Mining and another suggestion...

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  • dhegler
    Swordsman
    • Sep 2009
    • 252

    Mining and another suggestion...

    In previous Rogue-likes, you could sometimes specify a "weapon" for digging so you would not have to switch the main weapon you were wielding all the time. Am I missing something in Angband? Does this exist? Do you have to write macro for it? I am tired of switching from my branded dagger to my shovel every time I see something in the walls in my current game...

    Also, has there ever been any talk in random stat-gains when you hit different XP levels? This may at least add something new into the game, which does make some sense, as your character should get smarter and/or stronger as you progress in your journey...
  • Derakon
    Prophet
    • Dec 2009
    • 9022

    #2
    I suspect most players simply ignore money in the walls until they're strong enough to dig it out with their main weapon -- and when they reach that point, they're often past caring about money anyway. Diggers, then, are mostly useful for characters who need the help to set up fights and/or pierce vaults.

    ToME has a digging slot for equipping shovels and picks and so on without replacing your main weapon. There's two problems I have with this approach. First, it adds another equipment slot onto which powerups can be applied. IIRC ToME has a digger that gives you extra attacks, for example, which makes no sense. You can avoid this, though, by making diggers never get ego-types except "of Digging" and by excepting them from randarts. Second, ToME made it required for you to have a digger equipped before you could dig through things, which ends up making rubble impassable if you haven't gotten a shovel yet.

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    • dhegler
      Swordsman
      • Sep 2009
      • 252

      #3
      I agree - at some point, unless you are OCD, you won't mine any more. However, until you get to the 20-30 level, you may still mine. And, you may want to crack up the vaults for entry. Even if there was some built-in macro like X (maybe used in Nethack) that would exchange your primary weapon for a digger in your backpack...? But, you'd have to mark your digger somehow, so then you might as well use a macro to get your digger wielded, then one to get your primary weapon wielded again too... Two macros to do one simple thing...

      Comment

      • Marble Dice
        Swordsman
        • Jun 2008
        • 412

        #4
        Inscribe both your main weapon and your digger with "@w0" Then make a macro "w0"

        Using this macro will equip whichever weapon isn't currently equipped. This is the typical "swap weapon" set up, which used to be a default macro on "x" but I don't think it gets made any more. You can always create it.

        I squelch all diggers at the beginning of the game. I carry stone to mud when I find it for vaults or breaking into places. If I don't have stone to mud and I need to get into a vault, I turn hide_squelchable off and look for any diggers or heavy weapons lying around that I can tunnel with.

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        • Magnate
          Angband Devteam member
          • May 2007
          • 5110

          #5
          Originally posted by Marble Dice
          Inscribe both your main weapon and your digger with "@w0" Then make a macro "w0"

          Using this macro will equip whichever weapon isn't currently equipped. This is the typical "swap weapon" set up, which used to be a default macro on "x" but I don't think it gets made any more. You can always create it.

          I squelch all diggers at the beginning of the game. I carry stone to mud when I find it for vaults or breaking into places. If I don't have stone to mud and I need to get into a vault, I turn hide_squelchable off and look for any diggers or heavy weapons lying around that I can tunnel with.
          The macro is "X", and it is still made by default AFAICR. Mining is incompatible with diving - I used to mine a lot, and have not mined a single vein since I started diving. You don't need to - though if no selling is implemented and gold is quadrupled, it might become viable.
          "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

          Comment

          • fizzix
            Prophet
            • Aug 2009
            • 3025

            #6
            Originally posted by Magnate
            Mining is incompatible with diving - I used to mine a lot, and have not mined a single vein since I started diving. You don't need to - though if no selling is implemented and gold is quadrupled, it might become viable.
            Mining is a very useful source of gold for a new player who's still trying to get a feel for monsters and abilities. As it is, it serves a good purpose.

            I didn't mine at all in DJA games where selling is not allowed. So, I'm not sure it'll make a difference for a medicore player like myself or an expert player either.

            Comment

            • Timo Pietilä
              Prophet
              • Apr 2007
              • 4096

              #7
              Originally posted by Magnate
              The macro is "X", and it is still made by default AFAICR. Mining is incompatible with diving - I used to mine a lot, and have not mined a single vein since I started diving. You don't need to - though if no selling is implemented and gold is quadrupled, it might become viable.
              Diving and mining are not incompatible. Mining and low turncount are. There is a difference between those two. Also resting for mana is incompatible for low turncount.

              With good digger I still dig for money every now and then. A very good digger (of earthquakes, couple of artifacts) you might even want to use as your main weapon. Then you don't swap for digging at all. Then digging is, for players perspective, just one extra turn in some corridor.

              Of course after you have billion gp you might not need extra money...

              Comment

              • dhegler
                Swordsman
                • Sep 2009
                • 252

                #8
                I agree - I don't necessary cast treasure detection every screen, like detect traps, but if I see something in the wall, I dig it. I would guess 10% of my gold comes from mining mid-game, but as much as 25% in the beginning. When you are starting out and need that extra 1000 gold for that piece of armor, weapon, or spell books, it makes a difference.

                I like to dive more often now than I used to, so there is less stress on mining, I make far more on inventory sales, etc. but it still adds up.

                Comment

                • Derakon
                  Prophet
                  • Dec 2009
                  • 9022

                  #9
                  I'd be interested in seeing a feature to track where your money comes from over the course of the game. I envision four graphs as a function of character level and/or turn count: money from selling items, money from monster drops, money from the floor, and money from mining. I'm curious how these graphs would change with different player styles.

                  Comment

                  • Marble Dice
                    Swordsman
                    • Jun 2008
                    • 412

                    #10
                    Originally posted by Derakon
                    I'd be interested in seeing a feature to track where your money comes from over the course of the game. I envision four graphs as a function of character level and/or turn count: money from selling items, money from monster drops, money from the floor, and money from mining. I'm curious how these graphs would change with different player styles.
                    That would be pretty sweet. I guess you'd have to track the numbers in the save file, but you could probably generate gold objects with origin flags to determine if it came from mining, a drop, the floor, or was recovered stolen gold (which wouldn't be counted).

                    Comment

                    • dhegler
                      Swordsman
                      • Sep 2009
                      • 252

                      #11
                      Originally posted by Derakon
                      I'd be interested in seeing a feature to track where your money comes from over the course of the game. I envision four graphs as a function of character level and/or turn count: money from selling items, money from monster drops, money from the floor, and money from mining. I'm curious how these graphs would change with different player styles.
                      I second that request... Also, an overall chart of other items such as XP/turn, gold/turn, a chart of each letter (ie monster) and how many kills of each, how many finds of each weapon, by ranking (cursed, avg, good, ego, artifact).

                      Comment

                      • Magnate
                        Angband Devteam member
                        • May 2007
                        • 5110

                        #12
                        Originally posted by dhegler
                        I second that request... Also, an overall chart of other items such as XP/turn, gold/turn, a chart of each letter (ie monster) and how many kills of each, how many finds of each weapon, by ranking (cursed, avg, good, ego, artifact).
                        Added to http://trac.rephial.org/ticket/342
                        "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                        Comment

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