![]() |
#11 |
Scout
Join Date: Nov 2013
Posts: 29
![]() |
I have said it once or twice here already I really vote for a persistent level option on angband, even if experimental and not balanced (persistent level - with selling - levels dont spawn monsters after a certain number[# of monsters or game turns]).
That would be Awesome! |
![]() |
![]() |
![]() |
#12 | |
Veteran
Join Date: Jun 2007
Posts: 1,372
![]() |
Quote:
|
|
![]() |
![]() |
![]() |
#13 | |
Prophet
Join Date: Dec 2009
Posts: 9,024
![]() |
Quote:
|
|
![]() |
![]() |
![]() |
#14 | |
Veteran
Join Date: Jun 2007
Posts: 1,372
![]() |
Quote:
![]() They just aren't as game-breaking for dungeon towns. |
|
![]() |
![]() |
![]() |
#15 | |
Angband Devteam member
|
Quote:
@OP: Crawl has persistent levels. It's quite a bit harder than Angband.
__________________
"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
|
![]() |
![]() |
![]() |
#16 |
Prophet
Join Date: Dec 2009
Posts: 9,024
![]() |
Well, among other things it'd let you pick up levels where you left off. I have some friends who can't stand Angband because they fill up their packs, return to town to drop off loot, go back to the dungeon, and the level they were working their way through is gone.
Similarly, you'd be able to stash items anywhere, instead of just in the home. |
![]() |
![]() |
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Display Modes | |
|
|
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
Getting levels | Angrist | Vanilla | 6 | January 13, 2015 10:26 |
Small levels? | Deadguy | Vanilla | 2 | May 15, 2014 23:03 |
Smaller levels | Therem Harth | Vanilla | 47 | January 3, 2014 19:51 |
Cavern levels | jens | Development | 3 | April 12, 2011 00:04 |
[Un, others] Difficulty levels | andrewdoull | Variants | 10 | May 29, 2007 23:00 |