![]() ![]() Your Perception skill sometimes allows you to notice traps before you step on them. Mapping skill sometimes detects nearby traps on a new level, but usually you have to depend on your Perception.Īs you walk around the dungeon, you are always keeping watch for traps. Finally, a high charisma will allow monsters that are magically calmed to remain non-aggressive longer. They will also receive better prices from store owners, whereas a character with a very low charisma may be robbed blind. Charismatic characters are very good with magical devices. It also represents the character's metaphysical presence, his "aura". Wise characters have a good perception, and have a better chance of resisting magical spells cast upon them by monsters.Ĭharisma: Charisma is more than just appearances and personality. Wisdom: Wise character are at peace with the world, full of common sense, and always aware of their surroundings. Intelligent characters are better mappers, and they also mix potions, pick locks and disarm traps more effectively. Intelligence: Intelligence represents the character's ability in logic and language. I've invented some new skill bonuses, swapped some bonuses around, and modified bonus tables to make stat bonuses/penalties to skills much more important. Intelligence, Wisdom and Charisma should now be important to all characters. Intelligence, Wisdom and Charisma rebalanced In the case of the Dwarven map, you get Magic Mapping plus Detect Treasure. If you succeeded in Mapping, there's a chance that you have followed a map drawn by someone else – say, an ancient Dwarven map – to this place, and get a random map effect to help you. There's only a 1/3 chance of stairs up being generated elsewhere on the level. So you get to start on stairs leading to surface. If you succeed, you have mapped the route from the town to this level. When you arrive at a new dungeon level, you make a Mapping skill check. ![]() Spellcasters lose Satisfy Hunger, and gain Phlogiston, which refuels your light source (from Zangband). (Apples, beef jerkys and slime molds are somewhat cheaper than food rations, but they weigh double per food unit.) To add some time pressure, food now costs much more. No new monsters get generated on a level. This is how many people like to play anyway, and in this variant it's the best strategy.Īll the levels are now small. To keep up with the ever-strengthening monsters, it is recommended that you try to clean each level throughoutly.In this variant, you have to live on the edge. I hope that the player will usually navigate to the “just right” difficulty level for his power level. Diving fast has many benefits, but it is also more dangerous in this variant. ![]() Slowly accumulating power on easy dungeon levels is no longer an option.Winners who dove fast get a big score multiplier. For example, you could dive fast early, and then return to level 15 several times. If you dive fast, you'll get some wiggle room on deeper levels. Do you want to descend to (e)asier depth than before, (s)ame depth, (l)ower depth, or perhaps (d)ive two levels deeper? So you can still control how fast you dive, as long as your current depth is at least as deep as the minimum depth. When you take the stairs in town, you are asked where you want to navigate. The minimum difficulty level increases by one each time the player takes the stairs down. Morgoth isn't sleeping anymore, now he's preparing for war. Stairs down take you somewhere near your maximum depth. Stairs up now take you straight back to the town. Major Features Radically different stairs (Thanks, Michael Drinen!)ĭownload the source code here. (You may need to change the font before you can see anything.)ĭownload the Mac OS X version here. All character classes should have their distinct personality, and all stats should be important for all classes.ĭownload the Windows version here. ![]() Characters should be different from each other.Instead, it should reward good tactics, and taking calculated risks. FayAngband should not reward slow playing.EyAngband is a wonderful variant, and easy to build on. But hey, it works!īig thanks for all the Angband coders for making the code so readable and easy to understand. Mostly I just copied and pasted stuff from other places. So I'm brave enough to give version number 1.0. Fay is a good prefix for this Angband variant, because faeries have a very important role in EyAngband.Īll the features I wanted are already in place, and I've been playtesting this for some months. I've reanimated an old favorite, EyAngband! Since I'm not Eytan Zweig, I'm calling this attempt FayAngband. ![]()
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