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Old August 12, 2010, 15:40   #21
Twilight
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1. No selling.

Other nifty ones I'd like to see:
2. Remove CHA or alternatively make it useful.
3. Player ghosts.
4. Monster ego templates. Give bonuses to the basic type of monster a la some other variants for a different version of it (undead, captain etc).
5. Monster memory - show flags tested as well as those confirmed as suggested in another thread.
6. Differentiated ESP. Slay orc weapons gives ESP(orc) for instance.

and I probably forget tons I've thought about before ...

Edit: 7. Option for "Low SP Warning" a la "Low HP warning"
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Last edited by Twilight; August 12, 2010 at 17:44.
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Old August 12, 2010, 16:39   #22
Rizwan
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  1. Make rods of probing more useful
  2. Expanded home
  3. Expanded backpack
  4. Armor/Weapon sets
  5. Unique monster artifact drops
  6. Expanded artifacts and reduced ego weapons
  7. Cooking (you eat what you kill )


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Old August 12, 2010, 19:29   #23
Therem Harth
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Stuff drawn loosely from Strawberry, but a bit more subtle (I hope):

1. Make Perception and Searching worth something, and easier to get good at.

2. Complete removal of stat gain potions, with downscaling of maximum stat values and upscaling of stat effects. Characters would be born with "maximized" stats that could only be raised by equipment.

(IMO this would be awesome, as I find stat gain to be a tedious pain, and it's a lot less kludgy than my random-stat-gain-with-levels fix.)

3. Fireproof ego versions of early spellbooks, as in ToME.

Stuff not based on Strawberry:

- Staircases spanning multiple levels. (O)

This would allow faster diving.

- Randomized turn costs. (Heng)

This would make speed somewhat less important...

- Resistance to "unresistable" attacks based on saving throw (no variant AFAIK)

To prevent instadeath from randomized turns. If you save, you take maybe 1/9 damage or something like that, if you don't save you take the full hit. More damaging spells would be harder to save against.

- Weaker resistances that stack (again, none I know of)

Resistances, especially high resistances, wouldn't block as much damage; but resistance from multiple items would be cumulative up to a point. Let's say one item giving Nether resist would cut the damage to 1/3, and a second to 1/9, but a third (or fourth, or fifth) would only bring it to 1/10.

Of course the last three would be good enough for a whole other variant...
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Old August 12, 2010, 20:40   #24
Derakon
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Some variants have percentage resistances, so e.g. a shield of Resist Fire would grant anywhere from 15-30% fire damage mitigation (rolled when the shield is generated), and resistance percentages stack up to some cap. If nothing else, I like that for reducing the opacity of how resistances work.

I don't think you'll ever be able to convince me that randomized energy is a good idea though. It certainly doesn't make speed less of a factor (IIRC the original goal was to break hack 'n back and pillardancing).
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Old August 13, 2010, 10:40   #25
andrewdoull
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Quote:
Originally Posted by Twilight View Post
Edit: 7. Option for "Low SP Warning" a la "Low HP warning"
Or better yet, adopt the Sangband version of Low HP warning, which actually works.

Andrew
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Old August 16, 2010, 11:24   #26
Timo Pietilš
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Archer class which is basically current ranger with no spells [edit] and only four blows.
Ranger reduced to one extra shot.
Ranger and Rogue spell-sets swapped with rogue keeping better detection for items.
Removal of ammo branding.
Jamming doors should have some meaning. Wizard-lock doors from distance (rune at door basically?)
LoS and targetting unified. If you can't see it you can't target it. Non-symmetric is fine as long as hockey-stick is made impossible.

More variation in items, monsters and levels.

Aggravation and stealth changes. No on-off aggravation, stealth should make awake monsters knowledge of player more vague. "awake but not aware" status for monsters.

More variation in curses. Less radical effect of OoD checks.

Last edited by Timo Pietilš; August 19, 2010 at 10:04.
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Old August 16, 2010, 11:58   #27
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Quote:
Originally Posted by Timo Pietilš View Post

LoS and targetting unified. If you can't see it you can't target it. Non-symmetric is fine as long as hockey-stick is made impossible.
The Sangband/Oangband 4gai line of site code fixes this. It has been in NPP for years, and the NPP code probably would work in Angband with minimal changes. <just saying>
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Old August 16, 2010, 14:36   #28
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Old August 17, 2010, 05:04   #29
zaimoni
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Quote:
Originally Posted by Timo Pietilš View Post
LoS and targetting unified. If you can't see it you can't target it. Non-symmetric is fine as long as hockey-stick is made impossible.
E.g., Zaiband's (which defines targetable as "can be illuminated by a wand of light").
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Old August 19, 2010, 09:51   #30
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Restoring the old DOS Version (I like to play full screen, windows does not allow it, must continue with 3.0.6)
Better documentation, expecially for items/strategies at depth > 2500

Thanks
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