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Really Want To Fight Ancestors
I have played these things for about forever and Angband and its Variants(Zangand really) and the only feature I truly miss is ghosts from my savefile. I have never come close to completing any of these games, and never cheated, but the sting of permanent death lessened by the chance of a killing really fun unique with a good drop.
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They are gone now, but O and FA among others still have them. I suggest you look there. Are you perhaps asking for it as an option ala NPP? I don't think that will happen for some reason.
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takkaria is (or at least was) interesting in having them return: see ticket #39 on the issue tracker. http://trac.rephial.org/ticket/39
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I am also interested in having player ghosts.
Takkaria and I have tried to figure out a good way to support them without the problems that they (apparently) had. |
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The only part that extremely ugly code (which I inherited from the old patch) is the way it stores the player_ghost names and depths of death. There are just a bunch of files in a folder that can be loaded. Instead, I want to changed so all of the default ghost templated are in an edit file that is loaded along with everything else in init.2. And then additional ghosts resulting from player deaths are added as a part of the savefile. I plan on changing/improving this for NPP 0.6.0 when I break savefile compatibility. Unless, of course, you all beat me to it and do your own player ghost patch. In that case, I will shamelessly piggyback on all your hard work. :) Consistent with with any and all items on the Angband wishlist that are current features of NPP, I will happily code a patch for your consideration. |
I should note for the record that in my OSX builds of NPPAngband, all ghosts are named "Nobody". I'd guess this has something to do with the ghost files not getting written properly, but I never bothered to investigate.
In my ideal world, player ghosts' abilities would be based on the class of the character. Otherwise ghosts basically are semirandom unique monsters whose only connection to the dead character is the name. In a really really ideal world, you'd have a template for each class which would apply multipliers to various stats based on the level of the character at death. Then you'd end up with player ghosts that actually fight something like they did when they were alive. Of course, that'd mean the early levels would be littered with the ghosts of young mages... |
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I will totally look at how these work in NPP and maybe try to code up something for V to test out. If I can get ghosts saved into the savefile properly, I will try to make sure NPP can pull this feature back. If I have any ideas for how to improve player ghosts I'll definitely bounce those off you first. |
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Essentially, every single race/class combination will produce a different player ghost. And this player ghost will also be different the deeper in the dungeon it is created. This part was rather difficult to balance, but I think after many years it is finally there. Note there are no random numbers involved in these adjustments, so the ghost is the exact same when a player exits/saves the game, then re-opens the savefile. If, when a player ghost monster is created, and there has been no player death in that part of the dungeon, it generates a ghost using the name of one of the maintainers of Angband or NPPAngband. Race and class for the maintainer templates are randomly chosen, and the ghost template is taken from there. |
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The other thing to point out about the O/NPP/FA system (and I think they are all essentially the same) is that the player (a) gets a message when the ghost spawns and (b) has full knowledge of it. These are really important, as they give you a chance to fight, or avoid, or leave the level immediately.
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Not instadeath? Well, probably not, but my most succesful character in O, a high-elf assasin, was killed by a Nether Wraith Ranger player ghost. 2 rounds and I was gone. Since it can go into walls, and I didn't know this, I was trying to teleport it. Kinda annoying. Still, player ghosts in the early levels are quite useful to kill, since they have drops. Unless they were a druid and go crazy summoning and stuff.
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I actually don't remember where I got the player ghost option from. Was it a patch? Has it always been a part of Oangband? Or may be from the old, old, old Angband source. |
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Back in the frog-knows days, yes, but they went out before Ben took over, so if you took them from old V source then you must've done a lot of updating to make the code work. :)
(I once got the Trident of Ulmo from a player ghost around 400' in frog-knows. That was a fun character) |
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But seriously, I would like to see them in V at least as an option(not likely).
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But certainly as a first pass it could be possible. |
You could mark the highscores file to indicate if a given character was ghost-eligible. Adding a bit to each entry doesn't seem like too bad a hack to me.
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Having thought about it for a little while. I would rather the characters come back as undead at least in the early levels...and weakened, to be able to actually be invisible and go through walls seems very powerful especially on the early levels, but I so think it is important that you get as a portion of the items that you lost ammo excluded.
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So much cool ideas... I like especially the different undead types... a noob character would either spawn as a Zangband-style pile of bones (I would really like to see that), or at most a skeleton or a zombie. When the level and the depth become higher, you have more chance to meet your older incarnations resurrected into higher forms of unlife!
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