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Old July 5, 2019, 10:54   #41
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Originally Posted by PowerWyrm View Post
Not anymore. Next version doesn't have this anymore, I've removed the ability to grow trees.
I'm not sure that it was bad thing. I liked possibility to chop trees. After all, they could grow back It gives certain roguelikish flavor to towns. Maybe leave it as an option in mangband.cfg?

Originally Posted by PowerWyrm View Post
min level = min(depth where the item was found / 2, level of the character that found the item).
is "2" an example of player lvl? I'm not sure that I understood this formula correctly. Eg:

Player (20 lvl dwarf ) found an axe on -1500 depth (30 lvl). How to calculate it min lvl.. According your formula:

30/2,20 = 14.

Sounds alright. Did I understand your formula correctly?

Originally Posted by PowerWyrm View Post
Still a problem: what to do with items sold in shops (depth = 0)? Half the item base depth?.
Make items bought from shops - soulbonded? I also don't like such strict restrictions, just a variant..

By base depth.. do you mean
# properties: depth : weight : cost
.. in object.txt?

Then 'Black Dragon Scale Mail' would have:

35/2 = 18 lvl req.

Looks good. Another go..


35 lvl.. hm. Alright too. Looks fun to me.

Originally Posted by PowerWyrm View Post
Interesting. This sounds much more logical than max level requirement on items. In fact, Sil has this and it's a good feature that forces you to dive and not play a low level too long. I'll add this feature for next version.
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Last edited by tangar; July 5, 2019 at 11:08.
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