![]() |
#1 |
Knight
Join Date: Jul 2009
Posts: 653
![]() |
Post your top feature/option wish for Vanilla
Currently I am hard pressed to come up with anything other than:
Unlimited home space. Yep, that's it. Randart games are so troublesome with limited home, for myself it detracts from the fun of kill-and-gather to have to junk so many maybe useful artifacts. I'd love an option for it. Hell, put it in "cheat" options I don't care. I play with know full monster info anyways, as I start new savefiles so often the "noncheating" method of gathering a full monster knowledge doesn't work for me... |
![]() |
![]() |
![]() |
#2 |
Prophet
Join Date: Dec 2009
Posts: 9,024
![]() |
A rewrite into Python with a good object-oriented design. *ducks*
(But it'd be so awesome! Trivial extensibility! No mucking about with makefiles and minimal cross-platform compatibility issues! Heck, you could probably compress the actual code down by a factor of four while gaining ease-of-reading!) More seriously, any other ideas I have are sufficiently oddball that they'd be variant-territory. For example, I'd like to see experimentation with slowing down the rate at which the player expects to take damage, with the counter effect that the player also can't recover as quickly and is much less able to avoid getting into big fights. So e.g. being surrounded by dragons wouldn't be an instant death sentence, but on the flipside you'd be more likely to find yourself surrounded by dragons. My thinking is that this would start with the following changes: * Remove digging * Remove natural regeneration * Remove healing potions from the town (but heal the player fully when they return to town) * Gaining experience heals the player * Scatter healing fountains about the dungeon * An individual monster's per-turn damage output is capped at, say, 10% of the player's max HP (by manipulating damage calculations, capping breath damage based on monster level, nerfing melee, etc.) * Most monsters are generated as part of a "posse" of similar monsters (not the same type necessarily, but e.g. encountering a group of a Priest, an Enchantress, a Necromancer, and two Rangers) The general thinking here is that most mid- to late-game fights in Angband are optimally-fought by the player manipulating terrain so that it's just him and the monster, and then they stand in each others' faces and try to deal damage faster than they take it. This isn't very interesting, in my opinion. What's more interesting is when the player has to handle a group of monsters, figure out what the best target to take down is, try to take out that target while dealing with other incoming attacks, and so on. Unfortunately this often isn't feasible in Angband because an individual monster is often capable of taking out more than 50% of the player's hitpoints in one action even if the player is otherwise well-equipped. Another random thought I had was to make the stronger monster attacks two-turn things. So e.g. on turn 1 you'd get the message "The Great Storm Wyrm inhales...", and you'd know that if you don't move on that turn, next turn you'll be hit by the wyrm. For Vanilla itself, though, mostly I'd like to see the game made harder again. And we have a great big meandering thread with ideas for that. ![]() |
![]() |
![]() |
![]() |
#3 |
Prophet
Join Date: Mar 2008
Posts: 2,712
![]() |
No selling.
|
![]() |
![]() |
![]() |
#4 |
Adept
Join Date: Dec 2007
Posts: 167
![]() |
Player ghosts
Player artifacts Random monsters option (say 5% of the set) Reformat monster memory to be more usable |
![]() |
![]() |
![]() |
#5 |
Prophet
Join Date: Dec 2009
Posts: 9,024
![]() |
Oh, I just thought of one.
Non-indexed monster.txt, object.txt, etc. I want to be able to insert records into the middle of the list without having to renumber everything. This would probably require a shift to using the monster's name as its unique key instead, which in turn would mean futzing with the identically-named novice adventurer solo/group monsters...no big loss. |
![]() |
![]() |
![]() |
#6 | |
Veteran
Join Date: Jun 2007
Posts: 1,388
![]() |
Quote:
|
|
![]() |
![]() |
![]() |
#7 |
Knight
|
Monster 0xDEADBEEF4269 not found! Critical error! :P
__________________
You read the scroll labeled NOBIMUS UPSCOTI... You are surrounded by a stasis field! The tengu tries to teleport, but fails! |
![]() |
![]() |
![]() |
#8 |
Adept
Join Date: Jan 2009
Location: BC, Canada
Age: 46
Posts: 227
![]() |
Nerfed detection:
Baby red dragon, mature green dragon, ethereal drake, Kavlax all show as a simple, white "d" with no species details. |
![]() |
![]() |
![]() |
#9 |
Swordsman
Join Date: Sep 2008
Posts: 289
![]() |
incremental (stacking) esp
various types of esp (treasure, monster, walls) nerfed detection spells smarter monster behavior (reverse pack behavior from current standard, combat makes noise, intelligent creatures run/call for help if outmatched) eliminate selling completely - food should be a non-issue in a highly-developed dungeon ecology, tweak other consumable drops to make them more useful more rational system for balancing # blows/weapon weight/damage/criticals wide hallways/more interesting rooms terrain and/or thematic level elements greater class/race distinction (many threads on this lately) |
![]() |
![]() |
![]() |
#10 |
Knight
Join Date: May 2008
Location: Saratoga, California (in the midst of Silicon Valley)
Posts: 515
![]() |
My "would most like to see" feature is to generalize the DROP_CHOSEN attribute to be able to apply it to any monster, not just Morgoth. See http://angband.oook.cz/forum/showthread.php?t=1180 for a discussion.
|
![]() |
![]() |
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Display Modes | |
|
|
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
very low priority feature request - metric system option | bebo | Vanilla | 20 | April 28, 2012 09:08 |
Missing the top line in character file dumps. | Kyle | Development | 2 | July 25, 2009 19:57 |
feature request - spellbook number OPTION | PowerDiver | Vanilla | 18 | July 18, 2009 18:16 |
[Feature Request]: 'g' gets top item from stack | awldune | Vanilla | 0 | December 14, 2007 21:31 |
RGRA portal stealth post feature | zaimoni | Oook! | 13 | December 13, 2007 17:53 |