and I'm not finished with Adam Bolt tileset yet!!! I fear it will take weeks on my free time to map all monsters, so I have an idea where to map the new monsters in the tilesets so they have a chance to get an unique tile (or at least a meaningful one).Ĭonsidering the plans for Angband v4.1 to also add new monsters, I wanted to point out the hassle it will be to maintain all these tilesets. I've already spent a lot of hours on that during the last three days. Currently I'm in the process of adding new monsters for PWMAngband, so I took time to put up an Excel file describing which monsters are mapped to which tiles for each tileset. Keystone spell throughout the game even though it struggles a bit against high-HP monsters. Getting this early makes the early priest game so much less of a slog. So if you like the large variety of interesting classes from TOME4, but don't like other design decisions they made, I'd encourage you to try it out.Currently, Angband maintains five tilesets:įor PWMAngband, I tried to keep all these up to date with monster changes, but I'm not sure that's the case for Vanilla. Only used this once or twice when annoyed by fear. The gameplay is the good old "scout and pick your battles through twisted, giant labryinths each with randomized yet interesting and distinct shapes" you expect from a *band rather than the "slaughter everything in an auto-explored generic dungeon that all look the same except for different tiles" that TOME4 feels like sometimes.Īlso, monsters aren't randomized, so you can actually *learn* which monsters will one-shot you if you aren't careful. Also, it has a ton of consumables that are very useful. It relies on mana rather than cooldowns (I don't like cooldowns). Except it also has a metric ton of races, many of which are just stat profiles, but some also have interesting and fun mechanics. You know how TOME4 has a ton of classes with very different skills and a variety of mechanics?įrogcomposband is like that. I'm using the latest version, 7.1 Salmiak. It seems recent updates have changed things around and maybe the helpfiles weren't updated. Could someone give me some pointers how to get there?Īnd are there more dungeons not visible on the world map, is there any trick to finding them? I vaguely remember reading that they're sold in the witch wood, but again, there is no witch wood anywhere on the overworld map that I've seen. Even dungeons drop only the first two, though I've yet to survive until level 25+. My other issue is my inability to find the the third spellbook (except Arcane ofc) for any class. According to the helpfiles, they're north of the Outpost along with the troll caves, but the overworld map shows only the troll cave entrance and walking around in that general area didn't reveal another entrance either. I've been playing the latest version of Frogcomposband for some time now and can't for the life of me find the orc caves (level 15). Roguelike Radio podcast for all things roguelike-y.The ArchiveRL project, building a complete archive of roguelikes.A torrented bundle of many many roguelikes.Find more awesome roguelikes at RogueBasin. Posts simply linking to or mentioning games will be removed, especially in relation to "roguelike-likes". 2) If there is a unique on the level who is carrying a good drop, does this affect the level feeling 3) it seems like a potion of experience (at least in the first 30 levels) always generates a 'superb treasure' feeling. Video reviews/plays of "roguelikelikes" will be removed. For example is 'there might be something worthwhile' better than 'good treasures'. Limit (self-)promotional material to once per three months, especially when not relating to traditional roguelikes.Whether it's ADOM, IVAN or (arguably) Dwarf Fortress, let's talk about it!
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