Welcome to GameHourz.com!
FAQFAQ      ProfileProfile    Private MessagesPrivate Messages   Log inLog in

[Norseband] Monster-related code: *major* changes needed

 
   Game Forums (Home) -> Roguelike -> Angband RSS
Next:  [Un] sticky shield  
Author Message
Ingeborg S. Nordén

External


Since: Apr 15, 2005
Posts: 13



(Msg. 1) Posted: Thu Jun 15, 2006 1:15 pm
Post subject: [Norseband] Monster-related code: *major* changes needed
Archived from groups: rec>games>roguelike>angband, others (more info?)

Greetings, everyone!

After my last request for help, it occurred to me that Norseband needs to
rewrite some monster-related rules so that they won't conflict with changes
we've already made. To be specific--

1. The Plague and its carriers: Norseband has already reworked the Black
Breath as the Plague, so *any* creatures with a disease attack could
transmit it to the player. (Some undead still infect the living through
their rotting flesh; however, rats and fleas ought to be much more dangerous
than before.)

2. Summoning spells: Some letters have been dropped or reassigned to
other monsters in Norseband; this makes a few monster-cast summoning spells
work incorrectly. (For example: "V" stands for Valkyrie rather than
Vampire; since Valkyries aren't undead, they shouldn't be called by a
"summon high undead" spell.) If my friends and I can find a decent coder,
we'd appreciate some new summoning spells which fit the theme more closely.

3. Insanity attacks: Norseband doesn't use the SAN stat at all; instead,
different forms of insanity are represented by mental corruptions (as in
Gumband). A monster which "attacks to cause insanity" should afflict its
target with a random mental corruption (although the player is allowed a
saving throw).

4. Monster missiles: Monsters should be able to throw spears or boulders.
(Spears are reflectable missiles; they cause more damage than arrows, but
less than bolts. Boulders cause massive damage with no bleeding; unless the
target has boulder-throwing skill, they are usually NOT reflectable.)

5. Balls, bolts, and breath weapons: More existing damage types should be
available in monster spells. I can easily see demons threatening an enemy
with hellfire, frost-giant lords calling down ice storms, or sky drakes
invoking a meteor shower (among other examples).

If any of you have the technical ability to make one or more of these
changes, I'd greatly appreciate your help (and would give you written credit
for it). Many thanks for your time!


----
Ingeborg S. Nordén
(runelady@chorus.net)

 >> Stay informed about: [Norseband] Monster-related code: *major* changes needed 
Back to top
Login to vote
Twisted

External


Since: Dec 09, 2005
Posts: 345



(Msg. 2) Posted: Thu Jun 15, 2006 1:29 pm
Post subject: Re: Monster-related code: *major* changes needed [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Ingeborg S. Nordén wrote:
> Boulders cause massive damage with no bleeding

Spoken like someone who's never seen a real crushing injury. Smile

 >> Stay informed about: [Norseband] Monster-related code: *major* changes needed 
Back to top
Login to vote
Ingeborg S. Nordén

External


Since: Apr 15, 2005
Posts: 13



(Msg. 3) Posted: Fri Jun 16, 2006 10:25 am
Post subject: Re: [Norseband] Monster-related code: *major* changes needed [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Twisted" <twisted0n3.DeleteThis@gmail.com> wrote in message
news:1150403369.902983.301460@g10g2000cwb.googlegroups.com...
Ingeborg S. Nordén wrote:
>> Boulders cause massive damage with no bleeding

> Spoken like someone who's never seen a real
> crushing injury. Smile

I've suffered a few in real life, with very bad bruises as a result; then
again, the objects that crushed me weren't boulder-sized. <sheepish grin>
Between that limited experience and the AD&D-ish rules that *bands have
inherited ("blunt weapons don't draw blood"), I assumed that boulders should
cause similar damage in Norseband: no open wounds, but lots of crushing
damage with stunning thrown in. (Picture some boulder-lobbing Rock Troll
knocking the player character out--inspiring his friends to close in for the
kill.)

----
Ingeborg S. Nordén
(runelady@chorus.net)
 >> Stay informed about: [Norseband] Monster-related code: *major* changes needed 
Back to top
Login to vote
R. Dan Henry

External


Since: Mar 25, 2005
Posts: 615



(Msg. 4) Posted: Fri Jun 16, 2006 10:40 am
Post subject: Re: [Norseband] Monster-related code: *major* changes needed [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Fri, 16 Jun 2006 10:25:15 -0500, "Ingeborg S. Nordén"
<runelady DeleteThis @chorus.net> wrote:

>"Twisted" <twisted0n3 DeleteThis @gmail.com> wrote in message
>news:1150403369.902983.301460@g10g2000cwb.googlegroups.com...
>Ingeborg S. Nordén wrote:
>>> Boulders cause massive damage with no bleeding
>
>> Spoken like someone who's never seen a real
>> crushing injury. Smile
>
>I've suffered a few in real life, with very bad bruises as a result;

Bruises *are* bleeding, it is just that the skin over the bleeding isn't
broken, so the loss is contained internally.

However, arguments from realism are mere cluelessness with regards to
roguelikes. It is much more important to have attacks differ in their
effects to produce variety.

--
R. Dan Henry = danhenry DeleteThis @inreach.com
 >> Stay informed about: [Norseband] Monster-related code: *major* changes needed 
Back to top
Login to vote
Display posts from previous:   
Related Topics:
{All} Monster IM_FIRE, etc. - So, why do monsters have the IM_FIRE, IM_COLD, IM_ELEC, IM_ACID flags, but not the RES_ flags? Reducing damage by 1/9th is quite harsh -- why not reduce by 1/3 most of the time. I mean, I know the res_fire, etc. aren't implemented, but *why* not? ..

moria monster files. - I've created some Moria-based monster edit files, for Vanilla Angband. I uploaded them to thangorodrim, where they are sitting in the Incoming directory; but since that site seems to be defunct, I guess it wasn't such a good idea... I'll try uploading th...

YANI - Intelligent Monster Behaviour - Just a few days ago, when I cleared out a dragon pit and wading through a lot of trash outside the pit afterwards, this stroke me as a very odd behaviour for dragons. I mean, I imagine a dragons lair as a huge pile of gold, with some other treasures,....

OAngband: Question regarding monster resist - I believe that to this point, every "boss" monster that I have run up against has (on an admittedly non-scientific basis) just resisted every slow, confuse, etc. effect from wands that I have thrown at them. Do boss monsters pretty much just r...

[Entro] Hotkey Help Needed - hi guys, i just started playing a specter ninja (after Hendrix the beastman weaponsmith got nethered by a dracolisk... *sniff*). i soon found that the tab key throws iron spikes at enemies. normally i use the tab key to rest to full hp/mana. i went..
   Game Forums (Home) -> Roguelike -> Angband All times are: Ekaterinburg, Islamabad, Karachi, Tashkent (change)
Page 1 of 1

 
You can post new topics in this forum
You can reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum



[ Contact us | Terms of Service/Privacy Policy ]