Well, the teleport function is pretty well-separated, so once the game hits alpha people can easily test their own theories.
V 3.5 now in feature freeze
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felt like throwing in one more idea for teleportation.
Simply make teleport other and all player teleports (with the exception of phase doors) move to any possbile field, uniformly at random.
The number of available squares grows roughly like distance squared until you hit the edge of the map, so on average you would be teleported relatively far away. You can teleport to the field right next to you but this is unlikely.
This completely avoides the situation of bouncing back and forth between two places but every time you cast it you know that maybe you will teleport to a place just a few steps away.
In other words, teleport has the desired effect most of the time but not always and the odds of getting unlucky multiple times in a row are rapidly approaching zero.Comment
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Beyond your LoS radius. If you try to escape from dragon and land back on LoS you might be toast. You still might get toasted if that D was at same direction as your destination point, but it just makes it more unlikely.Comment
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I'm actually ok with teleport occasionally not putting you very far away at all occasionally.Comment
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EDIT: Of course that's still dangerous if monsters are faster than you, but that's par for the course.Comment
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I think the idea of teleport taking the player to a completely random square is an interesting one, but it should be recognised that it is a big change.
Currently the player teleport spells are distance specific, and that affects tactical use of them in a big way. For example, phase when right next to a half-full pit is a really bad idea. In a similar way, if you are near a lot of dangerous monsters, teleport which could take you anywhere on the level is much less useful than teleport which is guaranteed to take you well away from them.
In all cases long-range teleport is a calculated risk; this change would significantly alter the calculations.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Ahh, I get it. Well I can think of a few ways to do it so that it still solves that problem, but is still weighted towards sending you further away. So iterate over all of the spaces that are max_distance away and make an array of open spaces, but exclude those that are less than x distance (maybe less than 20% of your max?). Then, you know the exact number of places you can go and pick a random number as an index into that array. But this would involve allocated and freeing the array.
The second solution I can think of (which isn't as pretty) is just keep choosing numbers between 0 and max * max * 4 and then check the location of that offset until you find a valid location.Comment
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Squelch mapping bug
Hi,
I just experienced a bug in the newest release (3.5-dev-559-gcc05953) with the prompt on squelching items (and possibly on the pseudo ID):
-Squelching a 'Partial Plate Armor [40] {magical} results in:
--Ignore This item only
--Ignore All good robes
A Sling (x2) (+10+15) was pseudo ID'ed as {good}.
-Squelching it results in:
--This item only
--All good Great Weapons
The sling might be because the high numbers are now just considered 'magical' instead of Excellent, but the Partial Plate Armor is definately not a robe.
Save game attached.
Edit: The game was started in 3.5-dev-545-ga42dada. I moved the save to the newest release due to the bug with targeting monster through walls.
I just had a non magical shield register as an elven cloak for squelching. Perhaps it's a wrong array offset?Attached FilesLast edited by Jimmi Magnus; September 30, 2013, 18:00.Comment
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Hi,
I just experienced a bug in the newest release (3.5-dev-559-gcc05953) with the prompt on squelching items (and possibly on the pseudo ID):
-Squelching a 'Partial Plate Armor [40] {magical} results in:
--Ignore This item only
--Ignore All good robes
A Sling (x2) (+10+15) was pseudo ID'ed as {good}.
-Squelching it results in:
--This item only
--All good Great Weapons
The sling might be because the high numbers are now just considered 'magical' instead of Excellent, but the Partial Plate Armor is definately not a robe.
Save game attached.
Edit: The game was started in 3.5-dev-545-ga42dada. I moved the save to the newest release due to the bug with targeting monster through walls.
I just had a non magical shield register as an elven cloak for squelching. Perhaps it's a wrong array offset?Comment
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So, I've beeing trying out master, but it seems that there's some weirdness with the X11 port.
Specifically, the main window seems to have doubly-spaced characters -- I've seen this in FAangband, but removing any ANGBAND_* environment variables always seemed to be sufficient to get it to stop. However, with current Angband master I can't seem to get rid of the double spacing. Has anything changed in this area recently which could cause this kind of thing?Comment
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Also in the 'digger' category I've only got options for 'bad' and 'average'.
I've also imported a savefile to the new nightly (1st Oct) from an old nightly.
Hope that helps.Comment
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Yep, I've got it too. I fired off a lot of arrows before I realised they were just vaporising as soon as they landed! At the moment I've had to squelch everything one line above what I want on the 'quality squelching menu' (for all lines below the newly-added 'great weapons' entry). For instance, as a mage I set 'handgear' to 'good', but it squelched my average boots, I've set 'missile weapons' to 'good' in order to get rid of average and magical shots/pebbles, and so on.
Also in the 'digger' category I've only got options for 'bad' and 'average'.
I've also imported a savefile to the new nightly (1st Oct) from an old nightly.
Hope that helps.Comment
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