What Eddie Plays

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  • Pete Mack
    replied
    Competition 198!

    Leave a comment:


  • Nick
    replied
    Wow, there's a lot there. Some of it has been done in 4.0 or current master, some is no longer relevant, some are potentially (IMHO) good ideas for V, at a quick glance I haven't seen anything I outright dislike.

    I know you probably don't want to, but you absolutely should release this as a variant.

    Leave a comment:


  • PowerDiver
    started a topic What Eddie Plays

    What Eddie Plays

    I have a couple of files, CHANGES and EFGchanges. I have no clue now why they are two separate files, so I'll just copy the contents of both below. My TOFIX file satisfies
    Code:
    eddie@asus-K52F:~/angband/angband-3.a.0$ wc < TOFIX 
      490  2231 14007
    Oh, and I hate everyone. Be jealous of what I play and won't share. This is all based off of 3.0.9. I used cut-and-paste, not perfect at that, might have missed some.

    You will be jealous. Remember, I hate you all.



    aggravation changed to stealth penalty

    heavily cursed objects also have light curse, considered doubly cursed,
    standard remove curse removes the light curse

    wielding into empty slot, taking off cost 50 energy each,
    so wield into full slot costs 100, and dropping costs 0 energy

    No hack-and-back, monsters always get a turn, so if three times as fast turns go PMPPPMPPP...

    sleeping monsters lose a turn when waking up, no riposte

    resting specified by player turns, but implemented in 10x increments of 10 energy,
    so superior for ambush purposes. Suggest using tab, rest 10 player turns or until
    fully recovered

    summoner's summon lesser level

    autoid wielding jewelry, no exp

    autosquelch useless, auto-unsquelch useful, suggest squelch all restores,
    eat any drain that is not squelched

    autosquelch items dominated by wielded items, exception is attack and speed
    rings must be dominated by both ring slots, otherwise single ring domination enough

    autosquelch empty charged items, (auto)inscribe !k to avoid this behavior

    objects may drop at short distance to combine with items on the floor

    squelch uses fact all orcs are evil when comparing slays, but does not
    use fact all orcs susceptible to elec brand

    disarm/destruct works on hidden doors

    --- obvious ---

    symmetric LOS, bolt paths

    stone to mud not useful for ASCs
    tunneling through rubble much easier

    ammo sticks to target until killed

    --- hardcoded options ---

    squelch vs wielded
    unsquelch useful -- includes drains when not drained and still need to learn restore
    squelch empty wands/staves

    Experience changed from exponential to simple. 1 exp for each monster type killed or non-jewelry flavor learned. Due to the way monsters "with friends" are handled, the best way to know for certain if a monster type is unkilled is to check the monster list '['.

    Sticky curse changed from never unwield to 50% chance to unwield an item on each attempt.

    Aggravation on items changed to be a stealth penalty.

    No selling items to stores. Items may be donated, learning unaware flavors, but experience is tight so it is a mistake to learn too many flavors from stores.

    Automatic identify of aware items on walkover.

    Pseudo is completely gone.

    Standard identify spell changed to perception, identifies aware objects in LOS.

    Unified LOS instead of multiple different rules. Mostly symmetric, ruled by
    #####
    #..BC
    #A###
    #####
    B can see A. C can see A iff A is in a wall. Monsters in walls are targetable. Bolts passing through intermediate monsters may not be symmetric, in order to eliminate the possibility of trick shots.

    Turn order when attacking a slower monster is changed. If the player is thrice as fast, rather than "Player,Player,Player,Monster" the order is "Player,Monster,Player,Player". In essence, the monster borrows from future energy to get an immediate response.

    Monsters lose a turn when waking.

    Fractional blows. X.Y blows means prob Y/10 of getting X+1 blows each round.

    Change to blows calculations, of form min{f(str,weight), g(dex)}. All classes use same formula, but pure fighters and pure casters adjust by 20%.

    Removal of all spells that enchant weapons.

    Armor base rather than magical plusses is reduced by acid damage. If the base is already reduced to 0, no damage halving against acid attacks, including even undamaged crowns.

    For anything with both a current and maximum value, a change to the maximum applies equally to the current. E.g. a potion of Gain Constitution will not restore a drained stat, rather the current and maximum will both increase the same amount, and then current and maximum hitpoints will both increase according to the change in the Constitution bonus.

    Artifacts can be destructed.

    Banish spells delete items underneath deleted monsters.

    Monsters can pick up artifacts and items that slay them.

    Stacks of charged items are treated correctly. A side effect of the implementation is that activatable items recharge even when not worn, including when left at home. Also, at most 10 chargeable items may stack together in one slot.

    Detections cover the entire dungeon level, instead of depending upon screen and font sizes.

    Progress is made towards dungeon generation where all necessary digging is through rubble.

    The fact that ESP tells you whether a monster is targetable is made explicit in that it affects disturb_near.

    Disturb when either HP or SP reach max.

    Various name changes so that similar items appear together in squelch menus.

    Destructed levels are removed.

    Squelched restores become visible when the corresponding stat is drained.

    Chest drops are improved.

    Removed conditional drops from DROP_GOOD. Class and current stats no longer used in the drop code.

    No destroy command, only squelch, and 'K' toggles hiding squelched objects.

    Money of different types can combine into a single object.

    Objects drop to squares where they can combine in preference to other tiles.

    Mana increased by 2*CL.

    Bows and crossbows have minimum str requirements.

    Turn cheat_know on permanently, removing monster memory as a reason for savefile compatibility.

    destruction does not hide stairs

    recharge only empty wands, safe to use 'n' to repeat

    not given choice to use uncharged wands, rods, or staves

    buyout button in stores
    Removed conditional drops from DROP_GOOD. Class and current stats no longer used in the drop code.

    No destroy command, only squelch, and 'K' toggles hiding squelched objects.

    Money of different types can combine into a single object.

    Objects drop to squares where they can combine in preference to other tiles.

    Mana increased by 2*CL.

    Bows and crossbows have minimum str requirements.

    Turn cheat_know on permanently, removing monster memory as a reason for savefile compatibility.

    destruction does not hide stairs

    recharge only empty wands, safe to use 'n' to repeat

    not given choice to use uncharged wands, rods, or staves

    buyout button in stores

    store service for stat restoration

    replace broken distance with actual distance comparisons when I bump into them

    Many prices increased, when noticed, may appear random.

    Cubragol changed, no longer a speed ring for the bow slot.

    disturb_near does not disturb when previously visible monster no longer in LOS

    Stores restock after departure, if in town for normal restock

    Greater vaults made 2.5 times as common.

    digging rubble no longer gives objects

    min teleport range never more than 50

    Completely removed throwing command

    remove money from walls
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