![]() 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. In addition, my children and I collect seasonal clothing and provide families with community information and resources to help them navigate their new surroundings.I've reanimated an old favorite, EyAngband! Since I'm not Eytan Zweig, I'm calling this attempt FayAngband. I have volunteered with the International Rescue Committee for the past 4 years. In my personal time, I enjoy hiking, reading various random facts, engaging with family and friends, and participate in community service events. In addition to my role as an HR Manager, I have mentored new HR professionals, which they have successfully moved into HR roles. I have developed and implemented processes that support my client and have facilitated the internal HR administrative processes. In my 10+ years of Human Resource experience, I focused on employee & labor relations, employee engagement programs, recruitment, payroll, and performance management. Before joining GW, I supported large and small organizations, from five-star Hospitality chains to small Mental Health clinics. I joined GW University in October of 2018 to support the Division of Safety & Security as the HR Manager.
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