The problem is, and this might be obvious by now, you've still got 60 - 70 floors to go! From here, the power increases are largely marginal, compared to how quickly a new PC bulks up in the early and mid game. The average character skyrockets in power from CL1 to CL40, and as they start to max out their stats at about D30 - D40. Moving on! The biggest flaw I think Angband has rn, and sadly this is not a flaw that is easily fixed, is its way way overextended endgame. Kudos to vanilla for only having 1 level of ID however, and the rune system IS pretty innovative! Strangely enough, the variants seem to have the "Suffer as I have" attitude more than vanilla, which I guess is what caused them to fork out in the first place? At this point, every character has enough gold to sell that item and buy it back from any shop in town, so why waste the player's time needlessly. The ID game in general CAN be fun and challenging early on, but once you hit CL 40, everything should be fully ID'd. I realize that spoil lore is an option, but the fact that it is not set as the default is pretty telling. I've seen this in other games such as Old School Runescape, where veteran players flag down any updates that might be perceived as making the game "easier" when in reality they make the game better. I think the Angband community (and I realize that coming from an outsider this might make me sound like a prick) has a severe case of "I had to endure this dreadful mechanic to win, so you have to as well!". I think that saved my hide a couple of times. I made heavy use of for my run, as I value my time. Dying to Morgoth because you didn't know he drains stats/casts 600 damage mana storms only to have the "silver lining" of having that knowledge for your next character just seems unusual and cruel. He's probably the most important enemy in the game to have full and complete info of. To me, having stacking lore only makes sense in a game that doesn't have permadeath. The ID/Lore thing is kind of interesting to me, as it's been a long standing issue from what I've seen. This does not mean I don't like Angband, in fact I really enjoyed it! It is a heavily flawed game however. Reader beware, I'm a fairly critical player and enjoy picking apart games for their flaws. I did miss the wide variety of races, classes, and pets, but vanilla is probably a bit more balanced as a result. ![]() a lot of the criticisms I had for the variant I tried (PosChengBand) still stand for Vanilla. However, I didn't see anything that would go wrong if that occurred (Quaker present + Maia changes shape to Quaker Huan present + Maia changes shape to Huan).If some of you saw my first post and are thinking, wow, that was fast, do recall that I've been playing DCSS for probably about 7-8 years now and have ~70 wins in it? (Average wins take about 3 hours for a relatively fast game.) When choosing a shape to change into using the explicitly listed shapes, there's no check for the case if the shape is a unique race which is already present on the level. ![]() However, I didn't see any monsters in the current list that could chain shape changes like that. When setting original_race in mon-util.c's monster_change_shape(), should it check that original_race is already not NULL to account for something that changed shape into something that also has the ability to change shape? That would replace "mon->original_race = mon->race " with "if (!mon->original_race) mon->original_race = mon->race ".The check for trampling of uniques in mon-move.c's monster_can_kill() only checks the current race should it also check the original race? Perhaps add "|| (mon1->original_race & rf_has(mon1->original_race->flags, RF_UNIQUE))" to the current check?.Reviewing the code related to shape changes and monster death turned up three things that seemed suspicious to me, but none of them explain a unique coming back to life:
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