Archers got inheritance

Ok, archers. Now you got a hairloom, inherited from distant relatives (or taken from orcs?). An old lantern. It’s ancient, rusty and could go out in any moment. But still, it’s bright!

To be able to see this new items in tilesets properly, you should update client. Also now it’s possible for new characters to drop items in town (it’s temporary measure for testing purpose).

Spade vs Shovel!

New digging tool added: a spade. All new characters now got it free of charge! Did you know the difference between spade and shovel?

At the same time prices at other digging tools adjusted 😉

Vendors reporting about temporary shortage of digging tools in shops.

Eat and run

Backpacks of new brave adventurers would be a bit heavier with food on start of their journey… They would definitely need additional ration as it’s hunger outside of warm tavern!

Also yet another World of Recall scroll (or even two!) could be found in your pockets – maybe it would help you to run from death one more time..

At the same time, lands appeared to be more cursed than ever: you would find really powerful items not so often as before.

New ‘out-of-box’ setup

Finally we got setup which you could install with a few clicks and play with precustomized client! It installs shortcuts for two main versions of the game to desktop:

1) ‘Angband Online sld’ — fullscreen with Shockbolt tileset; windows/fonts could be easely customized with mouse;
2) ‘Angband Online’ — classic multiwindow client with Gervais tileset; to customize it – look into mangclient.ini. This client could be used together with addon.ahk (to hide windows’ headers and reassign system keys).

Please note that you could use any tileset in any client. And you also could use much more custom graphic modes and even play in 3D with NotEyE – more datails in FAQ 🙂

Rings of escaping

Ring of escaping was quite powerful for ranged users.. At the same time I like their mechanics and instead of nerfing their power, I’ve added one funny thing.. you are welcome to discover it!

*Battle-scarred veteran came to the ‘Floating Log’ tavern and came close to you*
– Yoa’ve heard a rumour? It seems that when you try to escape something, it could follow your fears even more fiercely…

Artifact finding

From now on players can find the same true artifact only once – you ID an artifact by moving on it or picking it up, then you cannot find it again.

Info for new players: there are two types of artifacts – true artifacts and random artifacts (randarts). True artifacts are unique items, which could be possessed by one player at once; when it found by someone, others can’t find it before it would be lost again. Randards is a powerful RNG items; which are not unique and that’s why they could be stored in player’s house (true arts can’t).

Note from PowerWyrm: sometimes you can still find an artifact again – if another player generates the level and hasn’t find the artifact, it can appear and if you recall on the same level, you can find the art before the other player.

Hunger came!

There is very interesting topic about in-game food system @ oook, so I’ve made my 0.02$ there by writing an article Roguelike gamedesign: food problem

In short: current food system in ‘regular’ mode is not bright. To make it more interesting we would try an experiment by removing food from provisioner shop. It fits in lore alright – war with Morgoth made bag of gold cost less than bag of wheat. Food is rare and you should find it to survive.

Don’t worry, guys, there are plenty of food in the dungeon, stolen from fellow townies by orcs 🙂 You just need to put some effort to get it (and you would meet a lot of interesting situations and adventures in process!).

Inventory slot +1

Max number of pack slots for carrying inventory increased from 22 to 23. We had 22+quiver slot; now there is one more slot for extra wand/rod or other useful staff.
Actually it’s really fun to give players more possibilities to use surrounding objects and items which they occasionally found in the dungeon. Currently you have to throw away most of situationally useful items because of lack of inventory space, which isn’t right. Most of this items are not balance breaking onces, but pretty occasionally situational (and if there would be too imba items – they always could be rebalanced by increasing their weight, for example).
Roguelikish approach to the online game is to give player as much different option to act as he could have in his head at the present time. As we have fast-paced real-time gameplay, we do not need to fear too much imbalance caused by having a lot of options for player – having a lot of options could mess you up even more when you have to act fast. In singleplayer roguelikes when you have endless time to think about next turn, it’s indeed could be a big balance problem and limited inventory is an important way to prevent imbalance.
So now we have the same amount of inventory slots as MAngband/TomeNET. Maybe we should increase inventory space even more, for example, in exchange to max. carrying weight? Please discuss.
Ideally would be to limit number of inventory slots in which you could take stuff to the dungeon; so World of Recall scroll would work only when you got, for example, 20 inventory slots; at the same time greatly lift limitation on found loot which you could carry around while you are in the dungeon, eg up to 30 slots. So when you would find items inside – you would be able use them more often and also go back to town not so frequently.

Hunger is comming…

When I first recognize that in online roguelike game you have to eat – I was very excited about that. It feels very oldschool and greatly added realism to the gameplay.
But than one day I’ve discovered Satisfy Hunger scrolls. They were cheap. They were immune to glutton ghost and other creatures which ‘steal food’. And they really break game food mechanics cause it makes ‘eating’ (it’s even not eating, but reading anymore) just a very regular and boring activity.
Guys, trust me. It’s so great to appear in the dungeon without food and without possibility to escape! It’s real adventure. You need to survive, find _anything_ to eat. Every mushroom is a treasure! I had such situation at TomeNET IDDC recently.
So… From now on Satisfy Hunger scrolls are very rare and expensive. Their price now x100, up to 1000 g (regular shop, but you won’t see them there until new ‘rare’ flag would come) and 3000 g (BM). Also chance to find stack reduced (now it’s pile:100:1d1).

Update: vigor mushrooms and magic mapping

Vigor mushrooms are now available in BM (Black Market) under ‘always’ flag. Their price increased x4 (200 -> 800), from 600 to 2400 gold. It’s temporary measure, having ‘always’ stuff in BM is wrong, such items should be semi-rare, but for now no other flags available (more are comming). 

Next change is more important – Magic Mapping (MM) & Detection Monsters from items become nerfed – it’s radius heavely reduced.

Why MM is imba right now?

  1. MM removing huge part of one of the most important parts of roguelike genre – exploration. Especially at mid-end game when everyone could afford MM magic.
    Beauty of exploration is based on lvls RNG. You _should_ never know what to expect after you turn a corner, what’s lay after you enter next door. You could have certain sneak peek (that’s why MM is still in the game, but with small radius), but you shouldn’t know too much. Playing without MM brings to the game new feelings – so players would try to search for hidden rooms, passages & etc.
  2. It’s all came from Angband (which came from Moria.. ). As I wrote in previous post about shops’ rebalancing, Vanilla ‘Angband’ got limited stock refreshing in stores, so you can not buy 99 MM scrolls or bunch of staves at wish, so MM is kinda balanced there in compare to MAngband, TomeNET and PWMAngband. So having artifact with MM on activation in vanilla gives you real advantage; in online roguelikes you would rather be frustraded with such artifact property, cause of endless flow of MM util items. Having cheezy ‘MM on demand’ is wrong.
  3. And at the end.. Please note that almost all major RPG or even roguelikish-ARPG (Diablo, PoE etc) do not give player endless possibility to MM ‘at will’; exploration is one of the foundamental RPG mechanics.

Read More