It will be objected that TB made ADOM for free, that it's a great game, that he owes us nothing, that we should be grateful, most of which is true. This post will draw a lot of criticism, clearly. They put up with it because ADOM is a great game, and they still believe that if they keep TB happy with flattery and heroic levels of understanding, somehow development will start up again. Stringing along loyal fans for all these years with half-promises and eternally broken deadlines is nothing short of despicable. It doesn't matter so much what choice is made: So I implore: either release the code, declare ADOM dead, or begin private development anew. This latest tease of creating a separate forum is a case in point. It is deplorable that TB has not made a decision concerning the source-code of ADOM. If it were, at the very least a bugfix would have been released at some point in the last 8 years.Ģ. JADE/ADOM development is obviously not a high priority for TB. But anyone may benefit from a fresh perspective.ġ. Biskup, his palette of ideas being so inspired (and it is). This may be seen as an unnecessary virtue for Mr. It is diverse: through variants, new ideas are generated, which can be adopted and/or modified by anyone. At the very least, bugs are ironed out instead of being left to stew for years and years and years.ģ. It is constant: new versions are constantly released, resulting in continual improvements, both to UI and gameplay. It is transparent: through the SVN players are kept abreast of current developments and can comment upon them, make suggestions, and contribute to further development.Ģ. Chaos is a major theme in Angband, and time attacks and hard to pin down monsters fit this theme well in my mind.The frequently alluded-to "Angband effect" which might occur in the event of releasing the ADOM source - resulting in many and possibly mediocre variants - fails to take into account the many advantages of the Angband model of development.ġ. And the fact that they don't move makes them not *totally* unfair. I dunno, I think they're a cool novelty that shouldn't be nerfed for the sake of logic and order. Anyway, aren't lurkers and trappers blended into their surroundings like how octopi have insane camouflage abilities? Lurkers and trappers aren't really invisible, they're just super camouflaged (is how I remember their description). It's not like Angband has tons of nonsensical exceptions to the rules it sets forth. They have to be rare enough to hold that place of exception and in order to have the shock factor, though, and I think Angband has struck this balance well. Rare exceptions to rules give a feeling of an expanded universe that isn't fully knowable and mysterious. Time attacks are another good example of this, as they override sustains and Hold Life. Lurkers and Trappers are another great addition to the "wtf is happening?" in Angband. It sounds like you want no maximum level limit, which is what it was prior to Angband 4 (at least as far back as Angband 3.1.2).īut exceptions to rules add depth and mystery! Which is sooo fitting for a game with this much depth and complexity. The minimum and maximum level calculations that the randart code applies to an artifact based on its "power" (obj-randart.c:2867-2880) did not change. Why restrict the few items that might be useful?The torch base item now appears everywhere which avoids one depth limit for any artifacts based on it. Pretty much any artifact light would be more interesting at DL90+ than the last hundred *Slay Evil* weapons with hit dice less than a lochaber axe. Covering rNexus and rDark were major annoyances all game, so the base item light artifacts would have been very helpful this game. I tracked down torches and lanterns throughout the game, but I found neither the torch nor lantern artifacts. Checking the randart log, there were 2 Stars and a torch and a lantern. I just played a game with substantial killing and vault looting, and I found the Star artifacts but did not see the base item lights. Why "deeper" rather than "anywhere"? Why even have torch artifacts if they are hard to control? Why restrict the few items that might be useful? Torch random artifacts can drop deeper in the dungeonWhy "deeper" rather than "anywhere"? Why even have torch artifacts if they are hard to control?
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