Adding color rooms to Angband

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  • Grotug
    Veteran
    • Nov 2013
    • 1634

    #31
    Since you all are discussing room shapes. Here is a map layout from the original DooM that to me seems it could be used for inspiration for new template rooms in Angband:



    An explanation of the map image:
    There is a main courtyard with 4 pillars which each have a secret door on them that opens into a small room. In the very center of the courtyard is a teleport landing surrounded by 4 thin right angled walls. If you move diagonally in 4 different directions from the center of the courtyard you come to 4 different teleports and 4 different clusters of 4 doors. The teleports are represented by 4 orange/brown squares. 3 of the teleports teleport you to the central teleport landing. The other teleports you to the small orange/brown square (teleport) in the square room in the upper right part of the map. That teleport takes you to the central teleport landing. Nothing happens when you walk over the central teleport landing. It is simply a landing square for the teleports in the level.

    To the East and South of the central courtyard are two curving corridors. To the North is a curving corridor that opens up a little at the top where a door connects to a room with more corridors holding goodies and baddies. To the West is a corridor-ish room that has 4 columns.

    I think teleports like the ones in this map could be fun and make for some interesting gameplay. Another, more straightforward/classical idea of teleport implementation could be having two way teleports. Not a teleport trap, but a square that when you walk on it always teleports you to another teleport on the other side of the level. Might be nice to have them occasionally on cavern levels.

    Teleports would not be generated in hallways; only in open spaces or rooms. Monsters could walk on them, too, and be teleported. If a monster is slower than @, then there is a chance the monster would be standing on the other teleport and thus @ would telefrag (instakill) the monster when @ teleports and they are still standing on the other teleport landing (only monsters that are 30% less character levels than you can be telefragged. Uniques cannot be). I suppose the same danger could exist for you: if @ is being chased by a monster faster than you and you step on a teleport when it's right behind you, then you are still standing on the teleport when the monster steps on the teleport and thus telefrags @. If the idea of telefrags is too goofy, then @ simply teleports next to the monster on the other end of the teleport.
    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." --Fizzix

    Comment

    • droof
      Apprentice
      • Dec 2013
      • 71

      #32
      Grotug, I think your idea is already possible, at least partially. Aren't there teleport traps too in Angband?

      So why not add a text version of this level layout to room_templates.txt and see if it's picked up?

      Though this layout looks like it would be the size of the dungeon. So it's a fixed level, more like a dungeon template than a room template. Unless there are 100+ dungeon template submissions, getting the same dungeon template several times becomes repetitive quickly. And right now this predefined level idea might be a problem because room templates have no stairs. Probably easily fixed at gen-room.c:1836 with an additional > character and place_random_stairs() though.

      Dungeon templates might also be an easy hack for wilderness dungeon levels without having Angband feature wilderness. Like? Dislike?

      Comment

      • bio_hazard
        Knight
        • Dec 2008
        • 649

        #33
        Originally posted by Grotug
        Since you all are discussing room shapes. Here is a map layout from the original DooM that to me seems it could be used for inspiration for new template rooms in Angband:



        An explanation of the map image:
        There is a main courtyard with 4 pillars which each have a secret door on them that opens into a small room. In the very center of the courtyard is a teleport landing surrounded by 4 thin right angled walls. If you move diagonally in 4 different directions from the center of the courtyard you come to 4 different teleports and 4 different clusters of 4 doors. The teleports are represented by 4 orange/brown squares. 3 of the teleports teleport you to the central teleport landing. The other teleports you to the small orange/brown square (teleport) in the square room in the upper right part of the map. That teleport takes you to the central teleport landing. Nothing happens when you walk over the central teleport landing. It is simply a landing square for the teleports in the level.

        To the East and South of the central courtyard are two curving corridors. To the North is a curving corridor that opens up a little at the top where a door connects to a room with more corridors holding goodies and baddies. To the West is a corridor-ish room that has 4 columns.

        I think teleports like the ones in this map could be fun and make for some interesting gameplay. Another, more straightforward/classical idea of teleport implementation could be having two way teleports. Not a teleport trap, but a square that when you walk on it always teleports you to another teleport on the other side of the level. Might be nice to have them occasionally on cavern levels.

        Teleports would not be generated in hallways; only in open spaces or rooms. Monsters could walk on them, too, and be teleported. If a monster is slower than @, then there is a chance the monster would be standing on the other teleport and thus @ would telefrag (instakill) the monster when @ teleports and they are still standing on the other teleport landing (only monsters that are 30% less character levels than you can be telefragged. Uniques cannot be). I suppose the same danger could exist for you: if @ is being chased by a monster faster than you and you step on a teleport when it's right behind you, then you are still standing on the teleport when the monster steps on the teleport and thus telefrags @. If the idea of telefrags is too goofy, then @ simply teleports next to the monster on the other end of the teleport.
        You should try Tome 2. It has the paired teleportation portals in some dungeons including the starter dungeon (they don't affect monsters though), and there are special levels with maps kind of similar to this one.

        Comment

        • Derakon
          Prophet
          • Dec 2009
          • 9022

          #34
          Originally posted by bio_hazard
          You should try Tome 2. It has the paired teleportation portals in some dungeons including the starter dungeon (they don't affect monsters though), and there are special levels with maps kind of similar to this one.
          And they are awful to navigate. Teleporters tend to dump you into a big open room surrounded by angry monsters.

          Comment

          • Grotug
            Veteran
            • Nov 2013
            • 1634

            #35
            Originally posted by Derakon
            And they are awful to navigate. Teleporters tend to dump you into a big open room surrounded by angry monsters.
            It's pretty rare I encounter unavoidable death using teleportation. That time I died from the plasma hounds was more carelessness than anything else. I could have read a ?teleportation out of there. I tried something like earthquakes, which was just dumb.

            Thanks for the tip about Tome2. I really should try some variants at some point. Does it use the same artifact descriptions as Angband?
            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." --Fizzix

            Comment

            • Nomad
              Knight
              • Sep 2010
              • 958

              #36
              The main issue with using room templates either to recreate all types of rooms or to do anything overly complex is that, due to the quirks of the generation process, they're limited to a maximum size of 11x33, which is this big:

              Code:
              D:#################################
              D:#...............................#
              D:#...............................#
              D:#...............................#
              D:#...............................#
              D:#...............................#
              D:#...............................#
              D:#...............................#
              D:#...............................#
              D:#...............................#
              D:#################################
              So there's a limit to how complex you can make them, and they're not big enough to recreate the big circular rooms which are 22x22. Something the size of that Doom map would currently have to be done as a greater vault, since those are handled differently and can be up to 44x66.

              Also, the templates are actually still a pretty new thing, since they were only introduced in 3.5, and many of the current designs were only added as of 4.0.3. I thoroughly encourage other people to create more new rooms to add to the file! I bumped the number up to 500 on the theory that should be enough to ensure you don't see them all in one game, but more is always better, and it would probably help with variety to have people other than me designing them. It doesn't require any code changes to add more templates - you just need to add new entries to the room_template text file and they'll be included as possible rooms the next time you restart Angband.

              Comment

              • Derakon
                Prophet
                • Dec 2009
                • 9022

                #37
                Originally posted by Grotug
                It's pretty rare I encounter unavoidable death using teleportation.
                I was speaking specifically about the void jumpgates in ToME 2's special levels (basically level-filling vaults), which are human-designed to drop you into the middle of big open spaces that have a lot of nasty monsters in them. You need to have some kind of LOS disruption ability to navigate those vaults. Either that or the ability to take arbitrary amounts of damage without dying.

                ToME 2 also has void jumpgates sprinkled throughout normal levels, and they just bounce you between sets of fixed points. Rarely useful, but far safer than the ones in the special levels!
                Last edited by Derakon; December 9, 2016, 22:18.

                Comment

                • Estie
                  Veteran
                  • Apr 2008
                  • 2343

                  #38
                  Originally posted by Derakon
                  I was speaking specifically about the void jumpgates in ToME 2's special levels (basically level-filling vaults), which are human-designed to drop you into the middle of basically a big open space that has a lot of nasty monsters in it. You need to have some kind of LOS disruption ability to navigate those vaults. Either that or the ability to take arbitrary amounts of damage without dying.

                  ToME 2 also has void jumpgates sprinkled throughout normal levels, and they just bounce you between sets of fixed points. Rarely useful, but far safer than the ones in the special levels!
                  Rarely useful ? You cant have played many sorcerors.

                  Comment

                  • AnonymousHero
                    Veteran
                    • Jun 2007
                    • 1393

                    #39
                    Originally posted by Derakon
                    I was speaking specifically about the void jumpgates in ToME 2's special levels (basically level-filling vaults), which are human-designed to drop you into the middle of big open spaces that have a lot of nasty monsters in them. You need to have some kind of LOS disruption ability to navigate those vaults. Either that or the ability to take arbitrary amounts of damage without dying.
                    Yeah, the special levels were quite nasty unless you had LoS disruption or an anti-magic field[1]... they were optional, though. You could always just use the stairs you entered through.

                    EDIT: Unfortunately you can't telefrag through the jumpgates . You only swap places, alas.

                    Originally posted by Derakon
                    ToME 2 also has void jumpgates sprinkled throughout normal levels, and they just bounce you between sets of fixed points. Rarely useful, but far safer than the ones in the special levels!
                    They're actually hugely useful (assuming a reasonable "distance" to the paired jumpgate) in the Barrow-downs while you're still a neophyte. They'll let you escape almost anything except death. (You can take them even when confused, blinded, etc.)

                    [1] I think the anti-magic is my favorite thing about ToME 2.x. Well that any the thematic closeness when using the Theme module.

                    Comment

                    • bio_hazard
                      Knight
                      • Dec 2008
                      • 649

                      #40
                      The normal voidgates are occasionally useful in the early game for trying to get to a different part of the map if you are bad at searching for secret doors/bashing/digging.

                      If you like lots of artifacts, ToME 2 may be for you. It has most (all?) of the Vanilla standarts, plus more ToME specific standarts, plus you can play with randarts AND standarts simultaneously, plus there are the (mostly worthless) "junkarts" that are like weird randart rods. Just be prepared that you need expensive scrolls of *identify* to fully learn their abilities!

                      Comment

                      • Nomad
                        Knight
                        • Sep 2010
                        • 958

                        #41
                        Originally posted by droof
                        Why isn't every room on every dungeon level generated from room_template.txt?
                        Actually, just out of curiosity, I had a go at changing Angband to all templated rooms, all the time, and I've got to admit, it does look pretty fun. This is level 1, straight after descending the stairs:

                        Code:
                        [TT][BC=black][COLOR=white]
                                                                                                                                    
                        [COLOR="#00FFFF"]High-Elf[/COLOR]                                                                                                    
                        [COLOR="#00FFFF"]Rookie[/COLOR]       [COLOR="#606060"]#################[/COLOR]                                                                     [COLOR="#606060"]#####[/COLOR]    
                        [COLOR="#00FFFF"]Warrior[/COLOR]      [COLOR="#606060"]#[/COLOR]               [COLOR="#606060"]#[/COLOR]                                                                    [COLOR="#606060"]##[/COLOR]   [COLOR="#606060"]##[/COLOR]   
                        LEVEL [COLOR="#00FF00"]     1[/COLOR] [COLOR="#606060"]#[/COLOR]    [COLOR="#606060"]#######[/COLOR]    [COLOR="#606060"]#[/COLOR]                                                                    [COLOR="#606060"]#[/COLOR]  [COLOR="#606060"]#[/COLOR]  [COLOR="#606060"]#[/COLOR]   
                        NXT [COLOR="#00FF00"]      20[/COLOR] [COLOR="#606060"]#[/COLOR]  [COLOR="#606060"]###[/COLOR]     [COLOR="#606060"]###[/COLOR]  [COLOR="#606060"]#[/COLOR]                                                                    [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]###[/COLOR][COLOR="#804000"]$[/COLOR][COLOR="#606060"]#[/COLOR]   
                        AU [COLOR="#00FF00"]      220[/COLOR] [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]##[/COLOR]         [COLOR="#606060"]##[/COLOR] [COLOR="#606060"]#[/COLOR]                                              [COLOR="#606060"]##########%%%#[/COLOR]    [COLOR="#606060"]#####[/COLOR]  [COLOR="#606060"]#[/COLOR]  [COLOR="#606060"]###[/COLOR] 
                        [COLOR="#C0C0C0"]|[/COLOR]    [COLOR="#804000"]~[/COLOR][COLOR="#C08040"]([/COLOR]      [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]#[/COLOR]           [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]#[/COLOR]                                              [COLOR="#606060"]#[/COLOR]          > [COLOR="#606060"]%[/COLOR]   [COLOR="#606060"]##[/COLOR]   [COLOR="#606060"]##[/COLOR]   [COLOR="#606060"]##[/COLOR]   
                        STR:  [COLOR="#00FF00"] 18/30[/COLOR] [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]##[/COLOR]         [COLOR="#606060"]##[/COLOR] [COLOR="#606060"]#[/COLOR]                                             [COLOR="#606060"]##[/COLOR] [COLOR="#606060"]##########[/COLOR]?[COLOR="#606060"]#[/COLOR]   [COLOR="#606060"]#[/COLOR]  [COLOR="#606060"]#[/COLOR]  [COLOR="#606060"]#####[/COLOR]  [COLOR="#606060"]#[/COLOR] 
                        INT:  [COLOR="#00FF00"]    11[/COLOR] [COLOR="#606060"]#[/COLOR]  [COLOR="#606060"]###[/COLOR]     [COLOR="#606060"]###[/COLOR]  [COLOR="#606060"]#[/COLOR]                                          [COLOR="#606060"]####[/COLOR]  [COLOR="#606060"]#[/COLOR]        [COLOR="#606060"]%[/COLOR] [COLOR="#606060"]#####[/COLOR] [COLOR="#606060"]###[/COLOR] [COLOR="#606060"]#[/COLOR]   [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]##[/COLOR] 
                        WIS:  [COLOR="#00FF00"]     7[/COLOR] [COLOR="#606060"]#[/COLOR]    [COLOR="#606060"]#######[/COLOR]    [COLOR="#606060"]#[/COLOR]                                          [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]##[/COLOR] [COLOR="#606060"]##[/COLOR]        [COLOR="#606060"]%[/COLOR] [COLOR="#606060"]%[/COLOR]  [COLOR="#606060"]##[/COLOR]  [COLOR="#606060"]#[/COLOR]  [COLOR="#606060"]#[/COLOR]   [COLOR="#606060"]#[/COLOR]  [COLOR="#606060"]#[/COLOR] 
                        DEX:  [COLOR="#00FF00"] 18/50[/COLOR] [COLOR="#606060"]#[/COLOR]         [COLOR="#C00000"]![/COLOR]     [COLOR="#606060"]#[/COLOR]                                          [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]##[/COLOR] [COLOR="#606060"]######[/COLOR]    [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]#[/COLOR]  [COLOR="#606060"]###[/COLOR]   [COLOR="#606060"]##[/COLOR]   [COLOR="#606060"]##[/COLOR]   
                        CON:  [COLOR="#00FF00"]    13[/COLOR] [COLOR="#606060"]#####[/COLOR] [COLOR="#606060"]###########[/COLOR]                                          [COLOR="#606060"]#[/COLOR]         [COLOR="#606060"]#[/COLOR]    [COLOR="#606060"]%[/COLOR]    [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]#####[/COLOR]     [COLOR="#606060"]###[/COLOR] 
                                         [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]#######[/COLOR]                                  [COLOR="#606060"]#############[/COLOR] [COLOR="#606060"]##[/COLOR] [COLOR="#606060"]####[/COLOR] [COLOR="#606060"]####%%[/COLOR] [COLOR="#606060"]%#[/COLOR] [COLOR="#606060"]#[/COLOR]               
                        Cur AC [COLOR="#00FF00"]   11[/COLOR]   [COLOR="#606060"]###[/COLOR]  [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]#[/COLOR]  [COLOR="#606060"]###[/COLOR]                                [COLOR="#606060"]#[/COLOR]        [COLOR="#804000"]$[/COLOR]                      [COLOR="#606060"]#[/COLOR]        [COLOR="#606060"]######[/COLOR] 
                        HP [COLOR="#00FF00"]  19[/COLOR]/[COLOR="#00FF00"]  19[/COLOR]  [COLOR="#606060"]##[/COLOR] [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]##[/COLOR] [COLOR="#606060"]##[/COLOR] [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]##[/COLOR]                               [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]########################%###%[/COLOR] [COLOR="#606060"]###[/COLOR]      [COLOR="#606060"]#[/COLOR]      
                                     [COLOR="#606060"]##[/COLOR] [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]##[/COLOR] [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]##[/COLOR] [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]##[/COLOR]                              [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]#[/COLOR]   [COLOR="#606060"]#[/COLOR]   [COLOR="#606060"]#[/COLOR]   [COLOR="#606060"]#[/COLOR]   [COLOR="#606060"]#[/COLOR]   [COLOR="#606060"]#[/COLOR]   [COLOR="#606060"]#[/COLOR]   [COLOR="#606060"]%[/COLOR]   [COLOR="#606060"]#[/COLOR]      [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]##[/COLOR]   
                                     [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]####[/COLOR] [COLOR="#606060"]###[/COLOR] [COLOR="#606060"]####[/COLOR] [COLOR="#606060"]#[/COLOR]                              [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]#[/COLOR] [COLOR="#FFFF00"]![/COLOR][COLOR="#00FF00"]![/COLOR][COLOR="#606060"]#[/COLOR]   [COLOR="#606060"]#[/COLOR]   [COLOR="#606060"]#[/COLOR]?  [COLOR="#606060"]#[/COLOR]   [COLOR="#606060"]#[/COLOR]   [COLOR="#606060"]%[/COLOR]   [COLOR="#606060"]%[/COLOR] [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]#[/COLOR]      [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]##[/COLOR] [COLOR="#606060"]#[/COLOR] 
                                     [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]#[/COLOR]  [COLOR="#606060"]#[/COLOR][COLOR="#804000"]$[/COLOR][COLOR="#606060"]#[/COLOR] [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]#[/COLOR]  [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]#############[/COLOR]                  [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]########################%#%%#[/COLOR] [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]#[/COLOR]      [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]##[/COLOR] [COLOR="#606060"]#[/COLOR] 
                                     [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]####[/COLOR] [COLOR="#606060"]###[/COLOR] [COLOR="#606060"]####[/COLOR]             [COLOR="#606060"]#[/COLOR]                  [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]#[/COLOR]   [COLOR="#606060"]#[/COLOR]   [COLOR="#606060"]#[/COLOR]?  [COLOR="#606060"]#[/COLOR]   [COLOR="#606060"]#[/COLOR]   [COLOR="#606060"]#[/COLOR] ? [COLOR="#606060"]%[/COLOR][COLOR="#804000"]$[/COLOR]  [COLOR="#606060"]%[/COLOR] [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]#[/COLOR]      [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]%#[/COLOR] [COLOR="#606060"]#[/COLOR] 
                                     [COLOR="#606060"]##[/COLOR] [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]##[/COLOR] [COLOR="#606060"]#[/COLOR]<[COLOR="#606060"]##[/COLOR] [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]############[/COLOR] [COLOR="#606060"]#[/COLOR]                  [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]#[/COLOR]   [COLOR="#606060"]#[/COLOR]   [COLOR="#606060"]#[/COLOR]   [COLOR="#606060"]#[/COLOR]   [COLOR="#606060"]#[/COLOR]   [COLOR="#606060"]#[/COLOR]   [COLOR="#606060"]%[/COLOR]   [COLOR="#606060"]%[/COLOR] [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]######[/COLOR] [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]%#[/COLOR]   
                                      [COLOR="#606060"]##[/COLOR] [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]##[/COLOR] [COLOR="#606060"]##[/COLOR] [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]##[/COLOR]          [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]#[/COLOR]                  [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]########################%##%#[/COLOR] [COLOR="#606060"]#[/COLOR]      [COLOR="#606060"]%##[/COLOR] [COLOR="#606060"]##[/COLOR]   
                        50' (L1)       [COLOR="#606060"]###[/COLOR]  [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]#[/COLOR]  [COLOR="#606060"]###[/COLOR]           [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]#[/COLOR]                  [COLOR="#606060"]#[/COLOR]                               [COLOR="#606060"]######[/COLOR]     [COLOR="#606060"]%###[/COLOR] 
                                         [COLOR="#606060"]#########[/COLOR]             [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]#[/COLOR]          ############# ##### ####[COLOR="#606060"]##########%%#[/COLOR] [COLOR="#606060"]%##[/COLOR] [COLOR="#606060"]#[/COLOR]             
                                                               [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]#[/COLOR]          #.......@..........>...#            [COLOR="#606060"]%[/COLOR] [COLOR="#606060"]%####[/COLOR][COLOR="#C08040"]+[/COLOR][COLOR="#606060"]###[/COLOR][COLOR="#FF8000"]*[/COLOR][COLOR="#606060"]%#%[/COLOR][COLOR="#FF8000"]*[/COLOR][COLOR="#606060"]###[/COLOR] 
                                                               [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]#[/COLOR]          # ####.#############[COLOR="#C08040"]'[/COLOR]# #[COLOR="#606060"]#[/COLOR]           [COLOR="#606060"]%[/COLOR]               [COLOR="#9020FF"]![/COLOR]   
                                                               [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]#[/COLOR]          [COLOR="#606060"]%[/COLOR] [COLOR="#606060"]#[/COLOR]    [COLOR="#606060"]%[/COLOR]    [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]#[/COLOR]    [COLOR="#606060"]%[/COLOR]    [COLOR="#606060"]%[/COLOR]           [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]####[/COLOR]    [COLOR="#606060"]#%%%#[/COLOR]     
                                                    [COLOR="#606060"]%%%##[/COLOR]      [COLOR="#606060"]%[/COLOR] [COLOR="#606060"]%%#%%[/COLOR]      [COLOR="#606060"]%[/COLOR] [COLOR="#606060"]#[/COLOR]    [COLOR="#606060"]#[/COLOR]    [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]%[/COLOR]    [COLOR="#606060"]%[/COLOR][COLOR="#9020FF"]![/COLOR]   [COLOR="#606060"]%%[/COLOR]          [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]#[/COLOR]  [COLOR="#606060"]#[/COLOR]   [COLOR="#606060"]#[/COLOR]     [COLOR="#606060"]%[/COLOR]    
                                                    [COLOR="#606060"]%[/COLOR]   [COLOR="#606060"]%[/COLOR]      [COLOR="#606060"]%[/COLOR]  [COLOR="#C08040"]'[/COLOR]  [COLOR="#606060"]##%%%#%%[/COLOR][COLOR="#C08040"]'[/COLOR][COLOR="#606060"]#[/COLOR]   [COLOR="#606060"]###[/COLOR]   [COLOR="#606060"]##%[/COLOR]   [COLOR="#606060"]###[/COLOR]   >[COLOR="#606060"]%[/COLOR]          [COLOR="#606060"]%[/COLOR] [COLOR="#606060"]#[/COLOR]  [COLOR="#606060"]#[/COLOR]   [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]%[/COLOR][COLOR="#9020FF"]![/COLOR][COLOR="#606060"]%[/COLOR] [COLOR="#606060"]#[/COLOR]    
                                                [COLOR="#606060"]%##[/COLOR] [COLOR="#606060"]#[/COLOR] [COLOR="#606060"]%%%[/COLOR]      [COLOR="#606060"]####[/COLOR]  [COLOR="#606060"]%[/COLOR]        [COLOR="#606060"]%%[/COLOR][COLOR="#FF8000"]*[/COLOR][COLOR="#606060"]##[/COLOR] [COLOR="#606060"]%%#%#[/COLOR] [COLOR="#606060"]%%%%%[/COLOR] [COLOR="#606060"]%%%%%#[/COLOR]          [COLOR="#606060"]%[/COLOR] [COLOR="#606060"]#[/COLOR]  [COLOR="#606060"]#[/COLOR]  [COLOR="#606060"]#[/COLOR]       [COLOR="#606060"]#[/COLOR]   
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                                     LF:[COLOR="#0040FF"]2[/COLOR]-?                                                                                         
                        [/COLOR][/BC][/TT]
                        It's a super easy modification to make, too. Just open dungeon_profile.txt, and under the "Classic" profile, comment out all these lines:

                        Code:
                        # Unusual rooms (rarity = 1)
                        #room:large room:11:33:3:0:1:15
                        #room:crossed room:11:33:3:0:1:35
                        #room:circular room:22:22:1:0:1:50
                        #room:overlap room:11:33:1:0:1:70
                        #room:room template:11:33:5:0:1:100
                        
                        # Normal rooms (rarity = 0)
                        #room:simple room:11:33:1:0:0:100
                        And replace with this one:

                        Code:
                        room:room template:11:33:1:0:0:100
                        I might try playing a few games like this to see what it's like.

                        Comment

                        • AnonymousHero
                          Veteran
                          • Jun 2007
                          • 1393

                          #42
                          Originally posted by bio_hazard
                          If you like lots of artifacts, ToME 2 may be for you. It has most (all?) of the Vanilla standarts, plus more ToME specific standarts, plus you can play with randarts AND standarts simultaneously, plus there are the (mostly worthless) "junkarts" that are like weird randart rods. Just be prepared that you need expensive scrolls of *identify* to fully learn their abilities!
                          Damn, I was just going to plug my fork because it identifies everything automatically, but I guess I haven't worked out all the "balance" problems that result from auto-ID. (It's mainly to do with leaving purely negative items in (vs. keeping them), but it can be hard to tell if an item should be removed -- perhaps it should be possible to throw a Potion of Death for huge damage? (etc.)

                          (Agreed, btw.)

                          Comment

                          • AnonymousHero
                            Veteran
                            • Jun 2007
                            • 1393

                            #43
                            @Nomad: Wow, that actually looks pretty interesting!

                            Comment

                            • bio_hazard
                              Knight
                              • Dec 2008
                              • 649

                              #44
                              Originally posted by AnonymousHero
                              Damn, I was just going to plug my fork because it identifies everything automatically, but I guess I haven't worked out all the "balance" problems that result from auto-ID. (It's mainly to do with leaving purely negative items in (vs. keeping them), but it can be hard to tell if an item should be removed -- perhaps it should be possible to throw a Potion of Death for huge damage? (etc.)

                              (Agreed, btw.)
                              (apologies for the further derail) I don't think you should let worries about balance in ToME stop you from doing anything. It's mainly an issue in the early game before you have the cash to use store services.

                              Nomad- that looks pretty cool, I'm going to have to try that on my next game. that's just a change to the edit files?

                              Comment

                              • Nomad
                                Knight
                                • Sep 2010
                                • 958

                                #45
                                Originally posted by bio_hazard
                                Nomad- that looks pretty cool, I'm going to have to try that on my next game. that's just a change to the edit files?
                                Yep - all the frequencies for the different room types are in dungeon_profile.txt now. I just changed the parameters for template rooms so they start appearing from level 1 onwards with rarity 0 and got rid of all the other basic room types.

                                Here's the modified file:
                                Attached Files

                                Comment

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