Competition 67

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  • Nick
    replied
    Competition 67 is now finished - congrats to Cave Man for having the only game winner.

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  • Cave Man
    replied
    Originally posted by will_asher
    I found the problem in the code and it's easily fixed, but I don't think competition players should have to update in order to have a better chance. So I won't be posting an update, but it'll be fixed in 1.0.98. At least others will be warned.

    Why shouldn't priests and paladins get haste? (feel free to answer in another thread)
    I am in favour of more differentiation between the mage and priestly magic realms, eg.

    Spell: Detect (visible) monsters vs Prayer: Detect evil
    Spells: Teleport and Blink vs Prayer: Portal
    Spell: Teleport Other vs Prayer: Banish evil
    Spell: Haste vs Prayer: "Boost AC, increase Hit/Dam vs evil" or some such
    Spell: Resistance vs Prayer: Heal
    Spell: Elemental Bolts/balls vs Prayer: Holy orb

    I suspect detect traps and mapping need to be in both sets, but if a radius is added to these spell effects (as is the case in most variants) then they could be distinguished in a similar manner to teleport vs portal: a fixed radius for the mage, with a level dependant radius for the priest.

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  • will_asher
    replied
    I found the problem in the code and it's easily fixed, but I don't think competition players should have to update in order to have a better chance. So I won't be posting an update, but it'll be fixed in 1.0.98. At least others will be warned.

    Why shouldn't priests and paladins get haste? (feel free to answer in another thread)
    Last edited by will_asher; April 1, 2009, 21:46.

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  • Cave Man
    replied
    Just found a bug which probably needs fixing for other players in the comp. The Haste spell in Holy Infusions dosn't work. I probably have enough haste resources to finish my game without too much drama (and Paladins/Priests probably shouldn't get this spell anyway - but thats a separate discussion), but I suspect others might find this a bit annoying.

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  • buzzkill
    replied
    I knew it wouldn't work, but just for kicks I turned on the (original) graphics tiles in DaJAngband just now and a kobold looked like a shrieker and a novice priest looked like a bat (or was that the harpy tile?).
    I'll have to take a look at it. Maybe another mind-numbing project to conquer. It's only fitting, since I haven't finished my last one yet.

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  • Pete Mack
    replied
    It's pretty easy using the knowledge menu to edit the graphics. But it's very tedious...

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  • will_asher
    replied
    I knew it wouldn't work, but just for kicks I turned on the (original) graphics tiles in DaJAngband just now and a kobold looked like a shrieker and a novice priest looked like a bat (or was that the harpy tile?). I have done nothing for tiles with DaJAngband. I'm guessing the monsters are linked to the tiles by thier index number, but I don't know how to make it support any tiles. Is it hard? I never thought it important. I'm one of those who say that roguelikes weren't meant to have graphics.

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  • buzzkill
    replied
    I suppose I'll have to be the one to ask. Does it support the DVG 32x32 tile set?

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  • Nick
    replied
    For anyone looking for an added incentive to play DaJAngband, it contains a lot of Eddie's mods to Vanilla - no selling to stores for money, get plusses on pseudo-ID, etc etc

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  • Nick
    started a topic Competition 67

    Competition 67

    Competition 67 is now available here; it is a DaJAngband Half-Troll Paladin.

    Competition 66 is still running for another 2 days.
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