![]() Angband tiles windows#Subwindows let you bring up multiple windows that each show different bits of information. The movement delay is like the base delay factor but for running. The hitpoint warning is how close to dead you have to get before the game starts screaming at you to run away and heal up. The base delay factor is how much time passes between animation frames (like when Freude zapped those orcs with his Wand of Light). You can access the birth options here, but changes won't take effect until you die and create a new character with the same savefile. Once the game proper starts, there's more options you can access by hitting =: And the feelings are vague to the point of uselessness, and the algorithm for selecting feelings isn't necessarily all that accurate either. It's much better to be surprised by something interesting and/or dangerous, rather than wander around wondering where the heck the cool loot / nasty monster is.īesides, Freude can only ever play each level once anyways whether or not there's cool treasure on the level won't really change his decision-making process. My opinion is that every level is basically like any other, and I'd rather buckle down and play the game than worry about whether or not I'm going to find something interesting. ![]() So normally, after exploring the level for a bit, you'd get a message like "You feel nervous about this place, and there are naught but cobwebs here." Some players love these things because they help them decide if they're wasting their time on the level or not (and if they are wasting time, then they re-generate the level and hope for a better feeling). The game has a feature where it attempts to quantify how good each level is, along two axes: how nasty the monsters are, and how good the items are. "Don't show level feelings" requires an explanation of what level feelings are. These are things that most people will want to buy anyway, barring unusual circumstances. "Start with a kit of useful gear" will dedicate some of your starting cash to buying some basic items - appropriate weaponry, some armor, a spellbook if you can cast spells, torches, food, and a Scroll of Word of Recall. With this option turned on, if you find something useless, you can just squelch it and forget about it, instead of trying to figure out if it's more "valuable" than the other vendor trash taking up valuable slots in your inventory. This tends to sound horribly wrong to RPG veterans, but it's a great liberation from the grind of hauling useless crap back to town. However, to compensate, the size of gold drops is significantly increased. "Items always sell for 0 gold" means that the only way to make money is by finding it in the dungeon. The fact that Freude is using "Force player descent" means that the staircase wouldn't be usable anyway. "Don't generate connected stairs" simply means that when you arrive on a new level, there's no staircase back in the other direction. ![]() Angband tiles free#So for example, if you have Free Action then a given monster will only try to paralyze you once before learning that there's no point. ![]() "Monsters learn from their mistakes" simply causes monsters to not bother repeating ineffective spells. Freude is playing with this set of options: This is the default option set, and they're all reasonable except for the re-use randarts (especially since random artifacts are turned off). ![]() Say hello to Rodna!īefore Rodna can quite finish being born, we want to bring up her options, by hitting the = key. We're going to take a break from Freude for a moment to show off some of the gameplay and graphical options the game has. Angband tiles update#Part 63: Bonus update 1: Options and Tilesets Bonus update 1: Options and Tilesets ![]()
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