Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Obsolete > v4

 
 
Thread Tools Display Modes
Old November 20, 2011, 15:46   #1
fizzix
Prophet
 
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,001
fizzix is on a distinguished road
Monster list tweaking

I've been thinking about doing some significant monster list tweaking for a while now, and I've started gathering my thoughts together. The main problem I wish to solve is that non-unique monsters top out at level 79. I'd like to move that to about dlevel 95, with the deepest monsters likely being the Pit fiend and the Great Wyrm of Balance.

So there will essentially be a linear shift of about 15 levels of all monsters deeper than level 50 or so, and the monsters between 1-50 will be spread out sublinearly. With some exceptions. XP gain will be lowered in almost all cases to account for the fact that the monster is deeper. I need to calculate exactly how much to adjust that, I have not done this yet.

Monsters that appear in groups will in general be moved deeper than the standard shift. Except for nuisance monsters (i.e. elemental hounds and crebain) and some other exceptions (mumaks, jackals)

Monsters with powerful non-elemental breaths will be moved deeper (i.e. drolem, jabberwock, many hounds)

Ancient and mature dragons will be beefed up and deepened. I'll dig up the thread where I describe these changes.

Uniques will be moved differently, I haven't quite figured out how. I do know that there are some constraints. The Lernean Hydra is constrained to be as deep or deeper than the 11-headed hydra. Lungorthin will be as deep or deeper than greater balrogs. Qlzqqlzuup will be as deep or deeper than a master quylthulg.

There may also be some changes to individual monsters. I'm almost definitely going to give lightning bolt to shimmering molds. I'm thinking of giving death molds teleport-to. Ticks and beetles will get even more of a boost to AC.

Some items will need to be adjusted. I actually think the wands and rods of elemental balls and bolts will be fine. However, =poison will be moved to dlevel 50, and _healing, _banishment, _magi will be dlevel 85. Stat gain potions will likely be deepened.

What other problems are there currently with the monster list? What changes would you like to see?
fizzix is offline  
Old November 20, 2011, 16:07   #2
Nomad
Knight
 
Nomad's Avatar
 
Join Date: Sep 2010
Location: England
Posts: 958
Nomad is on a distinguished road
Quote:
Originally Posted by fizzix View Post
What other problems are there currently with the monster list? What changes would you like to see?
I think non-uniques with high HP probably need to be moved deeper in v4. Melee, missile damage and AC are all typically much lower than at equivalent depths in Vanilla, which makes it really tough to tackle anything that takes a lot of hits to finish off. My last Dwarven warrior was still desperately fleeing from a lot of hydras and golems a good 10 or 15 levels past their native depth.
Nomad is offline  
Old November 20, 2011, 16:50   #3
fizzix
Prophet
 
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,001
fizzix is on a distinguished road
Quote:
Originally Posted by Nomad View Post
I think non-uniques with high HP probably need to be moved deeper in v4. Melee, missile damage and AC are all typically much lower than at equivalent depths in Vanilla, which makes it really tough to tackle anything that takes a lot of hits to finish off. My last Dwarven warrior was still desperately fleeing from a lot of hydras and golems a good 10 or 15 levels past their native depth.
ok, that's good to keep in mind. Magnate has plans for some long overdue combat changes, and that is likely to necessitate some adjustment of monster HP. But for now, I'm going to leave that alone. I will deepen them as appropriate though.
fizzix is offline  
Old November 20, 2011, 16:58   #4
Derakon
Prophet
 
Derakon's Avatar
 
Join Date: Dec 2009
Posts: 8,421
Derakon is on a distinguished road
Why give Death Molds teleport-to? They aren't meant to be meleed, so forcing the player into melee range seems mean-spirited.

In fact giving shimmering molds a lightning bolt also seems counter to the concept of the mold enemy to me. They sit there, get in the way, and wreck you if you get into melee with them. That's their job, and they do it just fine.

Why bother moving =rPoison deeper? If the player wants to dedicate a ring slot to resisting poison before they enter drolem depths, I say let 'em. Drolems are sufficiently nasty that I have absolutely no problem with the player getting the necessary counter before they're likely to start encountering them -- same as with free action. Especially since that counter comes on a valuable ring slot.

Also keep in mind that if you move dangerous enemies deeper, you're effectively making deeper items easier to acquire -- in two ways. First, if you kill the monster out of depth, you get a deeper base level for the item. Second, deeper levels will be easier to reach because the monsters guarding that level have gone even deeper.

Your other changes sound fine.
Derakon is offline  
Old November 20, 2011, 17:17   #5
fizzix
Prophet
 
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,001
fizzix is on a distinguished road
Quote:
Originally Posted by Derakon View Post
Why give Death Molds teleport-to? They aren't meant to be meleed, so forcing the player into melee range seems mean-spirited.

In fact giving shimmering molds a lightning bolt also seems counter to the concept of the mold enemy to me. They sit there, get in the way, and wreck you if you get into melee with them. That's their job, and they do it just fine.

Why bother moving =rPoison deeper? If the player wants to dedicate a ring slot to resisting poison before they enter drolem depths, I say let 'em. Drolems are sufficiently nasty that I have absolutely no problem with the player getting the necessary counter before they're likely to start encountering them -- same as with free action. Especially since that counter comes on a valuable ring slot.

Also keep in mind that if you move dangerous enemies deeper, you're effectively making deeper items easier to acquire -- in two ways. First, if you kill the monster out of depth, you get a deeper base level for the item. Second, deeper levels will be easier to reach because the monsters guarding that level have gone even deeper.

Your other changes sound fine.
These are good points. The reason for giving shimmering molds lightning bolts is that they are already a very deep monster for seemingly no reason. I think their depth goes way back to when electricity resistance was hard (or impossible?) to get. Disenchanter molds have drain mana, so there is a precedent for giving ranged attacks.

The reasoning for death molds is that they're sentient, so I figure they should have some option of doing something besides sitting there. Maybe you can suggest something else?

=poison is not for drolems, but rather for the intermediate poison breathers, air hounds, basilisks, winged horrors. When I started playing =rpoison seemed a lot rarer than it currently is, but maybe that was bad gameplay.

Also there are other unintended consequences with moving monsters deeper besides item drops. Deeper monsters can summon stronger monsters, but are harder to be summoned themselves. Deeper monsters have better to-hit on melee, and missile/ball/curse damage is higher. Only breaths, which depend on HP don't improve with added depth.
fizzix is offline  
Old November 20, 2011, 17:52   #6
Derakon
Prophet
 
Derakon's Avatar
 
Join Date: Dec 2009
Posts: 8,421
Derakon is on a distinguished road
Quote:
Originally Posted by fizzix View Post
These are good points. The reason for giving shimmering molds lightning bolts is that they are already a very deep monster for seemingly no reason. I think their depth goes way back to when electricity resistance was hard (or impossible?) to get. Disenchanter molds have drain mana, so there is a precedent for giving ranged attacks.

The reasoning for death molds is that they're sentient, so I figure they should have some option of doing something besides sitting there. Maybe you can suggest something else?
The simple solution to shimmering molds, then, is to make them shallower. As for death molds and disenchanter molds, there's a realm of difference between drain mana and teleport-to, especially when the target you're being teleported next to moves incredibly quickly and hits to disenchant. If you really feel that death molds need a ranged option, give them some of the heavier curse spells...but personally I still think they're fine the way they are.

Quote:
=poison is not for drolems, but rather for the intermediate poison breathers, air hounds, basilisks, winged horrors. When I started playing =rpoison seemed a lot rarer than it currently is, but maybe that was bad gameplay.
Rings of resist poison used to be very rare indeed, something more or less like having a native depth of 60 when you wanted them at dungeon level 40. This lead to many players just hanging around at level 40 waiting for the ring to pass the necessary out-of-depth checks before they would dare descend deeper into the dungeon. Of course, we now know that it's not a death sentence to go into drolem territory without poison resistance, but I still think that if the player wants to dedicate a ring slot to that, they should be allowed to, pretty much at any point in the game. Sell 'em in the magic store and I wouldn't mind.

Quote:
Also there are other unintended consequences with moving monsters deeper besides item drops. Deeper monsters can summon stronger monsters, but are harder to be summoned themselves. Deeper monsters have better to-hit on melee, and missile/ball/curse damage is higher. Only breaths, which depend on HP don't improve with added depth.
Fair points, though I expect the impact of all of these will be rather less than the impact of allowing the player to survive at X depth with worse gear than used to be feasible since Y monsters no longer show up at that depth.

I do agree with your overall goal, though. Smoothing things out so the last 20 dungeon levels aren't just a uniques hunt is a good idea. Have you considered adding new monsters as well? I made a thread awhile back which had some ideas, though mostly they'd fill in the mid range, not the deep end.
Derakon is offline  
Old November 20, 2011, 20:22   #7
Zyphyr
Adept
 
Join Date: Jan 2008
Posts: 135
Zyphyr is on a distinguished road
Quote:
Originally Posted by Derakon View Post
I do agree with your overall goal, though. Smoothing things out so the last 20 dungeon levels aren't just a uniques hunt is a good idea. Have you considered adding new monsters as well? I made a thread awhile back which had some ideas, though mostly they'd fill in the mid range, not the deep end.
Adding to the midrange would be of some value for a project like this. If you add to the middle, then you can push things that are currently there outwards a bit without reducing the variation found in that range.
Zyphyr is offline  
Old November 20, 2011, 22:00   #8
nppangband
NPPAngband Maintainer
 
Join Date: Dec 2008
Location: Stat Gain, Angband
Posts: 926
nppangband is on a distinguished road
All of the object, ego-item, and artifact depths will have to be adjusted as well, in order to preserve game balance.
__________________
NPPAngband current home page: http://nppangband.bitshepherd.net/
Source code repository:
https://github.com/nppangband/NPPAngband_QT
Downloads:
https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57
nppangband is offline  
Old November 20, 2011, 22:30   #9
fizzix
Prophet
 
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,001
fizzix is on a distinguished road
Quote:
Originally Posted by nppangband View Post
All of the object, ego-item, and artifact depths will have to be adjusted as well, in order to preserve game balance.
ego-item and artifacts have already been significantly changed in v4. Both are much rarer. So really the concern is objects.

I agree with the suggestions of more midgame/endgame monsters. I'll check to see if any are poachable from Derakon's thread. But if you have more suggestions, it'd be great to hear them.
fizzix is offline  
Old November 21, 2011, 00:28   #10
nppangband
NPPAngband Maintainer
 
Join Date: Dec 2008
Location: Stat Gain, Angband
Posts: 926
nppangband is on a distinguished road
Quote:
Originally Posted by fizzix View Post
ego-item and artifacts have already been significantly changed in v4. Both are much rarer. So really the concern is objects.

I agree with the suggestions of more midgame/endgame monsters. I'll check to see if any are poachable from Derakon's thread. But if you have more suggestions, it'd be great to hear them.
NOT trying to be a stick in the mud, but I just had one more concern. What about Shockbolt's tiles? I think he finally finished the set, now he seems to be on a little break. Is he on board with drawing more monsters for Angband?
__________________
NPPAngband current home page: http://nppangband.bitshepherd.net/
Source code repository:
https://github.com/nppangband/NPPAngband_QT
Downloads:
https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57
nppangband is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
list experience value in Monster List view fbas Vanilla 1 November 24, 2010 19:51
Monster list edits fizzix Vanilla 21 November 17, 2010 13:27
Monster list display preference RogerN Variants 10 October 6, 2009 04:50
bug: monster list r1418 bebo Vanilla 4 June 13, 2009 14:38
monster list info DaviddesJ Vanilla 1 March 31, 2008 03:10


All times are GMT +1. The time now is 05:49.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2018, vBulletin Solutions Inc.