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#1 |
Adept
Join Date: Feb 2010
Location: Unangband, Morgoth's throne
Posts: 185
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My un suggestions
Just to keep track of a few idea i'd like to see implemented / things i'd like to see changed in Unangband :
-Shadow breeders. Those, i believe, are meant to be the most annoying monsters in the game, because they'll appear in that greater vault with a greater wyrm of power which you want to kill for fame. They're very good at that, because even with darkness resist, you cannot take 40 breaths/turn. My complaint about them is their experience giving. When i met and killed one of those guys, i basicly fled not because i was afraid, but because i was feeling that i was gaining too much experience. This needs to be nerfed, especially since they're quite manageable in a corridor. -Something at the end of Numenor. That was hard... for nothing? Meh. A unique which could live under water and swim and see and breathe through it would be themed enough, and make Numenor a bit more worth visiting, Especially if that unique is though. -Same request for crystal castle, elemental evil temple. -Statues giving more a depicture and less a = you're meeting the monster. And not inscribing them in monster memory. -Nerf HE allies at the end. holiness is too powerful in their hands. -give a way to get out of the army of the west other than maps. (or maybe precedent issue was the cause of me failing to notice that possibility?) -I think you've forgotten a 1 in the Greater Wyrm of Power. Unless they're meant to have the armor rating of a mature dragon... which is what monster memory and beating one to death very quickly showed. hope it helps.
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Last edited by Adley; November 17, 2010 at 06:56. |
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#2 |
Adept
Join Date: Feb 2010
Location: Unangband, Morgoth's throne
Posts: 185
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I'm also going to do a "Is it a bug or a feature" part in this thread :
-Glaive of pain can be HEAVILY enchanted (+47 to damage atm)
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Last edited by Adley; November 17, 2010 at 06:54. |
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#3 | ||||||
Unangband maintainer
Join Date: Apr 2007
Location: Sydney, Australia
Age: 48
Posts: 872
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Andrew
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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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#4 | |
Swordsman
Join Date: Aug 2007
Location: Brno, Czech Republic
Posts: 334
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In any case, [S] Shadow Breeders come at a time where experience the "(almost)" in "(almost) easy" no longer comes up much, so they're all about their threat, which is enormous. I've never had the good fortune to corral them into a corridor anyway, mainly because they take so long to kill that usually they're managing you and not the other way around. I think they move erratically too, which helps, i.e. hurts. So for me, they're a *destruction*, *genocide, or flee moment. |
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#5 |
Adept
Join Date: Feb 2010
Location: Unangband, Morgoth's throne
Posts: 185
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I'll add : leave a way out of the West...
Power up morgoth. he wasn't a pushover (especially due to his quaking) but he was quite easy... |
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#6 | |
Unangband maintainer
Join Date: Apr 2007
Location: Sydney, Australia
Age: 48
Posts: 872
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It's the old Angband problem of you can always spend more time preparing for the final fight in a game you can infinitely grind. Andrew
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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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#7 | |
Adept
Join Date: Feb 2010
Location: Unangband, Morgoth's throne
Posts: 185
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Though if you add non teleport to it, we might as well declare the game unwinnable. I don't see myself battling morgoth with less than 50 speed without teleport : getting caught in stone from his quaking reduced my speed from 30 to 5... Did you reduce his summon rate? he only summond Blue wizard once, which were quickly avoided. Removing tunelling made him somewhat easier, too... (if you did that. which seems the case) |
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#8 | ||||
Swordsman
Join Date: May 2007
Posts: 309
Donated: 3 euro
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C = f (time, (killed evil uniques), clvl, dunno? ) ; "corruption factor" C could do other nasty things as well, like corrupt the @, reduce "kill evil" brands over time, reduce "good" & boost "bad" spells, etc. ADOM has something simliar of the same name ... check it out if you havn't already (www.adom.de) Quote:
Numenor I would turn into a trap for the greedy player: Offer loot lot better than the dlvl would promise, and have it scale linearily with the dlvl. mlvl, on the other hand, should grow exponentially. Oh, and make it "always go down, or resurface" or something (if it isn't already, never got there ![]() A. |
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#9 | ||
Adept
Join Date: Feb 2010
Location: Unangband, Morgoth's throne
Posts: 185
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Again, the aim in Numenor is (imo) less game-wise than tourist-wise. Which is why anything to spice up the journey would be welcome. |
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#10 |
Swordsman
Join Date: Dec 2009
Location: Dallas, Texas, USA
Posts: 455
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Not to beat a dead horse more than a couple of times, but persistent levels would get rid of the 'Morgoth's harder = more potion grinding' syndrome. And in UnAngband it would allow Andrew to add difficult or poorer-return areas that players might be driven to venture into if they feel the need for more items.
Or you could try removing consumables entirely and replacing them with the tattoo things in TOME4. That would fix the consumable grinding, at the (for me considerable) cost of losing the 'flavor' of consumable potions and scrolls. |
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