RePosBand: play as a monster in Angbad 3.2

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  • juggle5
    replied
    Originally posted by Sirridan
    I was able to compile it on Linux, but there were problems for me:

    1. reposband.h, for some reason I couldn't find it? It *was* in the zip but it didn't extract for some reason. I re-extracted it and all was well. I can say for sure it is in the .5.4.1 zip that he posted.
    Pampl,
    I tried compiling the latest 0.6 version on Mac, and I can't find reposband.h either. I tried checking both the .tar.gz file and the .zip file. Then I tried browsing the source files on github, and reposband.h doesn't appear to be there. Can you add it to source control and post a 0.6.1 version? Thanks!

    Leave a comment:


  • pampl
    replied
    0.6 is out.
    I nerded out this weekend and spent the whole time programming. Now there are standard bearers for monster races (used to be called King monsters, but I don't like that title) whom you can supplant by killing. If you become the standard bearer you get permanent heroism and blessing. ATM hounds, basilisks and crystal/law drakes don't have a standard bearer they can beat. For red dragons it's Glaurung, for hydras it's the Lernaean Hydra, for trolls it's Rogrog the black troll, for Xs it's the King of Earth, for ghosts it's Tsekalus the dreadlord, for liches it's Vecna, for spiders it's Shelob, for angels it's Gabriel, and for Balrogs it's either Gothmog or the Balrog of Moria, I forget. For chaos drakes and GWoC it's a new unique who's native to dlvl 97 and looks pretty mean. Also, these race champions (as well as about 5-10 other uniques, a number I hope to increase*) have a 1/15 chance to drop an artifact that's fairly nice, or a 100% chance if they're your race's champion. Technically it's possible to kill your race champion twice, if you kill Glaurung before level 20 as a red dragon then turn into a chaos drake and kill your new standard bearer. You'll be guaranteed both artifacts, but the permanent heroism/blessing won't be doubled. They also don't stack with normal heroism and blessing. It'll probably be possible to 'double dip' with other combinations in the future, it's not something I really plan on preventing - it actually strikes me as kind of a neat challenge goal.

    Minor changes: branding from non-weapon equipment effects innate melee, confusion attacks give more feedback, acid/disenchant can hit any of your slots instead of just the first of a given type, Umber Hulks now properly kill walls (though they do insist on stopping and opening doors before they eat them), some monsters from Pos and NPP ported over. (edit: also, super regeneration and poison immunity work now. Branding from EQ provides a better multiplier than innate branding so there's still a reason to wear that ring of flames even if you're a GHW)

    This version isn't save compatible with previous versions. It's going to be the last update I release for a few weeks (besides any critical bug fixes) as I begin work in earnest on summoning.

    Originally posted by Sirridan
    Screwing around with wizard mode before I upgrade to fix the bug for equipment...
    Heehee, nice. How well did wielding two weapons work? I haven't done any work on that yet.

    Originally posted by Ycombinator
    Ugh, isn't this too much for an immaterial undead creature? Or race bonuses increase with level-up?
    They do, but you've got a good point when you imply that PASS_WALL creatures should maybe not have the best stats. If I start getting complaints about the dread/xorn end-game being too boring and easy I'll bump them down some.

    Originally posted by Adley
    You have two weapon slots as a dreadbeing?
    And i'm going to add : normal to wield slay foo as a foo?
    Nah, that was from when equipping was broken and any slot could be used for any item. ATM no one has multiple weapon slots, though Xorns and Xaren will have two once I implement multi-weapon combat. I'm not sure if they should also get multiple ranged weapon slots or how that would work.

    I have no idea how the player manages to hold their light source, so I dunno what monster characters would ever be able to equip more or fewer light sources.

    *I've got the Silmarillion on hold at the library, but I could always use the help of any Tolkien nerds for ideas and description writing.
    Last edited by pampl; January 9, 2011, 22:10.

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  • Adley
    replied
    You have two weapon slots as a dreadbeing?
    And i'm going to add : normal to wield slay foo as a foo?

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  • Sirridan
    replied
    Race bonuses increase on level up, the lost soul starts with -5 to str dex and con I think, or something along those lines. Every time you evolve, your race changes, and so do your racial bonuses. It culminates to +6 str/dex/con at 45 or 50 when you hit dreadlord or dreadmaster.

    I was able to compile it on Linux, but there were two problems for me:

    1. reposband.h, for some reason I couldn't find it? It *was* in the zip but it didn't extract for some reason. I re-extracted it and all was well. I can say for sure it is in the .5.4.1 zip that he posted.

    2. It kept looking for reposband.glade when it did the make install, if this happens to you, just create a blank file named reposband.glade in lib/xtra/ and it installs fine after that.

    oh yeah, make sure you make clean, to delete the old windows .o files that trip up *nix toolchain.

    Leave a comment:


  • Ycombinator
    replied
    When building from github master on Linux, make keeps complaining about missing reposband.h header at the dependency generation stage. There is no such file in the repository, and I can't find anything that can generate it. Has anyone succeeded in compiling RePosBand on *nix?
    Descriptions sound awesome, I'm eager to try it :-)

    Code:
           Self  RB
    STR! 18/100  +6
    INT! 18/100  +3
    WIS! 18/100  +1
    DEX! 18/100  +6
    CON! 18/100  +6
    CHR! 18/100  -7
    Ugh, isn't this too much for an immaterial undead creature? Or race bonuses increase with level-up?

    Leave a comment:


  • Arjen
    replied
    Trying out the hounds. Died twice... And twice to Broda.

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  • Sirridan
    replied
    Screwing around with wizard mode before I upgrade to fix the bug for equipment...

    BTW Sauron and Morgy went down crazy fast, as did others. Fighting within walls is so awesome

    Code:
      [Reposband 0.5.4 Character Dump]
    
     Name   Dreadful Wizard                          Self  RB  CB  EB   Best
     Sex    Female                            STR! 18/100  +6  +0 +14318/***
     Race   Dreadlord                         INT! 18/100  +3  +0 +13218/***
     Class  Monster                           WIS! 18/100  +1  +0 +13418/***
     Title  ***WINNER***                      DEX! 18/100  +6  +0 +13818/***
     HP     861/861                           CON! 18/100  +6  +0 +13518/***
     SP     409/409                           CHR! 18/100  -7  +0 +13218/***
    
     Level               50   Armor  [103,+145]     Saving Throw        100%
     Cur Exp      999999998   Fight   (+69,+71)     Stealth             Good
     Max Exp      999999998   Melee   (+74,+96)     Fighting       Legendary
     Adv Exp       ********   Shoot   (+87,+18)     Shooting       Legendary
     MaxDepth  5000' (L100)   Blows    5.7/turn     Disarming           100%
     Game Turns        7711   Shots      1/turn     Magic Device          81
     Standard Turns    2611   Infra     1270 ft     Perception       1 in 23
     Resting Turns      327   Speed          28     Searching            39%
     Gold           1001419   Burden  287.7 lbs
    
    
    
    
    
    
    rAcid:.?..*..+?.++.                   Nexus:.?.....+?...+
    rElec:.?..*..+?.+..                   Nethr:+?..+..+?....
    rFire:.?*+*+.+?.+..                   Chaos:.?+...++?....
    rCold:+?..*..+?.+..                   Disen:.?+.+..+?....
    rPois:+?..++.+?+...                   S.Dig:+?......?....
    rLite:.?.....+?....                   Feath:.?......?....
    rDark:.?+.+..+?....                   pFear:.?...+.+?++..
    Sound:.?.....+?....                   pBlnd:.?....++?+...
    Shard:.?.....+?....                   pConf:.?.....+?....
    
    Light:........+.+..                   Tunn.:..+..........
    Regen:....+..+.....                   Speed:...+++......+
      ESP:.+..+.+.+.+..                   Blows:.........+...
    Invis:++..+.+.+.+..                   Shots:.............
    FrAct:.?......?..+.                   Might:.............
    HLife:.?.....+?....                   ImpHP:.............
    Stea.:.............                   ImpSP:.?......?....
    Sear.:......+......                    Fear:.............
    Infra:......+.+....                   Aggrv:.?+.+.+.?+...
    
    
      [Character Equipment]
    
    a) The Mighty Hammer 'Grond' (9d9) (+5,+25) [+10] {special}
         Dropped by Morgoth, Lord of Darkness at 5000 feet (level 100).
         
         You do not know the full extent of this item's powers.
         Slays evil creatures.
         *Slays* undead.
         Grants telepathy.  Grants the ability to see invisible things.  
         
         Combat info:
         5.7 blows/round.
         This weapon may benefit from one or more off-weapon brands or
         slays.
         Average damage/round: 1531.5 vs. evil creatures, 1967 vs.
         creatures not resistant to fire, 2837.9 vs. undead, and 1096.1 vs.
         others.
         Sometimes creates earthquakes on impact.
         
    b) The Mace of Disruption 'Deathwreaker' (7d8) (+18,+18) (+6)
         Created by debug option.
         
         +6 strength, tunneling.
         Slays animals, evil creatures, undead, dragons.
         *Slays* undead.
         Branded with flames.
         Provides immunity to fire.
         Provides resistance to fire, dark, chaos, disenchantment.
         Cannot be harmed by acid, electricity, fire, cold.
         Aggravates creatures nearby.  
         
         Combat info:
         6.0 blows/round.
         Average damage/round: 1062 vs. animals, 1062 vs. evil creatures,
         1307.4 vs. dragons, 1307.4 vs. creatures not resistant to fire,
         1798.8 vs. undead, and 816 vs. others.
         
    c) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
         Created by debug option.
         
         +10 speed.
         Branded with flames.
         Provides resistance to fire.
         Cannot be harmed by acid, electricity, fire, cold.
         
    d) The Ring of Power 'The One Ring' (+15,+15) (+5) (charging) {cursed}
         Created by debug option.
         
         Permanently cursed.
         +5 strength, intelligence, wisdom, dexterity, constitution,
         charisma, speed.
         Provides immunity to acid, lightning, fire, cold.
         Provides resistance to acid, lightning, fire, cold, poison, dark,
         nether, disenchantment.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains strength, intelligence, wisdom, dexterity, constitution,
         charisma.
         Speeds regeneration.  Grants telepathy.  Grants the ability to see
         invisible things.  Aggravates creatures nearby.  Drains
         experience.  
         
         When aimed, it does bizarre things.
         Takes 773 to 2405 turns to recharge at your current speed.
         Your chance of success is 77.7%
         
    e) The Elfstone 'Elessar' (+7,+7) [+10] (+2)
         Created by debug option.
         
         +2 strength, wisdom, charisma, speed.
         Provides resistance to fire, poison.
         Provides protection from fear.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it heals 500 hit points.
         Takes 740 turns to recharge at your current speed.
         Your chance of success is 89.3%
         
    f) The Palantir of Westernesse (+2)
         Created by debug option.
         
         +2 intelligence, wisdom, infravision.
         +10% to searching.
         Provides resistance to chaos.
         Provides protection from blindness.
         Cannot be harmed by acid, electricity, fire, cold.
         Grants telepathy.  Grants the ability to see invisible things. 
         Aggravates creatures nearby.  Drains experience.  
         
         When activated, it maps the entire level and detects nearby
         objects, traps, doors, and stairs.
         Takes 188 to 370 turns to recharge at your current speed.
         Your chance of success is 86.1%
         
         Radius 3 light.
    g) The Power Dragon Scale Mail 'Bladeturner' (-8) [80,+35]
         Created by debug option.
         
         Provides resistance to acid, lightning, fire, cold, poison, light,
         dark, sound, shards, nexus, nether, chaos, disenchantment.
         Provides protection from fear, blindness, confusion.
         Cannot be harmed by acid, electricity, fire, cold.
         Speeds regeneration.  Sustains your life force.  
         
         When activated, it bestows upon you berserk rage, bless, and
         resistance.
         Takes 185 turns to recharge at your current speed.
         Your chance of success is 77.7%
         
    h) The Massive Iron Crown of Morgoth [0,+0] (+125) {special, cursed}
         Dropped by Morgoth, Lord of Darkness at 5000 feet (level 100).
         
         You do not know the full extent of this item's powers.
         Permanently cursed.
         +125 strength, intelligence, wisdom, dexterity, constitution,
         charisma, infravision.
         Grants telepathy.  Grants the ability to see invisible things.  
         
         Radius 1 light.
    i) The Leather Shield of the Haradrim (+5,+5) [9,+15] (+1)
         Created by debug option.
         
         +1 strength, constitution, attack speed.
         Provides resistance to poison.
         Provides protection from fear, blindness.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains strength, constitution.
         Aggravates creatures nearby.  
         
         When activated, it puts you in a berserker rage for d50+50 turns.
         Takes 185 turns to recharge at your current speed.
         Your chance of success is 93.1%
         
    j) The Iron Helm of Dor-Lomin [7,+20] (+4)
         Created by debug option.
         
         +4 strength, dexterity, constitution.
         Provides resistance to acid, lightning, fire, cold.
         Provides protection from fear.
         Cannot be harmed by acid, electricity, fire, cold.
         Grants telepathy.  Grants the ability to see invisible things.  
         
         Radius 1 light.
    k) The Set of Caestus of Fingolfin (+10,+10) [5,+20] (+4)
         Created by debug option.
         
         +4 dexterity.
         Provides resistance to acid.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.  
         
         When aimed, it fires a magical arrow with damage 150.
         Takes 114 to 222 turns to recharge at your current speed.
         Your chance of success is 92.5%
         
    l) The Pair of Leather Boots of Feanor [2,+20] (+15)
         Created by debug option.
         
         +15 speed.
         Provides resistance to nexus.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it hastens you for d20+20 turns.
         Takes 740 turns to recharge at your current speed.
         Your chance of success is 92.5%
         
    
    
      [Character Quiver]
    
    
    
      [Character Inventory]
    
    a) a Wand of Drain Life (0 charges)
         An inheritance from your family.
         
         
         
    b) a Ring of Speed (+6)
         Created by debug option.
         
         +6 speed.
         
    c) The Phial of Galadriel {special}
         Dropped by Morgoth, Lord of Darkness at 5000 feet (level 100).
         
         You do not know the full extent of this item's powers.
         
         It can be activated.
         
         Radius 3 light.
    d) The Augmented Chain Mail of Caspanion [45] {special}
         Dropped by Morgoth, Lord of Darkness at 5000 feet (level 100).
         
         You do not know the full extent of this item's powers.
         
         It can be activated.
         
    e) The Cloak 'Holcolleth' [1,+4] (+3)
         Created by debug option.
         
         +3 intelligence, wisdom, stealth, speed.
         Provides resistance to acid.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it puts to sleep the monsters around you.
         Takes 203 turns to recharge at your current speed.
         Your chance of success is 96.2%
         
    f) The Cloak of Thingol [1] {special}
         Dropped by Morgoth, Lord of Darkness at 5000 feet (level 100).
         
         You do not know the full extent of this item's powers.
         
         It can be activated.
         
    
    
    ============================================================
                       CHAR.
    |   TURN  | DEPTH |LEVEL| EVENT
    ============================================================
             1      0'    1   Began the quest to destroy Morgoth.
            92      0'    2   Reached level 2
            92      0'    3   Reached level 3
            92      0'    4   Reached level 4
            92      0'    5   Reached level 5
            92      0'    6   Reached level 6
            92      0'    7   Reached level 7
            92      0'    8   Reached level 8
            92      0'    9   Reached level 9
            92      0'   10   Reached level 10
            92      0'   11   Reached level 11
            92      0'   12   Reached level 12
            92      0'   13   Reached level 13
            92      0'   14   Reached level 14
            92      0'   15   Reached level 15
            92      0'   16   Reached level 16
            92      0'   17   Reached level 17
            92      0'   18   Reached level 18
            92      0'   19   Reached level 19
            92      0'   20   Reached level 20
            92      0'   21   Reached level 21
            92      0'   22   Reached level 22
            92      0'   23   Reached level 23
            92      0'   24   Reached level 24
            92      0'   25   Reached level 25
            92      0'   26   Reached level 26
            92      0'   27   Reached level 27
            92      0'   28   Reached level 28
            92      0'   29   Reached level 29
            92      0'   30   Reached level 30
           152      0'   31   Reached level 31
           152      0'   32   Reached level 32
           162      0'   33   Reached level 33
           162      0'   34   Reached level 34
           162      0'   35   Reached level 35
           162      0'   36   Reached level 36
           162      0'   37   Reached level 37
           162      0'   38   Reached level 38
           162      0'   39   Reached level 39
           162      0'   40   Reached level 40
           162      0'   41   Reached level 41
           162      0'   42   Reached level 42
           162      0'   43   Reached level 43
           162      0'   44   Reached level 44
           162      0'   45   Reached level 45
           162      0'   46   Reached level 46
           162      0'   47   Reached level 47
           162      0'   48   Reached level 48
           162      0'   49   Reached level 49
           162      0'   50   Reached level 50
          1620      0'   50   Found The Spear of Orome (LOST)
          1636      0'   50   Found The Ring of Power 'The One Ring'
          1657      0'   50   Found The Palantir of Westernesse
          1678      0'   50   Found The Elfstone 'Elessar'
          1861      0'   50   Found The Cloak 'Holcolleth'
          1866      0'   50   Found The Pair of Leather Boots of Feanor
          1875      0'   50   Found The Set of Caestus of Fingolfin
          1891      0'   50   Found The Mace of Disruption 'Deathwreaker'
          1894      0'   50   Found The Pick of Erebor (LOST)
          1899      0'   50   Found The Light Crossbow 'Cubragol'
          1908      0'   50   Found The Leather Shield of the Haradrim
          1920      0'   50   Found The Power Dragon Scale Mail 'Bladeturner'
          1925      0'   50   Found The Iron Helm of Dor-Lomin
          2524   4900'   50   Killed Huan, Wolfhound of the Valar
          2849   4900'   50   Killed Carcharoth, the Jaws of Thirst
          3046   4950'   50   Killed Ancalagon the Black
          6825   4950'   50   Killed Sauron, the Sorcerer
          6848   4950'   50   Found The Amulet of Ingwe (LOST)
          6979   5000'   50   Killed Morgoth, Lord of Darkness
          7009   5000'   50   Found The Augmented Chain Mail of Caspanion
          7014   5000'   50   Found The Phial of Galadriel
          7019   5000'   50   Found The Cloak of Thingol
          7019   5000'   50   Found The Mighty Hammer 'Grond'
          7022   5000'   50   Found The Massive Iron Crown of Morgoth
    
    
      [Options]
    
    Maximise effect of race/class bonuses        : yes (birth_maximize)
    Randomise the artifacts (except a very few)  : no  (birth_randarts)
    Restrict the use of stairs/recall            : no  (birth_ironman)
    Restrict the use of stores/home              : no  (birth_no_stores)
    Restrict creation of artifacts               : no  (birth_no_artifacts)
    Don't stack objects on the floor             : no  (birth_no_stacking)
    Lose artifacts when leaving level            : no  (birth_no_preserve)
    Don't generate connected stairs              : no  (birth_no_stairs)
    Don't show level feelings                    : no  (birth_no_feelings)
    Items always sell for 0 gold                 : no  (birth_no_selling)
    Monsters chase current location              : yes (birth_ai_sound)
    Monsters chase recent locations              : yes (birth_ai_smell)
    Monsters act smarter in groups               : yes (birth_ai_packs)
    Monsters learn from their mistakes           : no  (birth_ai_learn)
    Monsters exploit player's weaknesses         : no  (birth_ai_cheat)
    Monsters behave more intelligently (broken)  : no  (birth_ai_smart)

    Leave a comment:


  • Sirridan
    replied
    Originally posted by pampl
    Awesome! I added that to a fix that makes CLW et al. work and display the same as they do in other places, and a hack fix for a bug that lets stuff be equipped in any slot, and uploaded it as version .5.4.1.

    MediaFire is a simple to use free service that lets you put all your photos, documents, music, and video in a single place so you can access them anywhere and share them everywhere.


    Oh, and an acquirement change is fixed now: it creates an item based on the max depth you've reached, and displays the item as being created on your current floor, instead of vice versa.
    Neat, the wall change sadly makes lost souls *much* harder in the early game, thank goodness for !oil

    Leave a comment:


  • pampl
    replied
    Awesome! I added that to a fix that makes CLW et al. work and display the same as they do in other places, and a hack fix for a bug that lets stuff be equipped in any slot, and uploaded it as version .5.4.1.

    MediaFire is a simple to use free service that lets you put all your photos, documents, music, and video in a single place so you can access them anywhere and share them everywhere.


    Oh, and an acquirement change is fixed now: it creates an item based on the max depth you've reached, and displays the item as being created on your current floor, instead of vice versa.

    Leave a comment:


  • Sirridan
    replied
    Here's a fix to this issue of being untouchable in walls adjacent to open floor:

    in src/monster/melee2.c, function process_monster

    Code:
                    /* Floor is open? */
                    if (cave_floor_bold(ny, nx) || (ny == p_ptr->py && nx == p_ptr->px))
                    {
                            /* Hack! if ny == py and nx == px then try to "move" */
                            /* This allows monsters to attack passwall players */
                            /* Go ahead and move */
                            do_move = TRUE;
                    }
    This tells the monster to try to move into the wall if the player is there, which will cause the monster to attack the player. This could cause a problem maybe, if a non-attacking monster that CAN move tries, then it may occupy the same square as the player?

    But its a quick hack and it works. So yay

    Leave a comment:


  • Sirridan
    replied
    Actually, I was wrong. using N for monster powers just makes you move... I'll investigate source for that.

    So far awesome fun. Hounds are a blast, Angels too, but a bit hard at first. Can you change cure serious wounds to heal a % of hp like the spells / potions?

    EDIT: Lost souls are fun, but a bit overpowered in the sense that you can melee anything while you are in a wall, and they cannot attack back. The other way around is the opposite, the player can melee attack any monster in a wall, if they are adjacent to the player.

    The code about it is in melee2.c in the monster directory, still not 100% on how to fix it though.
    Last edited by Sirridan; January 8, 2011, 03:53.

    Leave a comment:


  • pampl
    replied
    Originally posted by Sirridan
    BUG: Hitting n to repeat a monster power does NOT drain mana. Playing hound, became a dark hound, and the darkness bolt/beam can be spammed forever hitting n.

    Sides that, it's great, awesome job!

    EDIT: What's the github again so I can keep current?
    Thanks That's a weird bug with the repeat command key - I can't get it to repeat monster powers at all. Hopefully fixing my problem will also fix them not costing anything.

    Github's at https://github.com/simongre/RePosBand.

    Leave a comment:


  • Sirridan
    replied
    BUG: Hitting n to repeat a monster power does NOT drain mana. Playing hound, became a dark hound, and the darkness bolt/beam can be spammed forever hitting n.

    Sides that, it's great, awesome job!

    EDIT: What's the github again so I can keep current?
    Last edited by Sirridan; January 7, 2011, 23:58.

    Leave a comment:


  • pampl
    replied
    Here's 0.5.4:
    MediaFire is a simple to use free service that lets you put all your photos, documents, music, and video in a single place so you can access them anywhere and share them everywhere.


    New feature: ?Acquirement and ?*Acquirement* won't drop equipment that your species can't use. They can still drop useless spellbooks, of course.

    New races:

    Crystal drakes: these guys breath shards and at level 25 can choose between becoming law drakes or great crystal drakes. The latter are initially stronger but law drakes eventually become great wyrms of law then great wyrms of balance and so have an easier end game.

    Lost souls: all ghosts have the ability to pass through walls and eventually gain the ability to scare monsters, to blink and teleport, and to shoot nether bolts. They have normal slots and evolve every 5 levels, becoming more and more in-tune with the Negative Energy Plane until they turn into Dreads and eventually Dreadlords. They start out better at spell casting but become ferocious melee fighters.

    Liches: you all know these guys. Their most annoying abilities -summoning, stat and charge draining - sadly don't work for player liches, but players do get a nice variety of utility spells with them. They basically play like spellcasters who start with decent melee ability and get no detection. When they evolve into their ultimate form (at level 45) they become completely incorporeal and gain the ability to travel through walls like a ghost.

    Zephyr hounds: I ended up doing tiered progression with hounds. Every seven levels you select a new form from a list of 2-5, gaining all the resistances from the tier you were previously in. In the last tier you choose between access to all the breath weapons (the Aether hound) or being able to walk through walls (the Ethereal hound.. don't blame me for the names). All hounds can cheaply detect monsters and breath their own element as a bolt or a ball. A few hounds can breath associated elements - fire hounds can breath light, earth hounds can breath acid - at a higher cost. I'm not 100% attached to the way I've implemented these guys, so be free with feedback.

    Angels: these work the same way the Ainur did in Pos but without the terrain modifying spells. Super munchkin-y priest warriors, in RePos their innate melee is a little less insane and their king monster will eventually be Gabriel, not Sauron.

    Spiders: A WIP. They can't spit webs yet, but they do have 8 legs each of which can wear a shoe and a ring. They also have very, very few HP and some innate speed. At level 25 they choose between becoming phase spiders or araneas.

    Umber Hulks: Also a WIP. They can wear normal equipment (except their claws are too big for gloves), pass through walls, and tunnel extremely quickly. Umber hulks lose their innate confusion gaze when they evolve, but they gain 2 extra arms which means two extra shields (eventually it will mean one extra shield and one extra weapon)

    TODO:
    *still have to fix the last few slots of a high-level hydra's EQ screen
    *need to add code to allow "repeat command" to be used with racial powers
    *need to change item wielding so it doesn't unnecessarily prompt you to select a slot when there's only one valid slot.. the code for this is already in there, it just doesn't work for some reason
    *need to add more racial flags.. immunity to poison and super regeneration especially

    Leave a comment:


  • pampl
    replied
    Originally posted by Derakon
    From a quick reading of the source, I don't think gravity or inertia will slow down monsters (compare ToME 2, where they did, and there was no cap on how much slower they got; chained inertia attacks could put even the fastest monster at the equivalent of -40 speed). They're also only resisted by the monsters that breathe them. Gravity does teleport monsters though.
    Ah, OK, then they don't need to be made weaker to compensate. I'm not sure whether gravity's phase door or nexus's pd/tele should be counted as positive or negative side effects - they make it take longer but generally safer to kill something. Here's my revised table:
    Commonly resisted, damage loot, no side effects - 4 base elements - 6x plvl damage
    Commonly resisted, don't damage loot, no side effects - poison, nether, dark(?) - 5x plvl
    Uncommonly resisted, annoying side effects - chaos, nexus - 4x plvl
    Uncommonly resisted, no side effects, damage loot - mana, shards, plasma(?) - 3.5x plvl
    Uncommonly resisted, no side effects, no loot damage - dark(?), light, time, inertia - 3x plvl
    Uncommonly resisted, powerful side effects, damage loot - sound, force, gravity, plasma (?) - 2.5x plvl
    I'm assuming plasma, force and gravity stun monsters.

    Originally posted by Arjen
    Thanks for pointing out the fact that posband is back online! So i went to search for it, but i could only find the .5.2 version and not the 5.4. I could only find a page with the source? on it. At least i think it was the source...
    I can't quite claim that Pos is back online.. there are still big features in Pos that aren't in RePos, though that'll change over the course of January. ATM it's more of a companion to Pos, for when you can't live without all the niceties of the latest versions of Angband and are playing one of the races Repos supports.

    Here's .5.3. 0.5.4 is set to come out tomorrow, and will include plenty of new races as well as some new minor features like ?Acq being changed so it won't drop EQ you can't wear.

    Leave a comment:

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