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Old August 27, 2016, 22:50   #1
Ingwe Ingweron
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Continuation of Comp 191

I've continued playing my Comp 191, to see if @ can ultimately kill Morgoth. Beechbonnet IV finished off Glaurung and Ungoliant and made it to the depths of Tol-In-Gaurhoth, but was unable to defeat Sauron and had to flee. Tackling the dungeon of Angband for awhile before going back for another attempt. http://angband.oook.cz/ladder-show.php?id=19496
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Old September 2, 2016, 16:59   #2
Ingwe Ingweron
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@ went back from Angband to Tol-In-Gaurhoth to face Sauron. That dark lord is now dead and he dropped the last Druid stone book. Finally, a reliable source of haste. I think by the time @ has finished descending the rest of Angband she will have enough consumables for the fight against the Big Boss. I don't know about speed, though. In Vanilla, one needs a hasted speed of +30 against Morgoth, but the most I've managed in this FAangband run is a hasted +19.
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“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
― Tom Stoppard, Rosencrantz and Guildenstern are Dead
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Old September 6, 2016, 20:54   #3
Ingwe Ingweron
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And it is finally finished! Only a week and a half past the competition deadline.... Turncount is the worst. http://angband.oook.cz/ladder-show.php?id=19496

I really like FAangband for its overall adventure aspect, outdoor wilderness terrain and more varied dungeon terrain (lava, water, etc.), multiple "dungeon" quests, more varied classes and races, the idea of "neutral" monsters, and special surprise levels.

Things I came to really despise about FAangband: way too many hounds and pits, the clunkiness of the interface compared to modern Vanilla, the lack of complete descriptions on special items (even after using some of the special rods, staves, or wands, I still wasn't sure what many of them actually did), items that appear under traps not obvious on sight even though @ is aware of the item (necessitating careful parsing of the items list to decide where and what traps to disarm to get at an item).
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“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
― Tom Stoppard, Rosencrantz and Guildenstern are Dead
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Old September 6, 2016, 22:18   #4
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Quote:
Originally Posted by Ingwe Ingweron View Post
I really like FAangband for its overall adventure aspect, outdoor wilderness terrain and more varied dungeon terrain (lava, water, etc.), multiple "dungeon" quests, more varied classes and races, the idea of "neutral" monsters, and special surprise levels.

Things I came to really despise about FAangband: way too many hounds and pits, the clunkiness of the interface compared to modern Vanilla, the lack of complete descriptions on special items (even after using some of the special rods, staves, or wands, I still wasn't sure what many of them actually did), items that appear under traps not obvious on sight even though @ is aware of the item (necessitating careful parsing of the items list to decide where and what traps to disarm to get at an item).
Thanks, I was actually going to ask for a detailed comparison. What did you think about the different combat systems?

If anyone else who played the comp has comments about how FA compares to current V, I'd be glad to hear them.
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Old September 7, 2016, 01:03   #5
Ingwe Ingweron
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...What did you think about the different combat systems?
I forgot to write that as one of the frustrations, though both RangerJeff and I mentioned it in our comp uploads.

It was never clear whether @ did better armed or unarmed, we just had to guess based on trial and error.

It would have also been nice if the weapon/missile descriptions did the damage calculations per round, including critical hits (or is that "deadliness" in FA?), rather than per blow. I hated having to multiply blow damage for each weapon to determine a comparison.

The fact that the to-hit and to-damage didn't identify on use unless it was a "perfect" hit, or AC bonuses didn't identify unless "perfectly" absorbing a blow was an annoyance.

Other than those, I'm not sure I noticed a difference in combat systems. Except of course that unarmed combat is much better in FA. I could have really used that when I did the "fists-only" challenge in V!
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“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
― Tom Stoppard, Rosencrantz and Guildenstern are Dead
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