719: Angband 4.2.3-157 \\ When you just want to chill in a dungeon (& more DCSS comparisons)

719: Angband 4.2.3-157 \\ When you just want to chill in a dungeon (& more DCSS comparisons)

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Published on ● Video Link: https://www.youtube.com/watch?v=Sd_X-Qmzc6Q



Game:
Angband (1992)
Duration: 2:18:09
77 views
3


Playing a level 13 human Warrior, from dungeon floor 5, in the keyboard and ASCII-based fantasy dungeon crawler roguelike game Angband via web browser on angband.live--the latest nightly build, 4.2.3-157-g9f25c10fb.

angband.live: https://angband.live/
Angband site, docs, forum: https://rephial.org/

0:00 - start
2:57 - depth 5
22:17 - messing up colors
27:17 - depth 6
56:07 - depth 7
1:21:57 - depth 8
1:37:25 - Lagduf, the Snaga
1:47:05 - depth 9
1:51:27 - Wormtongue
1:59:49 - town

Angband feels really creaky in a lot of ways*, but still, nothing else quite captures the feeling of an endless dungeon dive like it does--and once in a while, that hits the spot.

And I really do love its configurable subwindow info panels. I'd turned on the message list below the dungeon window for this episode, and I found most of the time I was still defaulting to reading the single-line version of that at the top of the display, and only glancing down at the longer message readout below once in a while, so I suppose I could get by with turning that subwindow back off and just using CTRL+P to show the history when needed; not really sure I miss the additional vertical dungeon display space that would free up, though, and I have a feeling the message subwindow will get more useful as battles get busier deeper in the dungeon.

After stopping the recording, I realized I was Slow (-1) in town because I had forgotten that the game has encumbrance--vs DCSS, which doesn't, and I sure don't miss it there--and I was carrying tons of stuff I was never going to use much of, like 8.8 lbs of 22 Cure Light Wounds potions, 18 lbs of Pick (vs just 6 if you go with a Shovel), 9 lbs of 18 scrolls of Phase Door, 1.6 lbs of 4 Confuse potions that didn't confuse the one unique monster on which I tried one, and 10 lbs of 13 rations of food--so now dozens of pounds of that extra gear is scattered on the ground around town, and my fighter is feeling much more nimble!

Angband, time to cut some dead weight! ^_^

Man, that town is a hellscape. Maybe it's there to make the dungeon feel comforting by comparison. = o

I did though finally find an item of acid resistance (amulet, in the Black Market in town)--will this nullify my main inspiration for whining about the game?? = ooo

At character level 16, dungeon floor 9, it feels like I'm pretty over-leveled--and that's happened without any floor grinding, and minimal trips back to town.

~~~~~


* No in-game documentation, no explanation of stats, incredibly cryptic descriptions for many items, melee damage calculation vastly favoring small, light weapons over bigger ones, almost no effective visual representation of light radius and thus player location (in console version), fairly boring AI routines, no basic tactical difference between melee weapons beyond average damage, redundant magic items, tangled tunnels**, obstacle-strewn rooms, lots of really lame or lamely-named monsters (so much of my in-dungeon time spent facing uninspiring slimes, molds, yeeks, icky things, snagas, farmer whatisface's dogs, etc), insistent inclusion of non-fun things like hunger, light source management, permanent equipment damage, and semi-permanent stat debuffs.

Let's not overlook though that even beyond the really deep single dungeon and often very large, endlessly re-randomizing floors that give that "endless" feeling you can just lose yourself in, there are even some highly useful mechanical things Angband does that DCSS, say, doesn't: dedicated ranged weapon slot, average weapon damage readout, screen-fitting level map, and optional cumulative (which is kind of fun) on-screen monster info display.

** @roguelove5807 pointed out in one of his Morgul videos that the dungeons in Moria and Angband were originally, story-wise, mines (Angband was more like a base/factory or something in the First Age of Middle Earth, but it would make sense that mining for ore would be part of that), so I *guess* that can kind of excuse a little of the twisting tunnels--although they're still kind of a pain to explore. ; )

12/12/21

#angband #angbandlive #roguelike #dungeoncrawler #freegame #opensourcegame #fantasygame




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Tags:
smbhax 2000
commentary
game
single player
ben chamberlain
gameplay
lets play
1080p
angband
angband live
roguelike
dungeon crawler
browser
nightly
warrior
fantasy
human
lagduf
wormtongue
town
shopping



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smbhax 2000 currently has 3,244 views spread across 54 videos for Angband. This game accounts for over 3 days of watchable video on his channel, roughly 2.40% of Angband content that smbhax 2000 has uploaded to YouTube.