Quest system isn’t present in V because quests are not really good suited in *bands, good analytics about it there.
In addition in PWMA (and Tangaria) there are more problems:
– in PWMA quests influencing V-based economy (not too much though because of a lot of RNG in completing it/reward).
– quests to kill certain enemy are just boring.
– players often forget to take quests as it’s very rare to complete them and you got dull rewards; most just play without them
Those problems came because quests in roguelike games often implemented like in traditional MMO/RPG-quests (kill 5 chickens, bring 5 ribs), while it should have it’s own, roguelikish type of quests – to encourage players to have an adventure, with a proper risk VS rewards rate.
/rfe to improve quests and to encourage players to play in more roguelikish way – implement this minimalistic (and yet deep) system: Continue reading →
With a new system devs shoot them selves in the *foot* (also shooting *Greenfoot*.. hold on, bro!) – instead of unique (compared to other games) wagon system they adopted common marketing-based timers. At first I wanna share some FAQ info for new players, who donno about past wagon system changes:
Previously, before 8 update there was wonderful system – you could open all 3 wagons at once, without waiting timer. Algorythm was:
1) fight several times to collect keys for wagons
2) right after you collected keys – open wagons (you could open 3 at once)
3) wait several hours so wagons will respawn; then you could enter the game anytime to fight a bit to open a wagon if it was respawned or could just enter once per 12 hours to open three wagons, to be sure not to miss any. Continue reading →
We all understand that devs needs financial support to feed their families. 30 employes in the company – it’s a lot and each member should have good salary to make the game better and better. In general – if devs will get more $ – they will put more efforts to the game and make it better, so we (community) should support dev team and buy stuff. But.. stuff should be good for us to buy, so it would feel like a contribution, not like robbery 🙂 Continue reading →
Lurking of Internet Archive I’ve found a document about custom housing is written by EvilEye, one of the main developers of PernMAngband. Fist part of this document explains quite regular stuff, but second one is about Custom Housing – possibility to create houses of any form. There is this document. Continue reading →
Multilingualization of MAngband, TomeNET, PWMAngband, Tangaria – is possible.
Two years ago CBlue mentioned that there were korean server with multilanguage.. I’ve managed to find an ancient implementation of MAngband ML at internet archive (it’s in Japanese, but still): Continue reading →
I’ve tried to read Silmarillion several times in the past. But it felt too boring for me, something like a Bible (no offence, guys, but it’s boring 😀 ) So I’ve started and dropped it several times over past 20 years since I’ve become interested in Middle-Earth.
At the same time I’ve re-read Lord of The Rings something like 15 times; it’s one of my favorite books. So I had some knowledge about Middle-Earth anyway.
And now when I’ve started to work on my variant – and made a decision to make it about my vision on The Fourth Age (and to put together classic lore from Angband, which got a lot of DnD stuff in it) – I’ve written draft of the storyline.
To understand Angband variants (to ‘feel’ this phenomenon) and to find interesting ideas for my variant, I’ve started research at different web-resources (Roguebasin, oook, The Angband Variant Repository). It’s great websites, but as there are so many variants – I thought it will be fun to bring all needed information and links to _one_ web-page; so you do not need to walk through hundreds of hyperlinks to get all basic information about variants. So I’ve combined all these sources under one table at my website:
In old times it was great to find a cursed ring of teleportation and won’t be able to remove it, but try to survive with it by getting to town’s temple to buy remove curse scroll..
But new V curse system is better, of course; perma-curse system where you couldn’t remove cursed items was too hardcore.
But. Now it’s a bit lack of old flavour. Player just wear all items, without any thinking; which become a bit boring approach.
Add HEAVY_STUCK item flag which will work this way:
if you wear items with this flag – you can not remove it for a certain amount of turns, eg X+YdZ turns.
Then if we will assign such flag to, for example, ring/amul of teleportation (and will make teleport chance on these as it was in old times) with 20+5d30 cursed-turns – a player will have a pretty funny situation – while he has to survive for a certain time under this conditions. When the time of curse ends – you are free to remove this item.
The same thing to other items – make non-removable curse not permanent, but temporary. Then we could put back old good stuff:
Weapon of Morgul
Crowns of Sickliness
Helms/Crowns of stat reducing
Cloak of Irritation
Cloaks of Vulnerability
Gauntlets of Weakness
Gauntlets of Clumsiness
Boots of Noise
Boots of Slowness
Boots of Annoyance
Each type of objects should have a different amount of turns to lift a curse (armours is highers, rings of teleportation – lowest).
This will add a certain amount of additional funny adventures; at the same time won’t make curses too annoying (when player had too thin chances to survive after occasionally wearing certain cursed item).