My feature request is to bring back the trap/door detection line as a gameplay option. I would note ... "FAangband has this...."
Feature request
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Feature request
“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
― Tom Stoppard, Rosencrantz and Guildenstern are DeadTags: None -
My feature request is an artefacts room in your house, like a kind of trophy cabinet, throwing away artefacts pains me. -
robbiodobbio, heh, I like this idea!Beginner's Guide to Angband 4.2.3 Part 1: https://www.youtube.com/watch?v=m9c9e2wMngM
Detailed account of my Ironman win here.
"My guess is that Grip and Fang have many more kills than Gothmog and Lungorthin." --FizzixComment
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Beginner's Guide to Angband 4.2.3 Part 1: https://www.youtube.com/watch?v=m9c9e2wMngM
Detailed account of my Ironman win here.
"My guess is that Grip and Fang have many more kills than Gothmog and Lungorthin." --FizzixComment
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TL;DR: Doesn't really work, unfortunately.
(Don't get me wrong: as long as this isn't a thing that the maintainers want I totally understand ripping out the old pagination code, etc.)Comment
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The old pagination code is LONG gone (as of 3.1v2 or so). The only current limitation is the way menus are matched to identifiers. It is an easy fix (the knowledge menus use the same code, and there certainly is no limitation on length there.) I should know: I wrote the menu codeComment
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Of course. (EDIT: Should also say that the "new" shop interface is quite a lot better for the default case.)
[1] Actually, this can be both good and bad in that people like us can end up accepting clearly bad choices and just get used to them and/or work around them instead of actively addressing them and coming up with more compelling gameplay mechanics. (I'll happily admit that I was a victim of this with the whole no_selling thing. I thought I didn't want it, but when it happened it turned out to actually liberate my from a tedious (but "optimal") game play choice.Comment
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Maybe an easier hack would be to allow artifacts to persist in town? Your char could "bury" them outside your house. There was some discussion in another thread about persistent levels and how the state of the town is already being saved, except for monsters.Comment
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