feature/monster

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  • Thraalbee
    replied
    monster viewer updated, added table and filters

    Added ability to switch between plot and table once datafiles are uploaded. You can also alter groups or filter and then click Plot or Tabulate to look at subsets of the data

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  • Thraalbee
    replied
    +1 to that. First Nazgul (Uvatha) is nice to meet early. But following lore it should probably be someone you ran from rather than fought or repeatedly got instakilled by.

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  • Ingwe Ingweron
    replied
    Originally posted by tangar
    But I'm not sure about moving Nazguls to >75 lvl.... nazguls was a 'gradually' threat, which was increase in time. Also Nazguls made mid-game more interesing to new players; and killing your first Nazgul it's always a big achievement: I remember how I was happy to do so first time, so proud

    As I suppose that this particular change (moving to >75) made to follow Tolkien's lore (as Nazguls should be together etc). But imho it's not 'angbandish'
    I agree about the desirability of having the Nazguls appear as a more gradual threat (though I tend to dive fast enough that I avoid them at first and by the time I fight them they can all show up together). As for Tolkien lore, they were gradual in their pursuit of Frodo. If I recall, one went to Bag End, four were at the Brandywine, five were at Weathertop, etc.

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  • wobbly
    replied
    Originally posted by Nick
    Aha - they are meant to have been moved to DL38, but are still at 26. This is not the first time I have moved a monster to the approriate place in the file, but failed to change its depth line
    Hmm, if I try & change this in my own copy (pre-compiled but not yet run & in a fresh directory) I get a parser error, what's the deal here?

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  • wobbly
    replied
    I'd like to see Uvatha moved to an early avoid monster position, earlier then say, Smaug.

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  • tangar
    replied
    Great update!

    Originally posted by Nick
    [*]Major changes to Ringwraiths:
    • They all get a new melee attack which inflicts the Black Breath; this only lasts a short time, but has nasty stat and experience drain effects while it lasts
    • They are all able to summon Ringwraiths
    • They are all now deep monsters, below level 75
    • Their spellcasting and melee have been upgraded accordingly; they still have individual differences, though
    I like such Black Breath mechanics. Also it's great that it's not overcomplexed as in TomeNET (there you should use special item (Athelas) to remove it.. and it's quite big problem to find that item).

    But I'm not sure about moving Nazguls to >75 lvl. Endgame is already more than dangerous. Moving one of the most dangerous creatures down could break game balance (in terms of difficulty curve); old and experienced playes could even do not notice that, but new players have very different feeling of the game.. So nazguls was a 'gradually' threat, which was increase in time. Also Nazguls made mid-game more interesing to new players; and killing your first Nazgul it's always a big achievement: I remember how I was happy to do so first time, so proud

    As I suppose that this particular change (moving to >75) made to follow Tolkien's lore (as Nazguls should be together etc). But imho it's not 'angbandish'
    It's righteous to enhance Angband with canonic Tolkien stuff, but at the same time - the most important thing is to preserve canonic Angband stuff itself.

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  • Nick
    replied
    Originally posted by mrfy
    I'm finding white wraiths to be much tougher than their previous versions. Mostly because they are now speed +10.
    Aha - they are meant to have been moved to DL38, but are still at 26. This is not the first time I have moved a monster to the approriate place in the file, but failed to change its depth line

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  • mrfy
    replied
    Originally posted by Nick
    Well, that was the Weekend of the Undead.
    [*]Wraiths:
    • White, grey, black and nether wraiths all buffed and moved deeper, so the wights are all shallower than wraiths
    I'm finding white wraiths to be much tougher than their previous versions. Mostly because they are now speed +10.

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  • Nick
    replied
    Originally posted by Thraalbee
    Should be ok now. Same link as before. Plot rewritten for speed and has grouping. https://thraalbee.azurewebsites.net/monview/

    I found out that I had missed "light:" as an entry in monster.txt so it never made it to the regexp. All monsters missing had the light: attribute
    NOTE: ** there is no hint in the comments section about this new field

    Also, the "red dragon bat" has it's "light:" entry in a slightly different order than all others. That means it will not display in this tool. I changed it in my file to match the others and then it displays.

    If you open the console window in Chrome (only browser I test with) you'll see a list of entries that won't display due to incorrect depth value which usually happens when the regexp fails to match.
    Yes, all works fine for me in firefox - the problem before was I was using an ancient firefox on my development linux VM.

    Light will be documented in the next update, and red dragon bats fixed.

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  • Thraalbee
    replied
    Originally posted by Nick
    Brilliant! I have been using a script to dump out details.

    EDIT: Hm, looks like not all monsters are there - Saruman is missing for me; also Carcharoth
    EDIT2: On the other hand, I am finding errors I've made too
    Should be ok now. Same link as before. Plot rewritten for speed and has grouping. https://thraalbee.azurewebsites.net/monview/

    I found out that I had missed "light:" as an entry in monster.txt so it never made it to the regexp. All monsters missing had the light: attribute
    NOTE: ** there is no hint in the comments section about this new field

    Also, the "red dragon bat" has it's "light:" entry in a slightly different order than all others. That means it will not display in this tool. I changed it in my file to match the others and then it displays.

    If you open the console window in Chrome (only browser I test with) you'll see a list of entries that won't display due to incorrect depth value which usually happens when the regexp fails to match.

    Leave a comment:


  • Nick
    replied
    Originally posted by mrfy
    Just ran across Beorn, while playing the most recent version. Was a bit weird with him changing back and forth between man and bear, but I guess the bear form doesn't last. I see he is listed twice in the unique list. After he was killed, it lists "Beorn, the Shape-Changer" as dead and "Beorn, the Mountain Bear" as alive.
    Yes, there are a few things that need to be adapted to deal with shapechanges.

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  • mrfy
    replied
    Just ran across Beorn, while playing the most recent version. Was a bit weird with him changing back and forth between man and bear, but I guess the bear form doesn't last. I see he is listed twice in the unique list. After he was killed, it lists "Beorn, the Shape-Changer" as dead and "Beorn, the Mountain Bear" as alive.

    Leave a comment:


  • Nick
    replied
    Originally posted by Thraalbee
    Really appreciating all your hard work on monsters I decided to brush up the monster viewer. It seems to work fine with the latest release. Enjoy!

    https://thraalbee.azurewebsites.net/monview/
    Brilliant! I have been using a script to dump out details.

    EDIT: Hm, looks like not all monsters are there - Saruman is missing for me; also Carcharoth
    EDIT2: On the other hand, I am finding errors I've made too
    Last edited by Nick; February 3, 2019, 21:34. Reason: Further investigation

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  • MattB
    replied
    Every time I play Angband, I always think:
    'You know what could really use buffing? Drujs!'
    Actually, hang on...
    ;-)

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  • Thraalbee
    replied
    The "Plot" is a bit slow. Click a glyph for details
    [EDIT] oops, quite crappy code, fixed in dev
    Last edited by Thraalbee; February 3, 2019, 17:47.

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