What Eddie Plays

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  • PowerDiver
    Prophet
    • Mar 2008
    • 2820

    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
  • Nick
    Vanilla maintainer
    • Apr 2007
    • 9634

    #2
    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.
    One for the Dark Lord on his dark throne
    In the Land of Mordor where the Shadows lie.

    Comment

    • Pete Mack
      Prophet
      • Apr 2007
      • 6883

      #3
      Competition 198!

      Comment

      • PowerDiver
        Prophet
        • Mar 2008
        • 2820

        #4
        Originally posted by PowerDiver
        Squelched restores become visible when the corresponding stat is drained.

        No destroy command, only squelch, and 'K' toggles hiding squelched objects.
        I implemented perfect squelch. Squelch any particular item in the game, and everything it dominates is squelched. In addition, options for lesser weight or added bonuses. So if you invoke squelch on a mace (2d4) (+0, +0) you are also given the option to squelch a dagger (2d4) (+0,+0) along with a dagger (2d4) (+15, +15) [I think, I don't remember the plusses any more]. More boring, can squelch =con+5 without squelching =con+6 etc.

        I also automated learning stuff. So if I find an unsquelched item that drains str, that means I still need to learn something that restores str, and so it would be wise to consume the str drain. And if you are wearing a str restore when you eat the needed str drain, you yell D'Oh.

        Comment

        • PowerDiver
          Prophet
          • Mar 2008
          • 2820

          #5
          Originally posted by Pete Mack
          Competition 198!
          I offered the code to the guy who invited me back. If he can release an executable without the code, I won't be offended.

          I love you Pete, but as long as you work with the 3.1+ dev team, you are dead to me and I won't share code with you.

          Comment

          • debo
            Veteran
            • Oct 2011
            • 2402

            #6
            Originally posted by Pete Mack
            Competition 198!
            If somebody "builds" it, I'm happy to setup a comp of this.
            Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'

            Comment

            • clouded
              Swordsman
              • Jun 2012
              • 268

              #7
              You've got problems son.

              Comment

              • nikheizen
                Adept
                • Jul 2015
                • 144

                #8
                Originally posted by PowerDiver
                Be jealous of what I play and won't share.
                Originally posted by PowerDiver
                You will be jealous.
                Originally posted by PowerDiver
                I offered the code to the guy who invited me back.
                Seems like you've already shared and our inevitable jealousness didn't prevent you from doing so.

                Comment

                • Antoine
                  Ironband/Quickband Maintainer
                  • Nov 2007
                  • 1010

                  #9
                  Originally posted by clouded
                  You've got problems son.
                  Based on his other recent posts i'd say he's well aware of that...

                  A.
                  Ironband - http://angband.oook.cz/ironband/

                  Comment

                  • PowerDiver
                    Prophet
                    • Mar 2008
                    • 2820

                    #10
                    Originally posted by Pete Mack
                    Competition 198!
                    Mail me eddiegrove@hotmail.com and I'll send you the address of the guy I gave the code to. Perhaps you can get him make an executable for you.

                    I've never compiled for windows. In addition, my one machine with windows is dual-boot and some combination of automatic updates has made things so that it is a real pain to get to windows. With those two obstacles, I don't have the energy to try.

                    Comment

                    • Pete Mack
                      Prophet
                      • Apr 2007
                      • 6883

                      #11
                      BOTH my computers had bad updates recently. I will look in to this after I get at least one of them straightened out. (Windows 10 reset failed on one (which I am still using via the command line in a painful way); the other needs a full ISO to upgrade from a totally wedged Windows 8 install..which I need to download on a work machine or something.

                      Comment

                      • Bogatyr
                        Knight
                        • Feb 2014
                        • 525

                        #12
                        I have to say, 3.0.9b is really kicking my ass. The monsters all seem harder, more deadlier, the good drops at least below dlev 25 are few and far between (as in, practically nowhere to be seen), everything is super expensive (I play low charisma chars), and mage is way, way harder with the high mana cost attack spells. It seems that hounds breathe much more frequently as well.

                        Starting a mage is much harder since the point roller leaves a really puny STR after going for 18/50 INT. But it definitely results in an interesting, challenging game. It's not so much inventory management as weight management. That Great Axe of Westernesse is gathering dust at home and may be destined for the weapons shop if the shopkeeper ever changes away from the (5000) guy. An even -1 speed is deadly with the (apparently) more difficult monsters (druids are beasts: they haste-self AND summon like mad), so keeping an eye on weight is key.

                        It definitely is taking some adjustment. For one thing, as a consolation, sleep/confuse/slow all work with a much higher frequency (at least against orcs), and are indeed a major part of the mage's arsenal, as I recall from years before. I stopped using them in recent builds since the success rate became much lower. It is annoying that the mage can't rely on his attack spells to finish off fights, because he is still a crappy melee fighter. And arrows are so heavy and costly to enchant! I really miss the potions of Intellect: getting to an early 0% spell fail rate was key in my recent builds diving strategy. I've had to really slow my dive in the mid-20's just to stay alive, and pick fights and scenarios much more carefully. Combination management is key: a lowly tengu combined with dark hounds can kill a mage fast!

                        But it does keep me coming back. And I'm not even trying ironman or any other restrictions.
                        Last edited by Bogatyr; November 6, 2016, 04:33.

                        Comment

                        • Pete Mack
                          Prophet
                          • Apr 2007
                          • 6883

                          #13
                          The spell frequency is the same. If you take longer killing a monster he will get in more spells--which happens because there's no scaled damage from magic devices. Starting Mage is really not a lot of fun in 3.0.x. Other classes are significantly stronger in the early game.

                          Hound packs are bigger, so more breaths. This is one change I think v4 gets really right.

                          Comment

                          • fizzix
                            Prophet
                            • Aug 2009
                            • 3025

                            #14
                            Originally posted by Pete Mack
                            Hound packs are bigger, so more breaths. This is one change I think v4 gets really right.
                            All grouped monsters are bigger, but hounds specifically were more frequent also. The 20s was the worst place to be in 3.0.6 because it was just hounds everywhere. They'd wreck your gear and never dropped anything to compensate. The best strategy (as I remember) was to quickly get down to the 30s where you can both find stat potions, and the elemental hounds were a bit less frequent, and then you can scum the 30s if you choose.

                            The problem with the hounds wasn't as much a difficulty problem as much as a tedium problem. They made the game difficult but in a not fun way. I'm glad there are less of them.

                            Comment

                            • Bogatyr
                              Knight
                              • Feb 2014
                              • 525

                              #15
                              Well after killing a very promising clev 30 hobbit mage (The Shadow casts a nether bolt -- More -- You Die) who was just starting to gain stat gain momentum, I decided to try human mage. The trade off of a couple more strength points and definitely more hit points and slightly faster leveling for a few less mana and spells per level is a pretty good one (after I walked in to a few floating eyes on dlev 1 several times, doh). Found a ring of See Invisible in the BM so "G"'s shouldn't be an issue now. A chest produced an early !Strength which gave me 2, so lots of breathing room and inv weight flexibility now.

                              Comment

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