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Old August 24, 2012, 16:29   #1
Mikko Lehtinen
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Halls of Mist is coming soon

I'm going to release my variant Halls of Mist, formerly known as FayAngband, in the first half of September.

It's been in the making for too long. I started with really big changes to the gameplay. After six months of playing, bug fixing and rebalancing, I don't have any energy left to rewrite the documentation. But I really should, because playing is much more enjoyable if you know about the new game mechanics. They're really quite transparent and simple, but different from what you're used to.

For the next couple of weeks, every day, I'm going to write a little post about my game. This thread will turn into bare-bones documentation. Feel free to ask questions, too, it will help me make the documentation clearer!

Ha! Now I have a deadline. That's just what a perfectionist and procrastinator like me needs.

Last edited by Mikko Lehtinen; August 24, 2012 at 18:12.
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Old August 24, 2012, 17:36   #2
Mikko Lehtinen
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FayAngband

Halls of Mist is renamed FayAngband, which was based on EyAngband.

If you haven't played Fay and want to learn something about it, see here:
http://www.mikkolehtinen.net/fayangb...scription.html

Version 1.1 had lots of changes:
http://angband.oook.cz/forum/showpos...94&postcount=1

Last edited by Mikko Lehtinen; August 24, 2012 at 17:45.
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Old August 24, 2012, 17:41   #3
Mikko Lehtinen
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A brand new world

I've written about the new setting here:
http://www.mikkolehtinen.net/mist/?p=79
http://www.mikkolehtinen.net/mist/?p=91

(My development blog isn't really alive at the moment.)

Last edited by Mikko Lehtinen; August 25, 2012 at 08:11.
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Old August 24, 2012, 18:10   #4
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Torches

Everyone has heard stories about the Halls of Mist. In the stories people usually see horrible visions in the blue mist and lose their mind. (They say carrying a bright torch would help.)

I've never liked the food clock in Angband. Nobody ever dies of starvation, so what's the point? The only food items in Halls of Mist are magic mushrooms. (Shamanistic magic is based on eating 'shrooms!)

Lanterns are gone, too, but torches are now more interesting.

Wooden torches have only 2000 turns of light. You can only have four torches in a stack, and weaker characters don't want to carry too many.

Enchanted torches have a bigger radius and more fuel but they are quite expensive for a beginning adventurer. Rare ego torches are even better, and they have different special effects, like boosting your Wisdom or making you fearless.

It's a tighter clock than in Angband. But in my hundreds (?) of playtesting games I have only very rarely ran out of fuel. More often I want to hurry because I'm wielding an impressive ego torch.

To make all sorts of boring torch optimizations impossible, you can not extinguish a torch. If you take off a torch, it's gone forever.
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Old August 24, 2012, 19:48   #5
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Awesome! Any plans for a competition to coincide with release?
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Old August 24, 2012, 20:32   #6
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I'd be really intrigued what would happen in a comp with no limits at all in character creation. Mist is designed to be played at your full ability, with no external limitations. Optimize the hell out of your race, class, and stats, and try to beat everybody else. Play as slowly or as fast as you like. Use whatever scumming method you can find -- there shouldn't be many.

And whoever gets the most points wins. Mist uses the traditional Angband scoring system but I suspect that in this game the method really works.
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Old August 25, 2012, 04:23   #7
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Can't wait to see the Halls of Mist release! I'm especially interested in exploring the new game mechanics.
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Old August 25, 2012, 06:49   #8
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Quote:
Originally Posted by Mikko Lehtinen View Post
I'd be really intrigued what would happen in a comp with no limits at all in character creation. Mist is designed to be played at your full ability, with no external limitations. Optimize the hell out of your race, class, and stats, and try to beat everybody else. Play as slowly or as fast as you like. Use whatever scumming method you can find -- there shouldn't be many.

And whoever gets the most points wins. Mist uses the traditional Angband scoring system but I suspect that in this game the method really works.
Sounds good. Start your own character, anything goes, highest score wins. Any other ideas?
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Old August 25, 2012, 08:02   #9
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Summoners can get nasty

I'll soon start talking about stats and skills but it's a scary big subject that's connected to most new game mechanics and even the new dungeon features.

I'll talk about my anti-scumming fixes first since I already mentioned the subject.

In Halls of Mist, you can explore at most 48 dungeon levels before you will have to face the boss, the Thin White Duke. In the earlier versions there were some exploits that allowed you to dodge this limitation and keep collecting experience on shallow levels.

I've greatly reduced the number of breeder monsters. The ones that are left don't give you any experience points or loot.

Summoners were a tougher nut to crack. It was painful to watch my friend Ear farm summoners. "Hey, man, Mist is not supposed to be played like that!" I tried several fixes during our playtesting sessions, and the last of them seemed to scare Ear out of farming.

Every time a summoner summons monsters, SUMMON_POWER goes up by one. Then, if you roll 1d40 under SUMMON_POWER, the summoned monsters' level is increased by SUMMON_POWER. When you leave the dungeon level, SUMMON_POWER is reset to zero.

Farm summoners long enough, and you will face Grand Wyrms.

P.S. You may want to read Scrolls of Summon Monsters and exploit Circles of Summoning when you get a chance. That's what Ear does, every time.

Last edited by Mikko Lehtinen; August 25, 2012 at 08:19.
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Old August 25, 2012, 09:19   #10
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This antiscumming seems to become paranoya. Imho changing monsters into valuable resource is a bad habit, if you have to do this, it means your game have some hidden flaws.
It is a common problem in all angband variants, as I think about this, main problem probably is a 'kill big bad boss to win' concept. If player can choose, when to face the big boss, and that boss is by far the strongest monster it makes it natural to prepare for a fight. E.g. if you award a winner for just getting to the bottom of the dungeon, 'scumming' may be reduced, or may be not, it depends on player's habit.

Btw just one more thing, IMHO it is not good idea to 'force' players to play 'optimally', in some way, that is supposed to, it kills the gameplay.

Random idea: You can limit total number of artifacts to be found per game by some reasonable value, like 10, so once you have this number, artifacts
generation stops, this will make it more appealing to go deep fast to get best possible gear.

Last edited by LostTemplar; August 25, 2012 at 09:34.
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