Are autoexplore and autofight (ala DCSS) worth it in V to reduce early game tedium?

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  • emar
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    The user has deleted this post.
    Last edited by emar; February 1, 2024, 02:15.

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  • ewert
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    Mostly it works nicely to take out the tedium now, might make it open doors if next to one though as that is causing a bit of backtracking. Also the runhack to pathfinding seems to cause a hiccup if you are running into a corner with an item, where it might decide to instead run along the wall so it skips the corner instead, heh.

    But really speeds up exploring complex corridors which is nice.

    On another, just found boots of speed 9. Then got breathed on by a mature dragon while at 50hp because didn't check what dragon it was. Oops. Oh well. Also had a big sling of power and both acid and lightning branded shots, and a elvenkind with rpoison, daamn.

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  • ewert
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    Okay made a quick hack to pathfinding so that it makes the last step as a run, that means the autoexplore will automatically follow corridors instead of doing a 2 step progress through them.

    I did take out the item function from it, I just want it for the auto-pathfind-explore and automelee parts.

    You can see my changes at https://github.com/ewert/angband

    If anyone wants to try it out with the latest branch, here is a compiled .exe as well.

    Sharing files with file.io is convenient, anonymous and secure. Just upload files and share the links via email, SMS, Slack, Discord, etc. Easy-to-use REST API.


    I changed the controls to be ! for automelee and # for autoexplore

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  • ewert
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    Managed to implement your changes, so far it seems it works, but the autoexplore is only a "go to", gonna try to make it into a "go to and start running into" so it is quicker. I am thinking if distance<3 it instead would use a run command towards it, or something.

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  • ewert
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    Just asking, since it seems you are still updating your github branches, if you are able to isolate only the autoexplore/automelee changes into its own "push"/"branch" thingy?

    I am a very "a = a++;" level of a coder, even though my first coding was done back in the early 80s, and am struggling a bit to try to figure out how to pull your autoexplore from your branch. XD

    Bit of a necro, but I have been meaning to steal it since I hate the 10000 keyclicks my OCD makes me do explore absolutely every nook and cranny of the map in any x-4 or above level.

    edit: okay I found a way to see all the changes isolated, now to figure out how to put it into a branch again, lol
    Last edited by ewert; April 7, 2023, 02:35.

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  • emar
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    The user has deleted this post.
    Last edited by emar; February 1, 2024, 02:15.

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  • emar
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    The user has deleted this post.
    Last edited by emar; February 1, 2024, 02:16.

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  • Cuboideb
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    Good point Pete, thanks!

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  • Pete Mack
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    Did you change breath attenuation to match? Again, this matters most for mage, priest, rogue, and, ranger. (In that order.)

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  • Cuboideb
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    Originally posted by emar
    Right now that version is effectively Angband-for-people-that-already-play-Angband. Making a vanilla-only version that already has a "just works" config would be Angband-for-people-that-stumbled-onto-it-while-waiting-for-the-bus.
    Good observation.

    Two unexpected issues I found with this port are:

    1. Input speed. There is plenty of room to simplify the input method, but I noticed something. Angband players type really fast (you can hear it in youtube), so I tried to improve the port in that way (full keyboard, automatic display of menu options for the ribbon, floating buttons, etc.) instead of going for less amount of input widgets.

    2. Minimum display size. This is a big one. Angband (and variants) screens are really huge for mobile. My favorite device is a tablet in landscape mode.

    Right now I'm adding an experimental setting (optional) for halving z_info->max_range for V and FA to see how it works for large tile sizes. I think the game will be harder this way for mages (more close ranged combats), but I want to see if it improves the mobile gameplay.

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  • Pete Mack
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    The Android port is excellent, BTW. Yes it could be more emphatic about defaulting to the latest V. But that'scan easy fix.

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  • Nick
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    Originally posted by emar
    I actually was thinking about the Moria legacy and started drafting a design document for a Moria-reinspired Angband fork.
    Please do this. I got chills reading the description; a game which put this into practice would be epic. I don't know how much you've looked at Sil, but your ironman mode is very similar in game trajectory. I'm not going to comment very coherently now because my mind is kind of reeling with the implications, but imagine a couple of paragraphs of praise and that's more or less my reaction

    Originally posted by emar
    I originally thought of going with a more humorous subversion--the Amulet of Neiklot replacing the ring and the Dountmoom, but I think the darker approach mirrors the epicness and sprawl. Borderline unrelated, if anyone has read House of Leaves, I'm pretty sure it was directly inspired by Angband and Moria.
    I have not read House of Leaves, but I want to now.

    Also, btw, I believe the original Android port was written by david3x3x3 and/or retrobits (see this thread, this github repo and this google code site).

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  • emar
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    The user has deleted this post.
    Last edited by emar; February 1, 2024, 02:12.

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  • Estie
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    I didnt know that, very interesting. Do you have to pay for playing it on the phone ?

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  • emar
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    The user has deleted this post.
    Last edited by emar; February 1, 2024, 02:12.

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