Archived from groups: rec.games.roguelike.angband (
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"magnate" <chrisc@dbass.demon.co.uk> wrote in message
news:1116839751.432344.320330@g49g2000cwa.googlegroups.com...
> Glen Wheeler wrote:
>> "magnate" <chrisc@dbass.demon.co.uk> wrote in message
>
>> > Ironically, I've just emailed Scott a "wishlist" for beta15e, so I
>> > might as well post it here and open it up for discussion:
>
>> > 1. Put in the Restore XP spell for necros. Preferably not in the
>> > Necronomicon - to be fair it ought to be able to achieve 0% failure
> at
>> > 85% Blood Dominion (and say 18/150 INT?).
>
>> I think just make the potion more common in the shops? It's a Good
> Thing,
>> IMO, that XP drain is a bigger deal in Sangband than in vanilla. I
> don't
>> know if necromancy should have *any* self-help (or *-help) spells at
> all.
>
> In S you are denied the talents of your realm skill (Wizardry, Holy
> Alliance, Nature Lore, Blood Dominion), because your spells cover those
> effects (and more). Restore xp is an anomaly in that a necro spell does
> not exist for it. (While we're at it, is there actually a wizard spell
> for restore mana? I've never got that far with a wizard ...)
>
Ah yes, I recall this. Apologies for my speaking-without-recalling.
Agree with you here, although with the proviso that being very good in a
skill like necromancy without casting necromancy spells does not always
involve exactly the same thing. Still agreed however.
>> > 2. Do something to tone down Stormcrows: make them deeper or rarer,
>> > slower or evil. Or make them cast only 1_IN_3. Or take away the
> FRIENDS
>> > flag. Or something! (This is after lots of discussion here on rgra:
>> >
http://tinyurl.com/a32wp and so on)
>
> [snip]
>
>> These are really important lessons. Once the player knows about
> the
>> general tactics of the correct fight/flight response they can deal
> with many
>> surprising OOD critters. It strikes me that the people whining about
>
>> stormcrows simply have the wrong attitude, wrong approach or wrong
> idea of
>> what the monsters in Sangband should be. They should be deadly...I
> would
>> personally be more in favour adding or altering monsters to make more
> of the
>> stormcrow-esque creatures.
>
> The point is not that all monsters should be easy, it's fine to have
> monsters which are particularly tough for their depths or (better)
> which have one especially nasty ability or something, providing they
> aren't too common and appear on their own. But Stormcrows come in
> groups, and failing to detect them is often fatal, because of the power
> and frequency of their spells. If you really want to leave them as a
> lesson, at least make them evil so that priests & necros without nature
> lore can detect them.
>
Very rarely will a group be on you in one turn, and just as rare is one
stormcrow making escape impossible. If you have learnt the lesson, you will
flee at the first sign of them (if you cannot handle them).
In my case, I first met stormcrows with a tough warrior. They almost
killed me, and the lesson was well learnt. Fled from them then on, even
with no detect_critter (lazy). Just avoided them. If I saw one, ?tele then
stairs/recall or ?telelvl. When I had the required resistances they fell
easily and I enjoyed killing every last one of them.
They really are like, say, a drolem. Don't fight it without poison
resistance. Yet the stigma associated with stormcrows has nothing on the
grudged respect for drolems. Drolems are, I would say, even more likely to
instakill a character. Sure you can detect them easier, but stormcrows
can't kill you in one move (or when alone).
It's of course my opinion, and it's not that I want S to be a challenge
variant. I just want it to be interesting.
>> > 3. Reduce either the hp or speed of gelatinous cubes (but not by
> much).
>> > After the recent debate (http://tinyurl.com/an4w3), I think
> reducing
>> > speed to -5 would be enough to make them safe in Sang's pits
> without
>> > taking away from their "character".
>
>> Gelatinous cubes are another learning curve monster. They really
> aren't
>> that dangerous. Ironman exaggerates the situation, don't judge based
> on
>> that. If the cube is faster than you then phase/teleport and leave
> the
>> level. They have no painful ranged attacks. If you *can* kill them
> easily,
>> are faster than them, or any number of other advantages then they are
> easy
>> kills! Argh.
>
> I guess I was smarting from the fact that it was an ironman game, but
> nonetheless it seems silly to me to have monsters in the same family so
> far out of kilter. The black pudding is simply nothing but a far weaker
> gcube which is worth a lot more xp. That's just a bit silly - it should
> be made faster or tougher or something.
>
I wouldn't agree that black puddings are far weaker than g-cubes except in
hp. The info text files tell all...I am always suspicious of adding speed
to a monster. They are already STUPID which helps them even more as a
``gimme'' monster. Perhaps give them a TOUCH:COLD attack?
>> > 5. Put some of the neat but not unbalancing items from JLE/NPP into
>> > object.txt or ego_item.txt:
>> > Rings & amulets of (stat) also sustain that stat (hmmm, actually
> that
>> > could reduce the value of Sustain Body|Mind ...)
>> > Amulets of Trickery/Devotion/Weaponmastery
>> > Potions of racid/relec/resistance
>> > Rod/staff of *ID* and Mass ID
>> > Elvenkind shields & boots (S already has elven cloaks)
>> > Weapons of Gondolin
>> > Headgear/light sources of Serenity/Night & Day
>> > Cloaks of the Magi
>> > Boots of Stability
>> > Buckland/Lothlorien/Haradrim launchers
>> > Gloves of Thievery (with bonus to burglary skill!)
>> > More ego light sources (not quite so rare)
>
>> I think Leon would do well to look over our discussion of the
> ``useless''
>> artifacts vs. overpowered egos. Really, do we need more egos? There
> are so
>> many base types, wouldn't it be better to (as S and O have already
> started)
>> differentiate those weapons a little more first, have a small number
> of very
>> interesting egos, then the artifacts suddenly become all that more
> special.
>
> This is a fair point, as was Scott's reminder about forging - it is
> indeed possible to forge stuff at least as good as elvenkind shields,
> boots of stability etc. I guess it's quite tricky to get exactly the
> right balance of ego types so that the game is equally well balanced
> for chars with and without forging skill.
>
> On useless artifacts, I've almost never found one in S. I don't know
> whether artifacts are rarer, or their depths have been sorted out so
> that they're found when they're useful, or something.
>
> I guess the amulets and the light sources are the only ones on the
> above list that you can't forge (and cloaks, of course).
>
There might even be an argument for making it possible to forge these
items with a high alchemy skill, or something. Actually isn't that possible
already? My memory is failing again...
> [snip bug for maintainer]
Good find
.
--
Glen
L
yt E+++ T-- R+ P+++ D+ G+ F:*band !RL RLA-
W:AF Q+++ AI++ GFX++ SFX-- RN++++ PO--- !Hp Re-- S+