Doesn't ToME 2 already have infinite randarts alongside the standard set?
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Yes, that's probably the code I'll end up looking to. (Neoband is based on V.)
And yes, I repeat, I do want infinite randarts in Neoband.Comment
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Some thoughts on squelch:
* Do we want to have Scrolls of Trap Detection? Because those are junk as soon as you get a Rod of Trap Detection, but useful earlier.
* Ditto Scrolls of Magic Mapping, Detect Treasure, Detect Doors/Stairs, Trap/Door Destruction, etc. Some of these are probably eligible for outright removal, but not all of them, and they all get obsoleted by staves or rods eventually.
* Potions of Boldness? Cure Light Wounds? Neutralize Poison? Resist Fire/Cold? Some of these have early niche uses and get obsoleted, some just become pretty marginal later in the game. I usually don't squelch CLW but I hardly ever use it past the early game. Elemental resistance potions are potentially useful game-wide for warriors, and early on for everyone else.
* Scrolls of Trap Creation? Staves of Summon Monster? Spellbooks for the wrong class? Some things just aren't ever going to be useful; are you suggesting that they not be generated? That gets into Magnate's concern about adapting the game to the character, which I agree seems wrong for hard-to-articulate reasons.
Equipment quality squelch is maybe a different matter...but I don't think it's reasonable to say that squelch is categorically bad when it has obvious uses for items that eventually become obsolete, but at dfferent times for different characters.Comment
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Some thoughts on squelch:
* Do we want to have Scrolls of Trap Detection? Because those are junk as soon as you get a Rod of Trap Detection, but useful earlier.
* Ditto Scrolls of Magic Mapping, Detect Treasure, Detect Doors/Stairs, Trap/Door Destruction, etc. Some of these are probably eligible for outright removal, but not all of them, and they all get obsoleted by staves or rods eventually.
* Potions of Boldness? Cure Light Wounds? Neutralize Poison? Resist Fire/Cold? Some of these have early niche uses and get obsoleted, some just become pretty marginal later in the game. I usually don't squelch CLW but I hardly ever use it past the early game. Elemental resistance potions are potentially useful game-wide for warriors, and early on for everyone else.
* Scrolls of Trap Creation? Staves of Summon Monster? Spellbooks for the wrong class? Some things just aren't ever going to be useful; are you suggesting that they not be generated? That gets into Magnate's concern about adapting the game to the character, which I agree seems wrong for hard-to-articulate reasons.
Equipment quality squelch is maybe a different matter...but I don't think it's reasonable to say that squelch is categorically bad when it has obvious uses for items that eventually become obsolete, but at different times for different characters.www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.Comment
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Okay, and an addendum: potions of stat gain? When you've maxed the stat in question they are no longer useful except for stat restoration -- so every once in awhile I'll find myself turning off squelch to see if any are lying around.Comment
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Hard squelch settings will sync with PSSS settings. Hard squelch an item and it's PSSS rating get set to 0, hidden upon creation 100% of the time. Unsquelch and it reverts to 50, normal generation.
As I see it, hard squelch rather than being a separate entity, would in fact serve PSSS. It would be active, direct user configurable, component of an otherwise passive, unseen squelch system.www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.Comment
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But yes, I take both your points - you can cut down junk without removing it altogether - arguably the single focus of the entire 3.x series of Vanilla was about doing this, with some success I hope.
And yes, you could deliberately not generate lower quality items later in the game. We haven't tried that yet, but it has been discussed."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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Which version of V are you based on? I have some time over the holidays, and it would be pretty simple to use V's randart generator to generate infinite randarts, alongside any proportion of the standart set. I could offer up a pull request over the holidays - even if takkaria/Nick don't want it, it would be useful to you - but only if your codebase is sufficiently modern ..."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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Well I still have a long way to go before I'm happy with V's obj_power as a measure of quality, despite working on it for over a decade. It's pretty good for weapons (its original aim), but doesn't yet work as well for armour and not at all for consumables.
But yes, I take both your points - you can cut down junk without removing it altogether - arguably the single focus of the entire 3.x series of Vanilla was about doing this, with some success I hope.
And yes, you could deliberately not generate lower quality items later in the game. We haven't tried that yet, but it has been discussed.
This would eliminate a lot of the "junk" items.
Also, I would like more fine controls on squelch. I can squelch up to the level below artifacts and still get dozens of weapons that I would never use. Blessed weapons are on that level, but are always terrible for my characters. My player knowledge knows about them, so theoretically I should be able to ignore them. I know that the code doesn't work like that, but if it gets changed, I'd like that in the options.Comment
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Also, I would like more fine controls on squelch. I can squelch up to the level below artifacts and still get dozens of weapons that I would never use. Blessed weapons are on that level, but are always terrible for my characters. My player knowledge knows about them, so theoretically I should be able to ignore them. I know that the code doesn't work like that, but if it gets changed, I'd like that in the options."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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@AnonymousHero: Sorry, I misread what you said there.
Which version of V are you based on? I have some time over the holidays, and it would be pretty simple to use V's randart generator to generate infinite randarts, alongside any proportion of the standart set. I could offer up a pull request over the holidays - even if takkaria/Nick don't want it, it would be useful to you - but only if your codebase is sufficiently modern ...Comment
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Interestingly, according to #angband-dev, takkaria thinks myshkin might have done this already (devs often have not-widely-known stuff hanging about in their repos), so that would be good."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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Cool, glad to hear. I'm hoping to get the next release done by Christmas Day, so if you have any tips now on a good way to do it...Comment
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