# Option: max number of townies in town (-1 for no max).
MAX_TOWNIES = ...
to specific locations. Eg big towns are alright to have 100 townies, but tiny villages could have like 20 max
Currently I'm wanna add a lot of animals and birds to the first village
Other parts of location (outside of mountains) would be 'closed' by mountains, so nothing would respawn there. So if there would be 100 townies (default value) restriction there - it would overflow newbie location.
FRIEND could be like WANDERER, but currently if you come in melee range - you would automatically attack creature and it would aggro; so the only way to avoid attacking is not coming close. It would be great to make friendly creatures, which player could attack like players in this pvp mode:
PVP_HOSTILITY = 2
# 2 = Normal mode: one player hostile triggers hostility for both players
It would give possibility to avoid killing animals and birds accidentally (it's always a pity to kill poor things). Also it would be possible to add 'guards' NPCs in some big towns *thumbs up*.. and even real neutral monsters in dungeons
1) /bug (?)
I've noticed that EASY flag doesn't work (cause even without this flag stuff like LOS | PROJECT | PASSABLE | TORCH is passable by running)
2) please could you replace amb_thunder_roll.mp3 with this one https://drive.google.com/open?id=1lt...JPecYYSEjkH6YM
I've reduced low freq. a bit, cause currently my windows tremble when this sound appear (it sounds when night falling)
1) /bug (?)
I've noticed that EASY flag doesn't work (cause even without this flag stuff like LOS | PROJECT | PASSABLE | TORCH is passable by running)
2) please could you replace amb_thunder_roll.mp3 with this one https://drive.google.com/open?id=1lt...JPecYYSEjkH6YM
I've reduced low freq. a bit, cause currently my windows tremble when this sound appear (it sounds when night falling)
1) How does it work? Is it kinda spell?
2) What would happen if rogue first steal something and afterwards kill that monster - would he get income from it? (double generated loot). Or monster from which item was stolen would drop less stuff?
3) How this addition would influence on 'item density' and game economy?
Maybe it's should be a possibility to steal only special rogue-exclusive items, to prevent influence on game's economy.. Like special potions (healing or poison to apply) which only rogue could use.. Or maybe this items could be kinda 'reagent' for more powerful rogue skills, eg: to use skill 'poison dagger' rogue need reagent 'poison essense' which he could steal from humanoids; or 'smoke bomb' to go to stealth without preparation... Or just some decorative items for houses (I plan to add a lot of such stuff in future)?
Just some thoughts I'm a bit afraid of stealing in roguelikes cause it could kinda 'force' players to play rogue to get profit and scum game.. Like stealing from stores in TomeNET which ruins economy and EL/NE gameplay experience imho (but IDDC stealing was fixed pretty good recently) :E
At the same time having 'crafting' professions like fishing (stealing could also be called somewhat like crafting), which won't give much useful stuff could be an interesting addition. If stealing wouldn't give too much profit it definitely could become interesting in-game hobby
1) How does it work? Is it kinda spell?
2) What would happen if rogue first steal something and afterwards kill that monster - would he get income from it? (double generated loot). Or monster from which item was stolen would drop less stuff?
3) How this addition would influence on 'item density' and game economy?
Maybe it's should be a possibility to steal only special rogue-exclusive items, to prevent influence on game's economy.. Like special potions (healing or poison to apply) which only rogue could use.. Or maybe this items could be kinda 'reagent' for more powerful rogue skills, eg: to use skill 'poison dagger' rogue need reagent 'poison essense' which he could steal from humanoids; or 'smoke bomb' to go to stealth without preparation... Or just some decorative items for houses (I plan to add a lot of such stuff in future)?
Just some thoughts I'm a bit afraid of stealing in roguelikes cause it could kinda 'force' players to play rogue to get profit and scum game.. Like stealing from stores in TomeNET which ruins economy and EL/NE gameplay experience imho (but IDDC stealing was fixed pretty good recently) :E
At the same time having 'crafting' professions like fishing (stealing could also be called somewhat like crafting), which won't give much useful stuff could be an interesting addition. If stealing wouldn't give too much profit it definitely could become interesting in-game hobby
1) Same command as stealing from players. This means you have to activate NO_STEALING=false in the cfg file. Note: for PWMAngband, you can only steal from sleeping monsters, and doing so wakes them up.
2) Item stolen is taken directly from monster inventory so if you kill the monster afterwards, you will get one less item. If the monster has nothing in inventory, you get nothing.
3) No change
I just found out that the game was crashing when entering the Brandywine Bridge area because of changing feature from byte to short int to allow more than 255 of them. Since I'm fed up manually editing that file each time the loading/saving code is touched, I've trashed it and replaced it with a town file (town_brandywine.txt) which should have roughly the same design.
File has two small areas of grass on the left and right, a big bridge in the middle and rest should be 50% water 50% grass. Townies are limited to 10 and should include Otho and Lobelia.
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