Are autoexplore and autofight (ala DCSS) worth it in V to reduce early game tedium?
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If you do play locally, you can edit Angband/lib/gamedata/constants, and set the number of levels for one stairs.
# Number of levels for each stair
world:stair-skip:1Leave a comment:
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I just want to say my main motivation for autofight is that it reduces the cognitive load for melee characters. You can clear a room of nonthreatening wolves or the like as a caster or ranger by hitting your 'fire worst ammo/cast magic missile at nearest target' button over and over but the fighter has to check where the wolves moved and choose the right direction every single turn.
Seems to me in older versions the early game consisted of scouring 50' for consumables to sell-ID until you could finally afford a lantern and a word of recall scroll and maybe some basic pieces of armour. The modern game skips over that more or less completely.Leave a comment:
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I implemented autofight in composband early on enough for it to also exist in frogcomposband. AFAIK there isn't a single player who uses it. I honestly thought it would be a killer feature.
Try playing some ancient version like 2.9 or even moria to find out.With all the above in mind, philosophically speaking, what exactly is going on in the early game? Is it *intended* to be threatless drudgery that ramps into interesting situations and desirable loot?Leave a comment:
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You tested only strong @s. Try with a hobbit priest and kobold necromancer.Leave a comment:
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Are autoexplore and autofight (ala DCSS) worth it in V to reduce early game tedium?
The user has deleted this post.Last edited by emar; February 1, 2024, 02:05.Tags: None
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