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Old August 11, 2010, 22:28   #11
fizzix
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More specific squelching options

Removal of sticky curses.

Rune based ID along with complete elimination of ID spell.

nerfed summoning combined with nerfed TO

destruction removes artifacts also
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Old August 11, 2010, 23:00   #12
HallucinationMushroom
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Wands of wall building.
No Hunger.
Everything comes identified.
Zephyr hounds come in packs of 2-4.
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Old August 11, 2010, 23:44   #13
bebo
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here goes.....

1) improve or change to something useful sleep/confu/etc spells
2) differentiate more between ranger and rogue (possibly more class specific spells a la detect treasure, other ideas?)
3) artifact dungeon books (the current ones, not new ones)
4) %resistances
5) either always give complete monster memory after first/fixed number of kill/probing/whatever or reset it to zero every new game, making at the same time probing much more accessible for everyone (this could tie in well to requests of small % of monster types being generated with random attributes/resistances every new game)
6) fuse restore stat potions into two, !rMind and !rBody
7) REMOVE CHARISMA
8) artifact robe (why isn't there one?)
9) more varied and better curses (this is already being worked on afaik) + improve rings of dog/cat/mouse/giraffe/hippo/whatever or simply use them as curses
10) improve mage damage spells and at the same time make them less accessible to rangers/rogues; the decreased mana cost is a good step but not enough
11) set time/aether/chaos hound max pack size to 4-5. for others to 9-10
12) low level pits relative to dungeon depth have no impact on level feeling
13) ---warning, controversial--- more vaults! bring back autoscum!
14) no random hp gain every level. even d&d has stopped doing that. just set a specific number.

and, most importantly:

x) no radical changes to gameplay, game is great almost as is, we should probably concentrate more on ui improvements
-----> like better monster recall layout, as seen on a recent thread
-----> like more refined and specific squelch
etc

Last edited by bebo; August 12, 2010 at 00:04.
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Old August 12, 2010, 00:41   #14
d_m
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Here are a bunch of things I like, some of which are appropriate for V and many of which are not.

1. Fractional weapon blows
2. Make rangers have worse (or no) magic
3. Make rogues have more interesting magic
4. More auto-ID depending on item type and/or character class/level
5. Differentiate bows, slings and crossbows more
6. Split AC into evasion and deflection
7. More interesting/different level layouts
8. Make guaranteed escapes harder and/or rarer
9. Make drops more context sensitive on average
10. Make mushrooms a real source of food and more common (or remove them)
11. Remove object detection from clairvoyance
12. Dungeon stores (possibly removing or nerfing recall and/or the town)
13. More monster AI variety
14. Monster SP
15. Improve monster status effects (sleep, confusion, fear, etc)
16. Better FOV/LOS algorithm
17. Remove Elf race or make it more than a nerfed High Elf
18. Make Human race more interesting (at least a little bit)
19. Make game mechanics more obvious (especially to new players)
20. Better official game documentation (in-game and/or out-of-game)
21. Remove Iron Spikes
22. Remove chests or make them better
23. Some form of containers (maybe including backpacks and quivers)
24. Weaken or remove Satisfy Hunger spell
25. Make some monsters more excited about collecting gold/items, and able to get artifacts
26. Player ghosts and/or player graves

This is just a list of things I think are cool. Maybe this is more a list of what d_mband would contain than a list of stuff I want for V. I'm not sure.

P.S. For about four years I've thought about "porting" Angband to another language, e.g. Python. I never really get started though... temptation to make a new game (rather than porting all of Angband's internal logic) is just too strong.
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Old August 12, 2010, 01:17   #15
bebo
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Quote:
Originally Posted by d_m View Post
1. Fractional weapon blows
...
5. Differentiate bows, slings and crossbows more
...
7. More interesting/different level layouts
...
13. More monster AI variety
14. Monster SP
15. Improve monster status effects (sleep, confusion, fear, etc)
16. Better FOV/LOS algorithm
17. Remove Elf race or make it more than a nerfed High Elf
18. Make Human race more interesting (at least a little bit)
19. Make game mechanics more obvious (especially to new players)
20. Better official game documentation (in-game and/or out-of-game)
21. Remove Iron Spikes
these I find are great ideas

Quote:
Originally Posted by d_m View Post
25. Make some monsters more excited about collecting gold/items, and able to get artifacts
only if the monsters able to get artifacts from the floor don't have teleport or similar
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Old August 12, 2010, 03:22   #16
Pete Mack
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Get rid of selling (and fix gold drops to compensate.)

Fix colors.
Fix summons.
I lost my most recent character to ~20 summoned lesser balrogs (summoned by Sauron.)
I thought they were Nalfshanee because of the terrible color choice.
But he shouldn't be able to summon 20+ monsters at a time, no matter what.
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Old August 12, 2010, 03:36   #17
fizzix
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Quote:
Originally Posted by Pete Mack View Post
Get rid of selling (and fix gold drops to compensate.)

Fix colors.
Fix summons.
I lost my most recent character to ~20 summoned lesser balrogs (summoned by Sauron.)
I thought they were Nalfshanee because of the terrible color choice.
But he shouldn't be able to summon 20+ monsters at a time, no matter what.
20 balrogs means that he summoned either moria, lungorthin or gothmog. That can be avoided by killing those specific monsters. However, fixing summoning so that monsters that have the friends tag don't come in groups would be a big step. If you want you can do the same with monsters that have escorts. You can still get 8 monsters around you (and 6 in a corridor) but you're only getting one of those time hounds.
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Old August 12, 2010, 04:07   #18
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Quote:
Originally Posted by d_m View Post
2. Make rangers have worse (or no) magic.
There's already a class with no magic. Why have a separate ranger class? Why not merge better archery into that class?
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Old August 12, 2010, 05:55   #19
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Larger home with randarts - trying to decide what to ditch is slow and painful.
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Old August 12, 2010, 06:31   #20
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  1. No selling.
  2. Denser and more interesting dungeon layouts with improved risk/reward ratios.
  3. Increased effectiveness of status effects on monsters.
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