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#1 |
Unangband maintainer
Join Date: Apr 2007
Location: Sydney, Australia
Age: 48
Posts: 872
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New features for Angband from variants
Hi,
I'd like to do some pre-filtering for Andrew Sidwell on the new feature front, and make the suggestion that features that get into Angband should have been tested in a variant first. Of course, to do that, everyone would have to know about what features are popular, and useful in the variants out there. I think a big part of the problem is that people tend to stick to one variant, and not necessarily know what the alternatives are. So what features do you think from the variants out there are suitable for Angband? Describe them, love them, hate them?
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The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more- In UnAngband, the level dives you. ASCII Dreams: http://roguelikedeveloper.blogspot.com Unangband: http://unangband.blogspot.com |
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#2 |
Adept
Join Date: Apr 2007
Posts: 117
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Non-sneaky humanoid monster's without infra-vision carrying lights (ninja's or thieves w/ lights are silly imo, novice fighters, mages, etc. would be fine). Self-lit monsters (fire-hounds, colbrans, etc.).
I think this has been well tested. |
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#3 |
Rookie
Join Date: Apr 2007
Posts: 21
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Monster/object/artifact "browser" found in some variants (when you press ~).
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#4 |
Adept
Join Date: Apr 2007
Posts: 129
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Random quests / fireproofable books (and other store services) / Mass identify / Different or no town unique (Bill Ferney perhaps, after all Farmer Maggot's one of the good guys) / Stolen money not vanishing.
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#5 |
Unangband maintainer
Join Date: Apr 2007
Location: Sydney, Australia
Age: 48
Posts: 872
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That's in, already. Pete Mac has done some really good work on this btw.
__________________
The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more- In UnAngband, the level dives you. ASCII Dreams: http://roguelikedeveloper.blogspot.com Unangband: http://unangband.blogspot.com |
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#6 |
Apprentice
Join Date: May 2007
Location: Germany
Posts: 51
Donated: $5.70
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- Nearby objects in the monster list window from Sangband
- Trap detection display/running behaviour from FAangband or ToME - Item worth display from NPPAngband - Item source from NPP/ToME (e.g. dropped by Wormtongue on 500') - The object window from ToME which would not only show book rememberance - Weapon damage info from ToME/FAangband |
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#7 |
Administrator
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Quiver slot, NPP style! (Stacks up ammo in inventory to occupy one inv. slot per 99 ammo pieces).
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See the elves and everything! http://angband.oook.cz |
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#8 | |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,769
Donated: $40
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Faust writes:
Quote:
(a) encouraging the hunting down of thieves is encouraging poor gameplay. (b) having monsters that are genuinely bad to melee without actually killing you is a useful lesson. Thieves are just like Water Hounds: a damn nuisance. Note that this stands in contrast to my position on "amnesia attacks." Amnesia attacks have _no_ gameplay implications, and just encourage boring bookkeeping. They really should be eliminated. |
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#9 | |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,769
Donated: $40
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Faust writes:
Quote:
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#10 | |
Administrator
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Quote:
Irrelevant to the point. Thieves will continue to be genuinely bad to melee even with ability to get the money/item back.
__________________
See the elves and everything! http://angband.oook.cz |
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