New features for Angband from variants

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  • Nolendil
    Adept
    • May 2007
    • 171

    #46
    - Autosave (options : enabled [yes/no], every [xx] turns, when changing level [yes/no], ask for confirmation [yes/no])
    A(3.2.0) C "Angdiira II" DP L:36 DL:44(2200') A+ R+ Sp w:Whip of Westernesse(+10,+10)(+2)
    A Mx H- D c-- f- PV+ s- d P++ M+
    C- S-- I So B++ ac GHB- SQ+ RQ++ V+

    Comment

    • Daniel Fishman
      Adept
      • Apr 2007
      • 131

      #47
      'Quick Start' option a la ToME which makes your new character a copy of the previous one in how it starts.

      Comment

      • Nolendil
        Adept
        • May 2007
        • 171

        #48
        - 'Burden percentage' and/or 'maximum burden allowed'

        It would give a good idea about how much you can carry or how much you should drop to have normal speed.
        It could be displayed when listing inventory, as in this screenshot.
        The format can be different than the one in this example, depending on which one would fit the best on screen while being the most informative :
        • (Inventory: carrying 209.7 / 150.9 pounds ) Command:
        • (Inventory: 209.7 / 150.9 lbs , 139% ) Command:
        • (Inventory: 139% of capacity) Command:
        • etc


        It could also be displayed in the character description screen as in here (I suppose the upper part of this character dump displays the same info as the character description screen, I don't play NPP).

        As before, the information could be given in different ways. For instance :
        Code:
        Burden       177 lbs
        Max Burden   300 lbs
        (Maybe 'Nominal Burden' would be more appropriate than 'Max'?)


        - Automatic history of major events

        (see NPP dump again)

        Code:
        Celdi III the High-Elf Mage
        Began the quest to kill Morgoth on 12/10/2006 at 10:35 PM
        ============================================================
                           CHAR.  
        |   TURN  | DEPTH |LEVEL| EVENT
        ============================================================
        |    14868|   150 |  3  | Killed Grip, Farmer Maggot's dog
        |    18338|   150 |  4  | Killed Fang, Farmer Maggot's dog
        |    35027|   250 |  5  | Reached level 5
        |    98556|  Town | 10  | Reached level 10
        |   102356|  Town | 10  | Killed Lotho Pimple
        |   141513|   450 | 11  | Killed Bullroarer the Hobbit
        ...
        I think ToME also adds real time stamps for every session (at start and end), so you know how long you played.
        I also believe that it writes user notes (added with ':' ) there. This is nice when you want to comment your progress.
        I haven't played ToME for a long time so my memory might be wrong, but I'd like to see all this in V anyway.


        - I add my vote for being able to recover money from thieves. Come on, I can get objects back if I kill them, why should the money disappear. Moreover I find it fun to hunt them (I already hunt them, just for revenge, but I'm still disappointed not to recover my money).
        They could even steal more so you'd be more motivated to get them. Too bad for you if they decided to hide in a nasty pit/vault.
        In fact, the AI should be designed to make them hide near dangerous areas.


        - A bit off topic, I think you decided to permanently turn "Map remembers all torch-lit grids" on. Please, don't.
        I like to know which part of the dungeon is really lit and which is not. Seeing monsters popping from nowhere (e.g. they were in a dark area that is displayed as lit) would be a real pain.
        [EDIT] Well, I gave a try to the option (never did before) and noticed that the unlit areas were a bit darker. I'm still not fond of it as it's difficult to spot the difference. It might also be a problem for people playing without color (even if they must be very few today).

        PS :
        The CODE tags seem a bit broken, it adds a lot of space at the end of the section. Is it a bug?
        Last edited by Nolendil; May 31, 2007, 21:35.
        A(3.2.0) C "Angdiira II" DP L:36 DL:44(2200') A+ R+ Sp w:Whip of Westernesse(+10,+10)(+2)
        A Mx H- D c-- f- PV+ s- d P++ M+
        C- S-- I So B++ ac GHB- SQ+ RQ++ V+

        Comment

        • Nolendil
          Adept
          • May 2007
          • 171

          #49
          - Total number of monster killed in the 'kill counts' section of the 'Check knowledge' screen ( ~ ).
          A(3.2.0) C "Angdiira II" DP L:36 DL:44(2200') A+ R+ Sp w:Whip of Westernesse(+10,+10)(+2)
          A Mx H- D c-- f- PV+ s- d P++ M+
          C- S-- I So B++ ac GHB- SQ+ RQ++ V+

          Comment

          • Psi
            Knight
            • Apr 2007
            • 870

            #50
            Originally posted by Nolendil
            - A bit off topic, I think you decided to permanently turn "Map remembers all torch-lit grids" on. Please, don't.
            I like to know which part of the dungeon is really lit and which is not. Seeing monsters popping from nowhere (e.g. they were in a dark area that is displayed as lit) would be a real pain.
            According to this post on rgra, I believe it will still be an option - it is the view_perma_grids option that is being removed.

            Comment

            • Nolendil
              Adept
              • May 2007
              • 171

              #51
              I must have missed this post, thanks for the info.
              A(3.2.0) C "Angdiira II" DP L:36 DL:44(2200') A+ R+ Sp w:Whip of Westernesse(+10,+10)(+2)
              A Mx H- D c-- f- PV+ s- d P++ M+
              C- S-- I So B++ ac GHB- SQ+ RQ++ V+

              Comment

              • takkaria
                Veteran
                • Apr 2007
                • 1951

                #52
                Originally posted by Nolendil
                I must have missed this post, thanks for the info.
                FWIW, http://ajps.mine.nu/~takkaria/options.txt is a (slightly out-of-date) summary of the current options present in the game. Hopefully more will disappear (especially the efficiency options).
                takkaria whispers something about options. -more-

                Comment

                • Nolendil
                  Adept
                  • May 2007
                  • 171

                  #53
                  Thanks. I'll have a look.
                  A(3.2.0) C "Angdiira II" DP L:36 DL:44(2200') A+ R+ Sp w:Whip of Westernesse(+10,+10)(+2)
                  A Mx H- D c-- f- PV+ s- d P++ M+
                  C- S-- I So B++ ac GHB- SQ+ RQ++ V+

                  Comment

                  • momo125
                    Scout
                    • May 2007
                    • 42

                    #54
                    I like a lot of the ideas being thrown arround, however I don't want V to become another variant. I love NPP (except for hydras) but the new one is cartoonish.

                    I dont want the game itself to change too much. I would like the game play to become a little bit easier though.

                    I usually play a warrior and inventory managent gets tedious. I also hate throwing away 1 or 2 good-great ammo because they aren't woth the slot. So, I would like auto squelch and quiver.

                    I don't think we need any more slots for equipment. Musical things are cool, but could be instead be treated as rods/staves/wands. A horn of blasting which acts like vibration hound attack.

                    I use some macros but not many keys are available that are also easy to hit repeatedly. The F1 plus keys would be nice to use for those if they were available. I thought they only act as \ now.

                    I love diving but get stuck without FA and die stupidly holding big bucks. In NPP the stores are stocked much differently. I almost never have to scum for WoR and CCW or heroism and ID are usually availlable in mass quanities not to mention restore life. The armor and weapon shops have great stuff now and then too (have never found sling of buckland in V but seen many for sale in NPP). I like the store services also. Fav are *ID*and STAT gain or restore .

                    Kind of cool in NPP how the screen lights up on area effects.

                    Option to have pop up list on some commands. In NPP when I sell something at the armor it brings up a list of stuff i can sell or when i cast a spell which book and then spells.

                    Should be more to the varients, but I like the way Sang handles big weapons.
                    It never made sense to me how you could wield a 2 handed sword and a large shield. Being able to wield 2 small weapons at once instead of a shield would also be nice.

                    Comment

                    • Nolendil
                      Adept
                      • May 2007
                      • 171

                      #55
                      Originally posted by momo125
                      Option to have pop up list on some commands. In NPP when I sell something at the armor it brings up a list of stuff i can sell or when i cast a spell which book and then spells.
                      Hit the space bar when you are asked to choose an item and the list will pop up.
                      A(3.2.0) C "Angdiira II" DP L:36 DL:44(2200') A+ R+ Sp w:Whip of Westernesse(+10,+10)(+2)
                      A Mx H- D c-- f- PV+ s- d P++ M+
                      C- S-- I So B++ ac GHB- SQ+ RQ++ V+

                      Comment

                      • momo125
                        Scout
                        • May 2007
                        • 42

                        #56
                        Monsters should not kill each other with with ranged weapons trying to target character. This is usally orcs in corridor shooting arrows and hitting others in between.
                        Disease could be a new attack. Ghouls and other undead would be best and maybe carrioncrawlers. Disease would act like poison. You are sick for a while losing HP.

                        Comment

                        • takkaria
                          Veteran
                          • Apr 2007
                          • 1951

                          #57
                          Originally posted by momo125
                          Disease could be a new attack. Ghouls and other undead would be best and maybe carrioncrawlers. Disease would act like poison. You are sick for a while losing HP.
                          If disease acts like poison, then does it really add anything to the game?
                          takkaria whispers something about options. -more-

                          Comment

                          • Faust
                            Adept
                            • Apr 2007
                            • 129

                            #58
                            Originally posted by momo125
                            Monsters should not kill each other with with ranged weapons trying to target character. This is usally orcs in corridor shooting arrows and hitting others in between.
                            Agreed, it is odd that monsters will shoot you when they have no direct LOS, thereby shooting thier "friends" in the proccess.
                            Originally posted by momo125
                            Disease could be a new attack. Ghouls and other undead would be best and maybe carrioncrawlers. Disease would act like poison. You are sick for a while losing HP.
                            Partailly agree. "Unclean monsters" should have an appropriate attack but if it acts like poison then just use poison instead of creating a new atttack type.

                            Comment

                            • CJNyfalt
                              Swordsman
                              • May 2007
                              • 289

                              #59
                              If you want disease to be different from poison and still nasty, have it affect stats instead of HPs.

                              Comment

                              • Faust
                                Adept
                                • Apr 2007
                                • 129

                                #60
                                Originally posted by CJNyfalt
                                If you want disease to be different from poison and still nasty, have it affect stats instead of HPs.
                                Perhaps you could combine poison & reduce CON.

                                Comment

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