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Nick
March 28, 2009, 06:46
Competition 67 is now available here (http://angband.oook.cz/competition.php?showcompo=67); it is a DaJAngband Half-Troll Paladin.

Competition 66 is still running for another 2 days.

Nick
March 31, 2009, 11:08
For anyone looking for an added incentive to play DaJAngband, it contains a lot of Eddie's mods to Vanilla - no selling to stores for money, get plusses on pseudo-ID, etc etc

buzzkill
March 31, 2009, 16:30
I suppose I'll have to be the one to ask. Does it support the DVG 32x32 tile set?

will_asher
March 31, 2009, 22:00
I knew it wouldn't work, but just for kicks I turned on the (original) graphics tiles in DaJAngband just now and a kobold looked like a shrieker and a novice priest looked like a bat (or was that the harpy tile?). I have done nothing for tiles with DaJAngband. I'm guessing the monsters are linked to the tiles by thier index number, but I don't know how to make it support any tiles. Is it hard? I never thought it important. I'm one of those who say that roguelikes weren't meant to have graphics.

Pete Mack
March 31, 2009, 22:30
It's pretty easy using the knowledge menu to edit the graphics. But it's very tedious...

buzzkill
April 1, 2009, 02:43
I knew it wouldn't work, but just for kicks I turned on the (original) graphics tiles in DaJAngband just now and a kobold looked like a shrieker and a novice priest looked like a bat (or was that the harpy tile?).

I'll have to take a look at it. Maybe another mind-numbing project to conquer. It's only fitting, since I haven't finished my last one yet.

Cave Man
April 1, 2009, 10:48
Just found a bug which probably needs fixing for other players in the comp. The Haste spell in Holy Infusions dosn't work. I probably have enough haste resources to finish my game without too much drama (and Paladins/Priests probably shouldn't get this spell anyway - but thats a separate discussion), but I suspect others might find this a bit annoying.

will_asher
April 1, 2009, 22:15
I found the problem in the code and it's easily fixed, but I don't think competition players should have to update in order to have a better chance. So I won't be posting an update, but it'll be fixed in 1.0.98. At least others will be warned.

Why shouldn't priests and paladins get haste? (feel free to answer in another thread)

Cave Man
April 2, 2009, 09:11
I found the problem in the code and it's easily fixed, but I don't think competition players should have to update in order to have a better chance. So I won't be posting an update, but it'll be fixed in 1.0.98. At least others will be warned.

Why shouldn't priests and paladins get haste? (feel free to answer in another thread)

I am in favour of more differentiation between the mage and priestly magic realms, eg.

Spell: Detect (visible) monsters vs Prayer: Detect evil
Spells: Teleport and Blink vs Prayer: Portal
Spell: Teleport Other vs Prayer: Banish evil
Spell: Haste vs Prayer: "Boost AC, increase Hit/Dam vs evil" or some such
Spell: Resistance vs Prayer: Heal
Spell: Elemental Bolts/balls vs Prayer: Holy orb

I suspect detect traps and mapping need to be in both sets, but if a radius is added to these spell effects (as is the case in most variants) then they could be distinguished in a similar manner to teleport vs portal: a fixed radius for the mage, with a level dependant radius for the priest.

Nick
April 25, 2009, 01:55
Competition 67 is now finished - congrats to Cave Man for having the only game winner.