 4 Scorpion [was: wood spider] Orc [was: hill orc] Red naga 5 White dragon [a bit tougher than current 'baby'] Dark elf [was: dark elven mage] Giant fly [was: giant fruit fly] 6 Priest [with heal-others spell from Quick] Black orc Crebain 7 Black dragon Illusionist Ochre jelly 8 Giant spider [was: mirkwood spider] Homunculus Uruk 9 Green dragon Umber hulk Frozen spirit [from Quick] 10 Ranger Quythulg spawn [was: quythulg] Chimaera [with beefed-up breath] 11 Blue dragon [like current "young"] Iron golem Wight [was: forest wight. Add a Dex-draining attack] 12 Ogre [was: cave ogre] Rogue [was: master rogue] Ghoul 13 Bronze dragon Mage Vampire 14 Mind flayer Frost giant Colbran 15 Red dragon [between current "young" and "mature"] Fire giant Ghost 16 Mercury golem [from Quick] Earth elemental Air elemental 17 Gold dragon [like current "mature"] Troll [was: cave troll] Chaos adept [from Quick] 18 Stone golem [was: colossus] Giant roc [dial up speed a bit?] 19 Chromatic dragon [somewhere carefully selected between "mature" and "ancient". Characters are unlikely to have RPois at this point] Vrock 20 Dread [the group version] Sorcerer [ease off on the speed a bit] 21 White wyrm [like current "ancient"] Hezrou 22 Berserker Lich [was: master lich] 23 Marilith Quythulg [can summon demons/dragons/undead] 24 Black wyrm 25 Antediluvian [was: elder vampire. Weaken a bit - was DL 54] 26 Cyclops [boosted considerably] 27 Green wyrm 28 Druj [hybrid of current hand, eye and skull] 29 Balrog [was: lesser balrog] 30 Blue wyrm 31 Dracolich 32 Osyluth 33 Bronze wyrm [like current great wyrm] 34 Storm giant [somewhere carefully selected between current lesser titan and greater titan] 35 Gelugon 36 Red wyrm 37 Nightwalker [reduce speed a bit] 38 Master quythulg [can summon hi-dragon, hi-demon and hi-undead, but has lower summons as well] 39 Gold wyrm 40 Pit fiend [remove hi-dragon summons and maybe chaos breath] 41 Black reaver [ease off on high-end attack spells] 42 Chromatic wyrm A.
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#3 |
Knight
Join Date: Aug 2009
Posts: 670
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I have the same minimalist concept as a part of my variant. It seems very nice. Angband definitely have too much stuff currently. Btw another concept change I have, is seriously shifting power from the equipment towards temporary buffs from potions.
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#4 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,464
Donated: $60
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In Tolkien's early mythology, there were two giants called Nan and Gilim, apparently representing summer and winter (you will find them in Sil).
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#5 |
Adept
Join Date: Dec 2009
Posts: 172
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I think a band without Hounds is not a real Angband.
![]() I had thought about making a minimal Angband, whenever I feel like programming again. But I don't think this will happen anytime soon. But I would have not made it harder. I am not really good at games. For Classes I would say Fighter , Mage and Figher/Mage are enough.
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#6 | |
Knight
Join Date: May 2007
Location: US
Age: 45
Posts: 730
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Quote:
Some people like different classes than those 3 though, I myself like priests and rogues. Since Antoine is carrying this over from NPP why not have Fighter, Mage, Druid, Priest, Rogue , Ranger ? |
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#7 |
Ironband/Quickband Maintainer
Join Date: Nov 2007
Posts: 1,009
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Thanks Nick I figured you or someone would pop up with giant unique ideas.
Since we are discussing classes: Post #2 - Classes and Races I think five races are plenty: Human Dwarf (RBlind) Gnome (FA) Elf (SI) Hobbit (HL) More attention needs to be paid to classes. Coming from a Basic D&D background I always come back to the foursome: Warrior
Again the rationale for some of these design decisions will become clearer later. A.
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#8 |
Knight
Join Date: Dec 2008
Posts: 642
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A few thoughts on the uniques:
What's wrong with Bill, Tom, or Bert as a replacement for Lokkak? Also, what about Lotho or Ted instead of Bullroarer? (it always kind of bothered me that "good" characters like Farmer Maggot were inserted as monsters to fight) Any particular reason you removed Shelob? |
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#9 | |
Ironband/Quickband Maintainer
Join Date: Nov 2007
Posts: 1,009
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Quote:
2. Good idea, will do. 3. There are no high-level spiders left to escort her. A.
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#10 |
Knight
Join Date: Dec 2008
Posts: 642
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Ahhh- forget what I said about Lokkak.
Maybe change Shelob a bit- either make her low enough level that the giant spiders would be an appropriate summons, or else scrap the summons and give her other powers (passwall?) |
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