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#1 2011-12-11 20:19:24

Skyknight
Member
Registered: 2011-12-11
Posts: 12

Expanded text files

I've performed the time-honored (I hope) tradition of adding items, monsters, and races, almost entirely from Z and Un (no, NOT everything; really, everything from Un? Too much redundancy...), to the edit files. Well, the monsters also include anything that appeared by name in Moria (with some exceptions; goblins and hobgoblins, for instance, are essentially subsumed by the orc varieties), and some new dragons I derived from Iron Crown's ME:TW CCG game. The races, meanwhile, are Z's Barbarian and Nibelung, reflavored as Easterling and Petty-Dwarf.

Question is, is anyone (esp. the maintainer) interested in playing with these expanded files (and testing my new creatures and arch-dragons)? Sound the alarm if you're interested...

(And this better be the right forum...I'm not convinced this is important/high-scale enough for the Suggestions/Feature Requests forum, but...)

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#2 2011-12-13 12:26:25

NPPAngband
NPPAngband Maintainer
Registered: 2004-07-01
Posts: 1,647
Website

Re: Expanded text files

Yes, you rae posting in a good spot, and the maintainer (me) is quite interested in your additions.  I am particularly interested in the monsters that appear below 2000', as I aspire to add alot of them in NPP 060.  For items, I am very cautious about adding anything that disburbs game balance.  Same thing with player races.

Thanks,

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#3 2011-12-13 15:49:30

Skyknight
Member
Registered: 2011-12-11
Posts: 12

Re: Expanded text files

The adjusted edit folder has been sent.

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#4 2011-12-13 19:25:42

camb
Member
Registered: 2006-01-29
Posts: 707

Re: Expanded text files

A greater variety of items and monsters sounds really good, especially the arch-dragons.

Have you maintained thematic consistency? I remember one of the *angbands many years ago having creatures like the Pink Panther which jarred with the overall Tolkien theme... The green glutton ghost is bad enough, but I guess we're all used to it now.

Cameron

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#5 2011-12-14 00:43:54

murphy
Member
Registered: 2007-03-17
Posts: 275

Re: Expanded text files

There were some things I liked about Z but the monsters were poorly thought out IMO.  Not only thematically inconsistent, but quite a few were downright unfair.

I stopped playing that game out of frustration with the monsters, specifically:
  death sword (going around any corner if you walk into one, instadeath)
  color out of space (extremely dangerous and impossible to see)
  greater hell demon (joke monster)
  and a lot of deeper level explosively breeding monsters that would quickly make any level totally unplayable.


But on Z's behalf, it did have the Ring of Fate, which I thought was the coolest item

Last edited by murphy (2011-12-14 00:52:24)

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#6 2011-12-14 14:23:36

Skyknight
Member
Registered: 2011-12-11
Posts: 12

Re: Expanded text files

I made sure of thematic consistency, I assure you of THAT (consider that I tried to give Glaurung FORGET because of what he did to Nienor. I seem to have been relegated to BRAIN_SMASH, though...). I am wondering about how I implemented Moria's Huge Ebony Ant and Huge White Bat, though. They still multiply (the flavor is bringing in a constant supply of escorts), but now they have an 8% chance of casting S_KIN. I hope that's low enough. (And I think I gave them the FRIENDS flag, too...I was doing that with all the bats imported back in from Moria.)

Meanwhile, I'm considering making a new Conjuror enemy, mixing together the Demonologist and Necromancer in one vicious (albeit non-lich) package ("conjure" comes from the Latin for "swear to an oath").

As a quick synopsis of the arch-dragons and what they can do...

White: Scatha the Worm. I at least remember letting him cast Ice Bolts and Fear.
Black: Bairanax the Bear-Eater. Can blink, and summon animals and spiders.
Green: Scorba the Rubine (colored red). Fastest of the arch-dragons, can blink and haste himself, breathes plasma cones and casts plasma bolts (he WAS established as a fire-drake, rather than cold-drake).
Blue: Leucaruth, the Worm of Ire. Cannot fly. WILL kill any weakling in her path, can breathe mana and force in addition to lightning.
Red: Smaug the Golden. One claw replaced with a hit (a tail buffet) that should be able to cause lots of stunning (then I realized what BATTER probably is...). Can now blink and use plasma bolts.
Brass/Copper (I'm leaving which family gets to go in up to the developer; being derived from UnAngband, they're respectively disenchantment and nexus): Itangast the Guest-Eater. Cannot fly. Can heal himself, and is every bit as murderous as Leucaruth towards inferiors. More plasma.
Bronze: Daelomin, the Ghost Wing. Let's just call her "psycho dragon", and leave it at that.
Gold: Agburanar, the Sun Shrouder. Can delay you with inertia breath and slowing, can summon other monsters.

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#7 2011-12-14 17:04:44

NPPAngband
NPPAngband Maintainer
Registered: 2004-07-01
Posts: 1,647
Website

Re: Expanded text files

Thank you.  I will look at them by the end of the year (sorry for the delay, my pace is a little slow this time of year). 

I could post them for other people to try out, but one thing I need to ask about is usage rights.  First, for your original work, do you consent to have your work released under the NPP license terms? (preferably, the GNU general public license 2.0, or alternatively, the old Angband license (dating back to Moria).  If you copied the monsters directly from other variants, do you know the license they were released under?

If you have a website, you can also show a link to your modified edit files for others to try.

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#8 2011-12-15 15:17:44

Skyknight
Member
Registered: 2011-12-11
Posts: 12

Re: Expanded text files

I've no qualms about my own creations/derivations getting used (to clarify, these are Bairanax the Bear-Eater; Scorba the Rubine; Leucaruth, the Worm of Ire; Daelomin, the Ghost Wing; Agburanar, the Sun Shrouder; the dullahan; the peryton; the cockatrice). It looks like the UnAngband critters were under the Angband license; if it's the same as the Moria license, then the Moria extrapolations also qualify. I'm not sure what ZAngband's license is, though.

To get outside level-tweaking done early, I'll save you the trouble of posting the absolute new creations (as opposed to the imports) and do so right here, along with the tweaked Scatha, Smaug, and brass-Itangast (note the slight change for Smaug's and Agburanar's attacks since I e-mailed the folder):

N:525:Scatha the Worm
G:D:W1
I:125:25d100:30:130:70
W:46:2:78:15000
B:CLAW:HURT:4d10
B:CLAW:HURT:4d10
B:CLAW:COLD:4d14
B:BITE:COLD:4d14
F:UNIQUE | MALE | FORCE_MAXHP | FORCE_SLEEP | ONLY_ITEM
F:DROP_1D2 | DROP_2D2 | DROP_4D2 | DROP_GOOD | SMART
F:CLOUD_SURROUND | BASH_DOOR | POWERFUL | DRAGON | EVIL
F:FLYING | HURT_FIRE | IM_COLD | NO_SLOW | NO_FEAR
F:NO_CONF | NO_SLEEP | N_ICE
S:SPELL_PCT_25 | POW_38
S:BRTH_COLD | CURE | WOUND | CONF | SCARE | BOLT_ICE | BLIND
D:An ancient and wise Dragon.  Scatha has grown clever over the long
D: years. His scales are covered with frost, and his breath sends a
D: shower of ice into the air.

N:530:Itangast the Guest-Eater
G:D:o1
I:125:25d100:30:120:70
W:47:2:84:21500
B:CLAW:HURT:4d10
B:CLAW:HURT:4d10
B:BITE:UN_BONUS:6d14
B:BITE:UN_BONUS:6d14
F:UNIQUE | MALE | FORCE_MAXHP | FORCE_SLEEP | ONLY_ITEM
F:DROP_1D2 | DROP_2D2 | DROP_4D2 | DROP_GOOD | SMART
F:HAS_LIGHT | CLOUD_SURROUND | BASH_DOOR | POWERFUL | DRAGON
F:EVIL | HURT_COLD | IM_FIRE | RES_DISEN | NO_SLOW
F:NO_FEAR | NO_CONF | NO_SLEEP | N_FIRE
S:SPELL_PCT_25 | POW_40
S:BRTH_DISEN | BRTH_PLAS | WOUND | CONF | SCARE | BOLT_PLAS | HEAL
D:A mighty ancient dragon, Itangast's mere presence harrows your flesh and
D:will.  Lashes of energy curl up from his nostrils as he regards you with
D:disdain.  If you refuse to accept your sole rightful place in his eyes,
D:as food for him, he's more than capable of forcing you to see the pitiful
D:frailty at the heart of all who are neither dragon nor Maia.

N:534:Smaug the Golden
G:D:y2
I:125:28d100:30:130:70
W:48:2:84:19000
B:CLAW:HURT:4d12
B:HIT:BATTER:5d9
B:BITE:FIRE:6d14
B:BITE:FIRE:6d14
F:UNIQUE | MALE | FORCE_MAXHP | FORCE_SLEEP | ONLY_ITEM
F:DROP_1D2 | DROP_2D2 | DROP_4D2 | DROP_GOOD | SMART
F:HAS_LIGHT | CLOUD_SURROUND | BASH_DOOR | POWERFUL | DRAGON
F:EVIL | FLYING | HURT_COLD | IM_FIRE | NO_SLOW
F:NO_FEAR | NO_CONF | NO_SLEEP | N_FIRE
S:SPELL_PCT_25 | POW_45
S:BRTH_FIRE | WOUND | CONF | BLINK | BOLT_PLAS | SLOW | SCARE
D:Smaug is one of the Urul['o]ki that still survive, a fire-drake of
D: immense cunning and intelligence.  His speed through air is matched
D: by few other dragons and his dragonfire is what legends are made of;
D: he is believed to be the greatest dragon still surviving into the
D: Third Age.

N:793:Scorba the Rubine
G:D:r
I:130:20d90:30:120:70
W:47:2:0:20000
B:CLAW:HURT:3d10
B:CLAW:HURT:3d10
B:BITE:POISON:4d10
B:BITE:POISON:4d10
F:UNIQUE | MALE | FORCE_SLEEP | FORCE_MAXHP
F:ONLY_ITEM | DROP_3D2 | DROP_4D2 | DROP_GOOD
F:SMART | BASH_DOOR | POWERFUL | RES_PLAS | FLYING
F:EVIL | DRAGON | IM_FIRE | IM_POIS | NO_CONF | NO_SLEEP | N_FIRE
S:SPELL_PCT_25 | POW_40
S:CONF | WOUND | BRTH_PLAS | BRTH_POIS | HASTE | BLINK
S:BALL_POIS |TELE_SELF_TO
D:The last thing the dwarves of Zarak D[^u]m needed after being debilitated
D:by a plague was for Scorba to attack them. The last thing you needed was
D:for this mighty dragon, already renowned for his incredible speed, to
D:learn and master the powers of that plague.


N:794:Agburanar, the Sun Shrouder
G:D:y1
I:120:22d95:25:135:80
W:47:2:0:20000
B:CLAW:HURT:4d11
B:CLAW:HURT:4d11
B:BITE:BATTER:3d15
B:BITE:BATTER:3d15
F:UNIQUE | MALE | FORCE_SLEEP | FORCE_MAXHP
F:ONLY_ITEM | DROP_3D2 | DROP_4D2 | DROP_GOOD | FLYING
F:SMART | BASH_DOOR | POWERFUL
F:EVIL | DRAGON | IM_FIRE | NO_CONF | NO_SLEEP | NO_STUN
S:SPELL_PCT_25 | POW_40
S:CONF | WOUND |
S:BRTH_SOUND | BRTH_INER | TELE_AWAY | S_MONSTERS | SLOW | DARKNESS
D:Agburanar normally prefers to avoid combat, letting his allies handle
D:the situation. However, now that he is roused to anger, he is perfectly
D:willing to punish you for your impertinence personally.


N:795:Bairanax the Bear-Eater
G:D:D1
I:120:22d100:30:135:70
W:47:2:0:20000
B:CLAW:HURT:4d11
B:CLAW:HURT:4d11
B:BITE:ACID:4d13
B:BITE:ACID:4d13
F:UNIQUE | MALE | FORCE_SLEEP | FORCE_MAXHP
F:ONLY_ITEM | DROP_3D2 | DROP_4D2 | DROP_GOOD
F:SMART | BASH_DOOR | POWERFUL | FLYING
F:EVIL | DRAGON | IM_ACID | NO_CONF | NO_SLEEP | N_ACID | N_FOREST
S:SPELL_PCT_25 | POW_40
S:CONF | WOUND | BRTH_ACID | S_ANIMAL | BLINK | S_SPIDER
D:This remarkably agile dragon is a terror of the Mirkwood. In particular,
D:his hatred towards, and taste for the flesh of, the Beornings has made
D:some wonder whether his soul is actually that of a fallen Beorning. In
D:any case, he seems to think that you are target practice, both for himself
D:and for the wicked Mirkwood denizens who assist him in his war.


N:796:Cockatrice
G:B:r
I:120:12d20:18:80:50
W:30:2:0:350
B:BITE:HURT:1d10
B:BITE:HURT:1d10
B:GAZE:FIRE:2d12
B:GAZE:POISON:1d10
F:DROP_1D2 | OPEN_DOOR | IM_FIRE | IM_POIS | NO_CONF | NO_SLEEP
F:ANIMAL | EVIL | FLYING | N_FIRE
S:SPELL_PCT_18 | POW_15
S:BALL_FIRE | BOLT_FIRE | BLIND | BALL_POIS
D:A strange hybrid of rooster and lizard. As it flies closer to you, you can
D:see in its eyes the burning hate it holds for you and all other champions of
D:good. Worse, it intends to project the heat of that rage directly onto you.


N:797:Daelomin, the Ghost Wing
G:D:U1
I:120:23d100:30:127:40
W:47:3:0:22000
B:CLAW:HURT:4d11
B:CLAW:HURT:4d11
B:BITE:CONFUSE:5d12
B:BITE:HALLU:5d12
F:UNIQUE | FEMALE | FORCE_MAXHP | FORCE_SLEEP
F:ONLY_ITEM |DROP_3D2 |DROP_4D2 | DROP_GOOD
F:SMART |RAND_25 |BASH_DOOR |POWERFUL | FLYING
F:EVIL | DRAGON | NO_CONF | NO_SLEEP
S:SPELL_PCT_25 | POW_40
S:CONF | WOUND | SCARE | BRAIN_SMASH | MIND_BLAST | BRTH_CONFU
D:Daelomin never was particularly stable, apparently unable to choose
D:between benevolence or malevolence towards anything for very long. Now,
D:however, she is very fixed on your destruction. Fearsome as her claws
D:and fangs are, she will not be satisfied by just rending you asunder--only
D:making you experience her inner torment firsthand will...


N:798:Leucaruth, the Worm of Ire
G:D:b1
I:120:23d100:30:127:40
W:45:3:0:21000
B:CLAW:HURT:5d9
B:CLAW:HURT:5d9
B:BITE:ELEC:5d12
B:BITE:ELEC:5d12
F:UNIQUE | FEMALE | FORCE_MAXHP | FORCE_SLEEP
F:ONLY_ITEM | DROP_3D2 | DROP_4D2 | DROP_GOOD
F:SMART | BASH_DOOR | POWERFUL
F:KILL_BODY | EVIL | DRAGON | NO_CONF | NO_SLEEP
S:SPELL_PCT_25 | POW_40
S:CONF | WOUND | SCARE | BRTH_ELEC | BRTH_MANA | BRTH_FORCE
D:Leucaruth earned her epithet as the result of her ceaseless,
D:often homicidal fury towards anything she sees--even her mate and her
D:offspring, but especially dwarves. You don't seem to be any different
D:in her eyes, considering what she does to anyone foolish enough to slow
D:her advance. As lightning roars towards you, you shudder to think
D:what would happen if she channeled even more anger into her breath.


N:799:Dullahan
G:U:U
I:120:40d100:40:133:0
W:74:3:0:20000
B:HIT:BLIND:8d7
B:HIT:BLIND:8d7
B:WAIL:TERRIFY
B:GAZE:EXP_40:5d8
F:MALE | ONLY_ITEM | DROP_3D2 | SMART | FORCE_MAXHP
F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR
F:DEMON | EVIL | HURT_LIGHT | IM_COLD | IM_POIS | IM_ELEC
F:RES_NETHR | NO_FEAR | NO_CONF | NO_SLEEP | NO_STUN
S:SPELL_PCT_25 | POW_70
S:BALL_ACID | BALL_POIS | BALL_DARK | DRAIN_MANA | BRAIN_SMASH
S:WOUND | BOLT_NETHR | SCARE | BLIND | SLOW | HOLD | TELE_SELF_TO
S:TELE_TO | S_DEMON | S_UNDEAD
D:A grim and terrible messenger of death. He takes the form of a man
D:carrying a whip made from a human spine, and holding under his shoulder
D:his head, which looks as though it is in the first stages of decay.
D:Advancing unstoppably, he is determined to drag your soul to the
D:netherworld.


N:800:Peryton
G:u:b
I:120:50d30:35:45:50
W:43:3:0:2200
B:CLAW:HURT:6d8
B:CLAW:HURT:6d8
B:BUTT:ELEC:5d7
B:BITE:LOSE_WIS:6d7
F:DROP_2D2 | SMART | OPEN_DOOR | BASH_DOOR | DEMON
F:EVIL | IM_ELEC | RES_WATER | NO_FEAR | N_WATER | FLYING
S:SPELL_PCT_15 | POW_30
S:BRTH_DARK | BALL_ELEC | BALL_WATER| BRAIN_SMASH | WOUND | BOLT_ELEC
S:SLOW | HEAL | DARKNESS | HOLD
D:For the most part, it resembles a giant eagle, with the head and hind
D:legs of a stag. The sharp fangs come from neither. It is in fact the
D:reincarnated soul of one of the wicked slain during the flood of
D:N['u]menor. It seeks to shatter your body with the power of the very storms
D:that the Valar brought, and devour your soul in order to attain true
D:demonhood.


N:801:Baby brass dragon
G:d:o
I:110:10d10:20:30:70
W:9:2:0:35
B:CLAW:HURT:1d3
B:CLAW:HURT:1d3
B:BITE:HURT:1d5
F:FORCE_MAXHP | FORCE_SLEEP | ONLY_GOLD | DROP_60 | DROP_1D2
F:OPEN_DOOR | BASH_DOOR | RES_DISEN | DRAGON | EVIL
S:SPELL_PCT_8 | POW_0
S:BRTH_DISEN
D:This hatchling dragon is still soft, its eyes unaccustomed to light
D: and its scales a pale brass.


N:802:Young brass dragon
G:d:o
I:110:30d10:20:60:70
W:31:1:21:700
B:CLAW:HURT:2d6
B:CLAW:HURT:2d6
B:BITE:UN_BONUS:2d8
F:FORCE_MAXHP | FORCE_SLEEP | DROP_3D2 | OPEN_DOOR | BASH_DOOR
F:DRAGON | EVIL | RES_DISEN | NO_FEAR
S:SPELL_PCT_10 | POW_4
S:BRTH_DISEN | SCARE
D:It has a form that legends are made of.  Its still-tender scales are a
D: gleaming brass hue. Light seems to break apart as it falls on its scales.


N:803:Mature brass dragon
G:d:o1
I:115:50d10:20:80:70
W:37:1:35:1500
B:CLAW:HURT:2d10
B:CLAW:HURT:2d10
B:BITE:UN_BONUS:4d10
F:FORCE_MAXHP | FORCE_SLEEP | DROP_2D2 | DROP_3D2 | BASH_DOOR
F:DRAGON | EVIL | FLYING | RES_DISEN | NO_SLOW | NO_FEAR
F:NO_SLEEP
S:SPELL_PCT_12 | POW_10
S:BRTH_DISEN | SCARE | CONF
D:A large dragon with scales of shining brass.


N:804:Ancient brass dragon
G:D:o
I:120:10d100:20:90:80
W:41:1:39:2500
B:CLAW:HURT:4d9
B:CLAW:HURT:4d9
B:BITE:UN_BONUS:6d9
B:BITE:UN_BONUS:6d9
F:FORCE_MAXHP | FORCE_SLEEP | DROP_1D2 | DROP_2D2 | DROP_4D2
F:SMART | BASH_DOOR | POWERFUL | DRAGON | EVIL
F:FLYING | RES_DISEN | NO_SLOW | NO_FEAR | NO_CONF | NO_SLEEP
S:SPELL_PCT_18 | POW_21
S:BRTH_DISEN | SCARE | BLIND | CONF
D:A huge draconic form. There is a static feeling in the air as energy seems
D:to shrink away from its shape.


N:805:Great Wyrm of Entropy
G:D:o1
I:125:35d100:30:150:80
W:67:2:39:23000
B:CLAW:HURT:4d12
B:CLAW:HURT:4d12
B:BITE:UN_BONUS:6d14
B:BITE:UN_BONUS:6d14
F:ATTR_MULTI | FORCE_MAXHP | FORCE_SLEEP | ONLY_ITEM | DROP_1D2
F:DROP_2D2 | DROP_4D2 | DROP_GOOD | SMART | CLOUD_SURROUND
F:BASH_DOOR | POWERFUL | DRAGON | EVIL | FLYING | RES_DISEN
F:NO_SLOW | NO_FEAR | NO_STUN | NO_CONF | NO_SLEEP
S:SPELL_PCT_30 | POW_26
S:BRTH_DISEN | SCARE | BLIND | CONF
D:A dragon of incredible size and strength. The magic in the air breaks down
D:to nothingness as it approaches its scales of polished brass, and you can
D:feel the magic in your own equipment shudder and fray with every slash, bite,
D:and breath that comes towards you in this deadly battle.

#N:530:Itangast the Guest-Eater
#G:D:o1
#I:125:25d100:30:120:70
#W:47:2:84:21500
#B:CLAW:HURT:4d10
#B:CLAW:HURT:4d10
#B:BITE:HALLU:6d14
#B:BITE:HALLU:6d14
#F:UNIQUE | MALE | FORCE_MAXHP | FORCE_SLEEP | ONLY_ITEM
#F:DROP_1D2 | DROP_2D2 | DROP_4D2 | DROP_GOOD | SMART
#F:HAS_LIGHT | CLOUD_SURROUND | BASH_DOOR | POWERFUL | DRAGON
#F:EVIL | HURT_COLD | IM_FIRE | RES_NEXUS | NO_SLOW | KILL_BODY
#F:NO_FEAR | NO_CONF | NO_SLEEP | N_FIRE
#S:SPELL_PCT_25 | POW_40
#S:BRTH_NEXUS | BRTH_PLAS | WOUND | CONF | SCARE | BOLT_PLAS | HEAL
#D:A mighty ancient dragon, Itangast's mere presence harrows your flesh and
#D:will.  Lashes of energy curl up from his nostrils as he regards you with
#D:disdain.  If you refuse to accept your sole rightful place in his eyes,
#D:as food for him, he's more than capable of forcing you to see things his
#D:way.


#N:801:Baby copper dragon
#G:d:o
#I:110:10d10:20:30:70
#W:9:2:0:35
#B:CLAW:HURT:1d3
#B:CLAW:HURT:1d3
#B:BITE:HURT:1d5
#F:FORCE_MAXHP | FORCE_SLEEP | ONLY_GOLD | DROP_60 | DROP_1D2
#F:OPEN_DOOR | BASH_DOOR | RES_NEXUS | DRAGON | EVIL
#S:SPELL_PCT_8 | POW_0
#S:BRTH_NEXUS
#D:This hatchling dragon is still soft, its eyes unaccustomed to light
#D: and its scales a pale copper.


#N:802:Young copper dragon
#G:d:o
#I:110:30d10:20:60:70
#W:31:1:21:700
#B:CLAW:HURT:2d6
#B:CLAW:HURT:2d6
#B:BITE:HALLU:2d8
#F:FORCE_MAXHP | FORCE_SLEEP | DROP_3D2 | OPEN_DOOR | BASH_DOOR
#F:DRAGON | EVIL | RES_DISEN | NO_FEAR
#S:SPELL_PCT_10 | POW_4
#S:BRTH_NEXUS | SCARE
#D:It has a form that legends are made of.  Its still-tender scales are a
#D: shiny copper hue. The air twists around it strangely.


#N:803:Mature copper dragon
#G:d:o1
#I:115:50d10:20:80:70
#W:37:1:35:1500
#B:CLAW:HURT:2d10
#B:CLAW:HURT:2d10
#B:BITE:HALLU:4d10
#F:FORCE_MAXHP | FORCE_SLEEP | DROP_2D2 | DROP_3D2 | BASH_DOOR
#F:DRAGON | EVIL | FLYING | RES_DISEN | NO_SLOW | NO_FEAR
#F:NO_SLEEP
#S:SPELL_PCT_12 | POW_10
#S:BRTH_NEXUS | SCARE | CONF
#D:A large dragon with scales of glimmering copper.


#N:804:Ancient copper dragon
#G:D:o
#I:120:10d100:20:90:80
#W:41:1:39:2500
#B:CLAW:HURT:4d9
#B:CLAW:HURT:4d9
#B:BITE:HALLU:6d9
#B:BITE:HALLU:6d9
#F:FORCE_MAXHP | FORCE_SLEEP | DROP_1D2 | DROP_2D2 | DROP_4D2
#F:SMART | BASH_DOOR | POWERFUL | DRAGON | EVIL
#F:FLYING | RES_DISEN | NO_SLOW | NO_FEAR | NO_CONF | NO_SLEEP
#S:SPELL_PCT_18 | POW_21
#S:BRTH_NEXUS | SCARE | BLIND | CONF
#D:A huge draconic form. Space twists and weaves around its wings, and the
#D:place you thought it was a moment ago is empty.


#N:805:Great Astral Wyrm
#G:D:o1
#I:125:35d100:30:150:80
#W:67:2:39:23000
#B:CLAW:HURT:4d12
#B:CLAW:HURT:4d12
#B:BITE:HALLU:6d14
#B:BITE:HALLU:6d14
#F:ATTR_MULTI | FORCE_MAXHP | FORCE_SLEEP | ONLY_ITEM | DROP_1D2
#F:DROP_2D2 | DROP_4D2 | DROP_GOOD | SMART | CLOUD_SURROUND
#F:BASH_DOOR | POWERFUL | DRAGON | EVIL | FLYING | RES_DISEN
#F:NO_SLOW | NO_FEAR | NO_STUN | NO_CONF | NO_SLEEP
#S:SPELL_PCT_30 | POW_26
#S:BRTH_NEXUS | SCARE | BLIND | CONF
#D:A dragon of size and might matched by few others. Its scales of pure
#D:copper reflect not just light, but space itself, in twisted and shifting
#D:shapes. You find it hard to stay in one place as you battle to save
#D:yourself.

Technically speaking, the brass and copper families aren't mine. The breath-color associations are out of UnAngband, while I used NPP's golds and bronzes for the general stats. (I do wonder why ALL the Great Wyrms have ATTR_MULTI, though.) The names for the Great Wyrm levels ARE mine, though; Un only called them "Great Brass Wyrm" and "Great Wyrm of the Nexus". (And let the record show I'm not anticipating BOTH families to come in. I considered disenchantment-brass for a kind of law-chaos balance, since we have sound, but neither disenchantment nor chaos. However, if bronze confusion IS meant to be that balance, then copper-nexus makes more sense.)

The no-paralysis-on-the-cockatrice is about my trying to stay true to the medieval bestiaries. Petrification seems to be a recent conceit, from conflation with the legend of Medusa. Basilisks and cockatrices, often considered to be the same, were supposed to either kill outright or cause spontaneous combustion. So, I decided to let the basilisk be the "killer"/"petrifier", and the cockatrice be the "burner" (q.v. TSR's inspiration for the pyrolisk).

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#9 2011-12-17 01:14:22

murphy
Member
Registered: 2007-03-17
Posts: 275

Re: Expanded text files

seem like you put a lot of effort into these, I apologize for my earlier cynicism :-)   Summoners are fine I think.  It was the deeper monsters that multiplied naturally that were among my least favorite on Z, because there were some that spawned faster than they could reasonably be killed and could continue growing in number even when you were some distance away

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#10 2011-12-18 17:48:30

camb
Member
Registered: 2006-01-29
Posts: 707

Re: Expanded text files

I just noticed the class of bronze dragons, especially the baby and young bronze dragons. How does it affect the game balance to have disenchantment breathers so early in the game? Currently you're generally safe from disenchantment until the mid levels when the Balance Drakes etc turn up (unless you're careless) - baby/young bronzes would change that.

Otherwise the new classes look great!

Cameron

Last edited by camb (2011-12-18 17:49:20)

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#11 2011-12-20 14:49:46

Skyknight
Member
Registered: 2011-12-11
Posts: 12

Re: Expanded text files

Well, as I said, I'm not sure whether disenchantment-brass or nexus-copper is the better idea for an addition...There's a reason why the dummied-out coppers have the same monster numbers as the brasses.

It's worth noting, by the way, that UnAngband did make it possible for enemy melee attacks to have a nexus quality. While testing with Un (not THAT easy, since it turns out the first dragon to have a nexus melee attack isn't a copper, but a silver...whose brand is supposed to be FEAR. Somehow, the coppers usually come with a CHAOS attack. I can't say I'm looking forward to fixing all the slip-ups in Un's monster.txt...), it looks like getting hit with a nexus melee attack CAN teleport you. What I'm not certain about is whether there's much of a range limit. One test made it look like you only get bounced a few squares, as though you'd been hit by gravity. Another test made it look like you could get teleported rather far away (say, into a fairly distant room). I can see that latter one being overly annoying. However, I can see a place for the sort of nexus melee attack that only teleports a short distance. In any case, I used the HALLU flag to simulate the nexus connecting not just places, but images of those places. Of course, there's the matter of what happens if an offscreen baby copper dragon breathes on you and successfully causes a Teleport Level effect...

Meanwhile, the disenchantment effect isn't something you're necessarily unused to in the early stages; you've probably had your share of acid attacks by then (q.v. green nagas, baby black dragons). Sort of like acid that exchanges ability to render armor completely useless for ability to attenuate weapons (and more likely to strike at full power early on, like the greens, bronzes, and golds...). If worst comes to worst, the Nibelungs from Z have been imported as Petty-Dwarves, complete with innate disenchantment resistance (not resist darkness, though; I couldn't figure out what to give the half-orcs in addition. Maybe the petty-dwarves should also get sustain intelligence...). Not the best of fixes, I'll own...

The idea of using nexus rather than disenchantment makes me wonder if, in such a situation, Agburanar should be the copper arch-dragon, and Itangast the gold arch-dragon. Iron Crown wrote Agburanar as being rather obsessed with seclusion, and nexus breath is kind of the ultimate in saying "Get lost!". Then again, as a gold arch-dragon, the inertia breath was added as a way of saying "I'm not letting you get any closer.". In terms of flavor, it's a different frequency of the usual sound breath, disrupting motion rather than exertion capability.

For the record, Un's metallic and gemstone dragons come with two breath weapons apiece. One chromatic breath, and one unique breath. Metals got high resist breaths--copper-nexus, brass-disenchantment, bronze-confusion (as per V), silver-fear, gold-sound (as per V). Gems got breaths you usually CAN'T resist--diamond-mana, amethyst-time, emerald-force, sapphire-gravity, ruby-inertia. (Garnet-disease was very recently added.) I seem to remember someone on Usenet squirming over the idea of inertia breath at 550', where baby gem dragons usually first appear.

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