The UnAngband Screenshots Gallery: Crack demolition team by andrewdoull

                                                                               
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Crack demolition team
West of the Hornburg with the remains of a crack team of allied demolition engineers. They are excellent fighters, marred only by a tendency to blow themselves up.

Posted on 19.10.2007 05:50



Comments?

On 19.10.2007 05:53 andrewdoull wrote:
The allies code is coming along really well. Unfortunately, the battle of Helm's Deep is out of depth for most of the allies that a non-monstrous player will get. Its possible to have big (30 + per side) battles, if you don't mind pressing through a few -more- prompts. I'm still thinking about effective message suppression code for these big fights.

On 19.10.2007 05:53 andrewdoull wrote:
They're the green 't's by the way.

On 20.10.2007 00:35 Bandobras wrote:
I've just played current V (Farm dungeon) and the dungeon generation is so much better after your recent work. Rooms, tunnels and even monsters are much more interesting and not just random, but with a nontrivial pattern that you start to grasp after several levels. An occasional unconnected half of the level, but perhaps it's even OK, as long as it's not a room or two, so can notice easily there's still something to explore.

On 20.10.2007 05:20 andrewdoull wrote:
I'm still worried about unconnected levels. Can you back them up, go into the level and use 'D' wizard mode command (shift-D) to detect all and confirm whether there is non-standard connections (either vents or sliding wall filled passageways)?

And the demolition team blowing themselves up was a bug. They still occasionally hit you. As do allied breathers...

On 20.10.2007 19:40 Bandobras wrote:
Yes, I verified --- no apparent connection, all looks like granite in wizard mode.

On 21.10.2007 01:04 andrewdoull wrote:
Thanks. I'm not even sure if this is a real problem... might be interesting with persistent levels.



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