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#81 | |
PosChengband Maintainer
Join Date: Jan 2008
Posts: 702
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Quote:
I'll try to come up with a different mechanism, and might just give everybody strong sensing of cursed items. After all, a priest should be able to tell if a curse is minor or really bad! Edit: Here is my original code comment for the change: Code:
/* CTK: Worthless and Terrible may now actually be useful. The problem is, that * the game often tries to auto destroy all cursed objects, and this is rather * hard to avoid satisfactorily. One approach is to change the way unidentified * but sensed objects value. However, this leaks information for weakly sensing * classes (or we destroy useful objects). Given a choice between removing the * easy destroyer altogether and nerfing heavy sensing of cursed objects, I am * temporarily choosing the latter pending a more creative solution. */ Edit3: To clarify, Code:
/* For strong sensing, we have now have (3.0.3 and later): * * egos artifacts * ========= ========= * average -> good -> excellent -> special * -> bad -> awful -> terrible * * For weak sensing, we have: * * FEEL_NONE -> uncursed * -> cursed */ Last edited by chris; December 24, 2013 at 13:05. |
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#82 |
Apprentice
Join Date: Dec 2013
Location: Wisconsin U.S.
Age: 36
Posts: 97
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One odd thing about weak pseudo id is average items. They have no ID sense whatsoever, which is... somewhat unexpected, or at least it was the first time I encountered it as a priest in the latest MAngband.
I was rather surprised to find out that I could be sure that all uncursed items were actually good or better, and even more surprised that average items never got a feeling no matter how long you hold them. I would personally be more comfortable with either the reintroduction of the average feeling to the weak pseudo-ID scheme, or the extension of uncursed to include average items as well... having an item that never id's at all feels very unusual to me - but that may just be me. Additionally, what are your thoughts on extending a weak pseudo id for jewelry to classes that currently have a strong pseudo for armor/weapons? What I've noticed is that, in PosCheng, there doesn't seem to be a good sense for jewelry, and I don't believe(though I could be mistaken) that there are any jewelry ego types. I suppose that, if both of those things are true, giving other classes a weak pseudo ID would be rather pointless, since it's effectively the same as strong pseudo ID(barring artifacts which may still ID as special - I have yet to find them, and I don't actually know if you left room for artifact jewelry the way you've overhauled the jewelry system).
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C(6.3) C Erirbag [Half-Ogre Cultist] L:39 DL:Collector's Cave 2 A+ R+ Sp w:The Long Sword of Karakal (2d5) (+9, +12) (+2) C(TN/Do) W H- D-- c-- f PV s- d+ P++ M? C S++ I+ So B- ac- GHB- SQ RQ V+ F:TomeNET Game Progression |
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#83 |
PosChengband Maintainer
Join Date: Jan 2008
Posts: 702
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I'll consider further pseudo-id changes for a future release as I'm trying to take a break from coding for a bit.
The current weak pseudo-id behavior is historically consistent but I wouldn't mind changing it. Currently, whenever I play a priest, I simply rest for N turns and then destroy anything in my pack that did not pseudo-id in the allotted time. N can be decreased with level. Finally, 'uncursed' doesn't make much sense now that you mention it. Let's call this category 'enchanted' instead. As for jewelry, many classes have sensing (rogues, mages, priests) and many do not (warriors, etc). It really is all or nothing with regard to jewelry as anything not average is at least an ego item. But be warned, if I do make pseudo-id changes I'm likely to rollback the CL35 instantaneous underfoot sensing to respect class restrictions (currently, priests get upgraded to strong pseudo-id). Also, I'm considering some sort of drawback for The Stone of Lore as it really stands out at the moment. Perhaps it should only pseudo-id underfoot and regain its perilous activation? Finally, I'd like the sensing to take account of class specific favored items (probably by leaning on the information in the weapon skills tables). For example, a mage should get strong sensing on wizardstaves and maulers should have no sensing on daggers. Ninjas should not sense weapons they cannot wield. And so on. |
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#84 |
PosChengband Maintainer
Join Date: Jan 2008
Posts: 702
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A minimally tested new release is available here. I only recommend upgrading if you like any of the following changes:
* Strong sensing of cursed items has been restored where appropriate. Some of the feeling names have been changed. If you turn on the Easy Destroyer ('=' '6') and enable the leave known worthy items option, then anything that pseudo-ids as 'bad' will get destroyed automatically. These options are on be default. * Weakly sensed non-cursed items are now labelled as 'enchanted' rather than 'uncursed'. * The autopicker ('_') now has a verb for cursed items (called 'cursed'). This includes anything known to be cursed. Here are some samples: Code:
#Destroy cursed items that are not egos or artifacts !cursed nameless items Code:
#Leave cursed ego items on the floor. ~cursed ego items Code:
#Pickup cursed ego weapons whenever dd*ds >= 30 cursed ego weapons more than 29 dice * Clouded provided an awesome new Light Town redesign. If you are put off by the wilderness in Poschengband, then give this option a try! * The Vampire Lord in The Arena now drops a scroll of mundanity. * Aggravate, Permanent Curse and Ancient Foul Curse are now much more rare, and should no longer generate on weak cursed ego items. * Back to the autopicker, corpses and skeletons now have separate names to support the possessor (who only cares about corpses, after all). If you don't use the default pickpref.txt, be sure to change your lines for wanted corpses to Code:
wanted corpses#Wanted!k!k!k wanted skeletons#Wanted!k!k!k Code:
#always pickup wanted corpses wanted corpses#Wanted!k!k!k #leave all corpses on the floor whose monster level is >= 30 ~corpses more level than 29 #destroy any others !corpses * The demigod Loremaster talent now functions the same as the Stone of Lore |
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#85 |
Adept
Join Date: Dec 2010
Location: The Netherlands
Age: 37
Posts: 240
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Btw Chris,
The Blade of Chaos of Sharpness you get when starting as a Servant of Korne doesn't have the vorpal_flag. Is that on purpose? If it is, why not make it a weapon of Armageddon? |
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#86 |
PosChengband Maintainer
Join Date: Jan 2008
Posts: 702
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That's a bug. Also, Angels should start with a mace rather than a long sword since they have priestly weapon skills.
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#87 |
Adept
Join Date: Dec 2010
Location: The Netherlands
Age: 37
Posts: 240
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If we are noting bugs, a minor one: The Death Swords quest and Mimic were switched a while back, but the descriptions weren't.
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#88 | |
Apprentice
Join Date: Dec 2013
Location: Wisconsin U.S.
Age: 36
Posts: 97
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Quote:
*wonders where my blade of chaos is
__________________
C(6.3) C Erirbag [Half-Ogre Cultist] L:39 DL:Collector's Cave 2 A+ R+ Sp w:The Long Sword of Karakal (2d5) (+9, +12) (+2) C(TN/Do) W H- D-- c-- f PV s- d+ P++ M? C S++ I+ So B- ac- GHB- SQ RQ V+ F:TomeNET Game Progression |
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#89 |
Veteran
Join Date: Jan 2012
Location: Linux
Age: 40
Posts: 1,236
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I noticed that Farmer Maggot is no longer seen in the 'regular' wilderness these days. But, he is still around in the 'lite' wilderness. The same is probably true for the Lionheart. Battle-scarred veteran, and some other town monsters. Is this intentional?
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#90 |
PosChengband Maintainer
Join Date: Jan 2008
Posts: 702
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I just uploaded a new minor release (3.0.4) in the usual place. Source code is also avavailable.
This update adds a new player monster race: The Vampire! Vampires are powerful, undead creatures of darkness and shun the light. They are vulnerable to light based attacks and this vulnerability can never be fully overcome. They feed on the blood of the living and managing their food state is an important aspect of gameplay, so the vampire will want to enable the display_food_bar option under 'Text Display Options.' The vampire also has limited shapeshifting abilities, and you may notice that re-equipping gear upon transformation can be a bit tedious. To help with this, you may inscribe the name of the appropriate form (vampire, bat or wolf) in lower case on your gear and the game will automatically equip that object from your pack whenever you enter the inscribed form. For example, a wolf cannot wield a weapon, but the vampire can, so inscribe 'vampire' on your weapon to have it automatically re-equipped when shifting out of the wolf form back into the vampire form. Vampires use Charisma as their spellcasting stat. They have a powerful gaze ability can dominate their enemies and they can also create vampire servants by killing humans with their bite attack. Their bites are vampiric, of course, but the vampire only regains hitpoints with this attack if they are not full. Thus, you need to manage your food status a bit more aggressively than with other characters who might be in the habit of filling up every time their stomach rumbles in the slightest manner. Vampires are strong and quick, but don't have a lot of hitpoints. So you will need to play somewhat cautiously. They are, of course, very stealthy as they are quite comfortable moving about in complete darkness. Other changes for this release include the following: * Farmer Maggot and Lionheart are back in town (Thanks for pointing that out, Hugo) * Hydras now get fractional blows. * Angels start life with a mace. * The Servant of Khornes starting weapon of sharpness now actually has the sharpness attribute. * Golems get a "two handed" punching bonus when forgoing a shield. * Golems are stupid. * Fixed infinite loop bug when killing a pet that drops loot. Enjoy! |
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