Atarlost: I'm planning on having customization. I'm hoping to prevent munchkinware with the quality points system and probably capping the total number of possible points.
Crafting-focused Angband mod under development
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Okay, I think I've got enough in to justify a 0.1 version. There's a crafting menu, some basic mats, and some very basic recipes. I'm just trying to give you an idea of what the basics of the variant will be like. Hit "O" to open the crafting menu.
This is my first time doing a release of anything, and I cross-compiled the Windows version from my Mac, so please let me know about any problems with those. The Linux release is just the source.
Please let me know what you think! There's a lot more to come!
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My compiler (gcc 4.3) takes exception as follows:
Code:crafting.c: In function ‘lookup_recipe_target’: crafting.c:72: error: ‘for’ loop initial declaration used outside C99 mode
Code:/* Find the first recipe with this target.*/ const recipe_type * lookup_recipe_target(int kind) { for (int i = 0; i < N_ELEMENTS(recipes); ++i) { if (recipes[i].target.kind == kind) return &recipes[i]; } return NULL; }
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Oh yeah - I had to crank the compiler settings way down on the windows release too. Basically it's being way too pedantic . I'll have a new package up in a second.Comment
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Quick progress report - v 0.2 is out. This version adds different "grades" to the materials - items crafted using higher grades of materials will now have better magical effects.
I wouldn't call this version "playable" yet. There's no guided crafting and the randomization isn't very good. No attempt has been made to balance the crafting at this point either - first pass at balancing comes in 0.3 , along with the ability to control the properties of the item you're crafting.Comment
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I added a stub page for your variant at RogueBasin.
Fill in / correct details as you wish.Currently turning (Angband) Japanese.Comment
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"Render" makes me think of rendering fat, or graphics. I'm going with "extract" right now (and trying not to think about vanilla when I type it ).Comment
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Reclaim is a good word for recovering material by breaking up items.
Refine is technically correct for extracting metal from ore.
Extract would be best for getting chemicals from liquids, plants, etc.
Distil for getting pure chemicals (usu. liquids) by heating.Currently turning (Angband) Japanese.Comment
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I'm making my first pass at balancing things - the table of quality points assigned to each item power is up at http://code.google.com/p/craftband/wiki/ItemQPTable
I expect to tune this primarily through playtesting, but I'd appreciate it if some other people would take a quick pass through it and let me know what you think is over (or under) priced relative to other things.
Right now I'm figuring end-game crafted arts should have around 50 points or so, mid-game about 25. Those numbers are subject to balancing, of course.
Please let me know what you think, either here or in comments on the wiki. Thanks!Comment
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Yep; I'd looked through it previously, and the numbers on the wiki should more closely reflect them now.
I'm not sure how I want to do some of the pval stuff - probably a table lookup, although that makes it weird for the players. To_hit and to_dam also needs to be on a table.Comment
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