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Angband game informer
Angband game informer




angband game informer

angband game informer

#ANGBAND GAME INFORMER FULL#

There are many other details covered in the full post. In fact, most importantly the new mechanic I'm referring to (which I won't spoil here) offers a reason for non-RIF users to consider entering Garrisons as well! (aside from other possible normal reasons, which in fact there are even more now because Garrisons often contain even better loot)Īmong the less surprising new features included with a Garrison expansion are a redesigned clock, several new Terminal hacks, and possible mapwide events to mix it up even more. That already looks quite different, with a greater potential for variation, than the original Garrisons, but there's more!įor years I've also wanted to tie Garrisons to one of the major Derelict factions (one in particular), and saw a revisitation of Garrison design as an opportunity to do just that, so expect more in that regard. Here's an example of potential encounter rooms (dark gray) to expand upon a randomized original Garrison layout:Īnd a final Garrison layout after various encounters have been inserted: Overall the article [provides a background on Garrison design, both the old and new, giving the reasoning behind the expansion and corresponding methodology.ĭefinitely one of the more time-consuming aspects was adjusting the unique map generation for compatibility with Cogmind's normal encounter architecture, so that we can greatly increase the variety of localized encounters.

angband game informer

The first order of business in Beta 12 was to implement what patrons voted for, an expansion of Cogmind's Garrison interiors, and it got waaaay bigger than expected :P






Angband game informer