Archived from groups: rec.games.roguelike.development,rec.games.roguelike.angband (More info?)
Hi all,
I'm thinking of whipping up a new Angband variant as a break from Guild
coding.
I would call it Quickband, the gimmick being that the dungeon is only
10 levels deep, with difficulty increasing by 3-4 Vanilla dungeon
levels per Quickband level. So you can quite easily dive to reach tough
monsters very quickly.
The quest monster would no longer be Morgoth but one of the weaker
Uniques (Saruman perhaps? Or one of the Ringwraiths?) Of course by the
time you reached this endgame stage you wouldn't have gone through
statgain and would have a patchy kit with many resistance holes. Two
endgame characters might look and operate very differently.
As a result you would be able to play a complete game in just a few
hours. Diving would be encouraged, firstly by the relatively small
number of stairs needed to reach the tougher bits of the dungeon and
secondly by a penalty applied to monster drop quality if your character
level is high relative to the dungeon level.
I would also apply some other tweaks (considerably toning down breath
weapons and big monster ranged attacks to make instakill less of a
factor: making some items accessible rather earlier in the dungeon than
before, especially the less commonly used artifacts: reducing the
number of attacks of light weapons to make heavy weapons more
attractive in the early to midgame: improving the power of attack
spells and wands...)
Would anyone want to play such a *band?
A.
Hi all,
I'm thinking of whipping up a new Angband variant as a break from Guild
coding.
I would call it Quickband, the gimmick being that the dungeon is only
10 levels deep, with difficulty increasing by 3-4 Vanilla dungeon
levels per Quickband level. So you can quite easily dive to reach tough
monsters very quickly.
The quest monster would no longer be Morgoth but one of the weaker
Uniques (Saruman perhaps? Or one of the Ringwraiths?) Of course by the
time you reached this endgame stage you wouldn't have gone through
statgain and would have a patchy kit with many resistance holes. Two
endgame characters might look and operate very differently.
As a result you would be able to play a complete game in just a few
hours. Diving would be encouraged, firstly by the relatively small
number of stairs needed to reach the tougher bits of the dungeon and
secondly by a penalty applied to monster drop quality if your character
level is high relative to the dungeon level.
I would also apply some other tweaks (considerably toning down breath
weapons and big monster ranged attacks to make instakill less of a
factor: making some items accessible rather earlier in the dungeon than
before, especially the less commonly used artifacts: reducing the
number of attacks of light weapons to make heavy weapons more
attractive in the early to midgame: improving the power of attack
spells and wands...)
Would anyone want to play such a *band?
A.