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Re: Yet Another Stupid Death...

From Harriet Bazley <harriet@bazleyfamily.co.uk>
Newsgroups comp.sys.acorn.games, rec.games.roguelike.angband
Subject Re: Yet Another Stupid Death...
Date 2021-08-18 00:44 +0100
Organization A noiseless patient Spider
Message-ID <2f3ea65d59.harriet@bazleyfamily.co.uk> (permalink)
References <a77e545859.harriet@bazleyfamily.co.uk> <sfedmf$kcl$1@solani.org>

Cross-posted to 2 groups.

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On 16 Aug 2021 as I do recall,
          Sebastian Barthel  wrote:


> Nobody needs to be killed by an Floating Eye !
> 
> 
> Lastely I tried to eat (and ate) a Mushroom of Terror ... that's an real 
> problem. Never try to do this !

Yes, but it gives you a speed bonus.   :-D

> It seems essential not to do things, wich are unknown in their effect or
> to run into such a combined trap like the Floating Eye and the Giant 
> white Centipede are.
> 
> A good idea ist to enter a room and in the next step to leave it again 
> before then other things can happen. I died by unexpected "things" in 
> long corridors too, spacially if one runs through them to speed up the 
> overall gameplay - wich then led to an unexpected end.
> 
Yes, the classic way to die in Angband is by holding down a movement
key....

For my next character I tried a Kobold warrior (born with poison
resistance) who was either extremely lucky or else extremely reckless,
or both.   But mainly her big advantage was finding *three* Scrolls of
Acquirement when he was only about nine levels down in the dungeon, and
getting the Cloak of Thingol and Flail 'Totila' as a result, neither of
which I've ever seen with even my most powerful characters.

With fire brand, plus to speed and resist confusion, she was completely
overpowered for most of the next twenty or so levels.  She also got
extremely lucky with Potions of Brawn, which raise your strength but
decrease another random stat - in my case, generally either wisdom or
charisma, neither of which mattered that much.  I now have a warrior
with Strength 18/100, Wisdom 8 and Charisma 10, who was at one point
doing three attacks per round and killing most monsters with a single
blow without waking up other creatures standing next to them; fighting a
pack of wolves was as simple as walking into the middle of the pack and
picking them off three at a time.

I've now got down to dungeon level 36, which is deeper than I've ever
gone before, and achieved character level 30, which is higher than I've
ever gone before, and am starting to have trouble from monster breaths
damaging my equipment.  I had to use a scroll of Teleport Level to
escape from an Ancient Black Dragon and a pack of Nexus Hounds...

Warriors now seem to get automatic ID on weapons, and I haven't found
any cursed items in the dungeon at all; not a single one.  I don't know
if they have been completely removed from the game (presumably not, as
scrolls of Remove Curse still exist - but those may be intended for
cursed artifacts), but the result is that you can just pick everything
up, try it on, and have an ID almost instantly.  As I explore I have
also been finding more than enough potions of cure wounds, food items,
and staves and scrolls of Identify, so there are basically no supply
management problems at all.  I believe this was a deliberate change in
order to get rid of the 'boring bits' of the game, but compared to the
gameplay I remember, in which the early part of the game consisted
largely of trying to find and sell enough stuff to refill your supplies,
and you had to cope with the possibility that the shopkeepers might not
have the items you needed in stock, it makes for a completely different
experience.

I love the new 'mixed blessing' items - a ring that gives you plus to
attacks and immunity to fear, but also minus to armour and stealth, for
example (basically, a permanent Berserk Strength item). Or the Ring of
Escaping, which gives you a speed boost at the cost of spell-casting and
attack penalties; put it on in order to run away very fast!  Or the
Mushroom of Emergency, which heals you by 200 hit points but gives you
hallucinations, and is found at low levels - I'm still carrying a stack
of three of those, just in case.

One thing that is annoying is the way that staffs and wands stack as
ypou pick them up, which means that in practice you end up carrying more
and more of them with a smaller number of charges left in each, and it
starts to become a weight problem.  I never use up all the charges in a
Staff of Identify before picking up the next one, which means in effect
that a staff which had 16 charges when it was lying on the dungeon floor
goes down instantly to about six charges as they all average out between
the stack of eight or so part-used staffs that I'm already carrying....
Charge stacking is a good thing in principle, and it certainly saves on
inventory space. But it does mean you can't drain all the charges in an
item and then drop it.

-- 
Harriet Bazley                     ==  Loyaulte me lie ==

Power tends to corrupt and absolute power corrupts absolutely

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Thread

Yet Another Stupid Death... Harriet Bazley <harriet@bazleyfamily.co.uk> - 2021-08-07 16:50 +0100
  Re: Yet Another Stupid Death... Sebastian Barthel <naitsabes@freenet.de> - 2021-08-16 19:18 +0000
    Re: Yet Another Stupid Death... Harriet Bazley <harriet@bazleyfamily.co.uk> - 2021-08-18 00:44 +0100
      Re: Yet Another Stupid Death... Eddie Grove <eddiegrove@hotmail.com> - 2021-08-18 14:43 -0700
        Re: Yet Another Stupid Death... Harriet Bazley <harriet@bazleyfamily.co.uk> - 2021-08-19 00:34 +0100
      Re: Yet Another Stupid Death... Toronto Backlawn <joe@arthwere.tzq> - 2021-08-21 16:11 +0000
        Re: Yet Another Stupid Death... Harriet Bazley <harriet@bazleyfamily.co.uk> - 2021-08-22 17:56 +0100

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