First, some context.
Randarts have a long history in Angband. Since about 3.2, they have principally been a labour of love for Magnate, who spent a lot of time and effort refining the randart generation to the point where everyone seems to be pretty happy with it in 4.0.5.
So I'm about to break them. Here are my reasons:
So long story short, the nightlies are going to have randarts and object prices which will (to put it kindly) require some balancing for a while. Please play them and give feedback about how the balance is going (note that there is also a bug thread for the nightlies here).
Randarts have a long history in Angband. Since about 3.2, they have principally been a labour of love for Magnate, who spent a lot of time and effort refining the randart generation to the point where everyone seems to be pretty happy with it in 4.0.5.
So I'm about to break them. Here are my reasons:
- Objects used to only be allowed to have one value (the "pval") which could be used as a bonus to stats, speed, stealth, etc. This changed first to allowing three such values ("multiple pvals"), and now to the ability to have as many as there are such modifiers. But the randart code still behaves as if it's the one pval era, which seems an unnecessary restriction.
- Randarts work by calculating a power value for all the standard artifacts, then for each one generating a replacement of similar power. This power calculation can in fact be done for any object; it is also used for determining shop prices. Now there is also a monster power calculation, and these two depend on each other. This power calculation code is quite intricate, and has had some strange fudge factors put in to make all the final answers look sensible. This is all very well, but it means the power calculations are very sensitive to changes in the object or monster list. I would like to make it so that changes to objects and monsters can be made without having to retune power.
- More generally, a big part of my aim in restructuring the Angband code was to make it easier to modify sensibly. My insistence on making 4.0.0 gameplay identical to 3.5.1 meant much of the power and randart code had to remain as it was, but now that restriction has been lifted I would like to finish the restructure job for these areas.
So long story short, the nightlies are going to have randarts and object prices which will (to put it kindly) require some balancing for a while. Please play them and give feedback about how the balance is going (note that there is also a bug thread for the nightlies here).
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