![]() |
#1 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,481
Donated: $60
![]() ![]() |
Towards FAangband 1.2
FA 1.1 has been out nearly a year now (with various incremental improvements so it's up to 1.1.6), and I'm just starting to do some serious work on 1.2. So far there are some things that are definitely happening:
I have been playing RePos (for the comp) recently, which is in many respects just like V3.2. I already had some ideas for FA1.2, and this has given me a bunch more. Here's a list of all the ones I can think of at the moment:
And here is a list of things I am not planning to change:
The development work will be happening on github; I will be pushing at least one development branch there fairly soon. Anyone who wants to help, or experiment with any changes, or whatever, is most welcome to make their own fork. Launchpad will still be the main place for bug reporting for now. I am expecting that 1.2.0 will probably break some functionality. The upside of this is that I will be ironing out the issues with AngbandBase as I go along, which should have good effects on the quality and range of ports for FA and O at least, and likely V and RePos and anything that moves to using AngbandBase. I intend (at this moment ![]() I am most interested in any feedback on any of this, including but not limited to commentary on what is on which list and why. I am particularly interested in hearing from people with enough recent experience of both FA and V to make a decent comparison.
__________________
One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
![]() |
![]() |
![]() |
#2 |
Swordsman
Join Date: Apr 2010
Location: Washington state USA
Posts: 460
![]() |
I haven't even played the new V yet...I'm liking FA too much to go back... that plus the fact that I should be studying will most likely keep me away from V. But I do like the idea of fractional blows. Helps spread the love if you know what I mean.
|
![]() |
![]() |
![]() |
#3 | ||
Knight
Join Date: Aug 2009
Posts: 670
![]() |
Quote:
Quote:
|
||
![]() |
![]() |
![]() |
#4 |
Prophet
Join Date: Dec 2009
Posts: 9,022
![]() |
It really depends on what you have show up in stacks. Generally I'd say that you do this for an item that's not worth losing an inventory slot for if you only get one of the item, but can be worth carrying if you get several. It's not like we complain when we find stacks of ammo or wands with more than 1 charge, after all.
|
![]() |
![]() |
![]() |
#5 | |
Knight
Join Date: Aug 2009
Posts: 670
![]() |
More stacks with less ammo will be better imho, while I do not complain about current state, I still think, that consumables are too random even now.
And I never really care about inventory slots. It seems, that when all slots are filled with usefull things, hard part of the game is over, and relaxing hack & slash begins. I allmost allways carry things I never use, like additional types of food, that I can throw away if I need slot for something else. Quote:
Last edited by LostTemplar; January 29, 2011 at 19:53. |
|
![]() |
![]() |
![]() |
#6 |
RePosBand maintainer
Join Date: Sep 2008
Location: Seattle, WA, USA
Posts: 225
![]() |
What about changing item list so that it lists the relative location of items? That's one of my most missed V features when I play FA
|
![]() |
![]() |
![]() |
#7 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
![]() |
... and splitting it into 4 mini-lists (NE, NW, SE, SW). It might not seem like a big deal to a ASCII players, but when you're playing with tiles (limited visibility) having this stuff split up into 4 basic quadrants would be great.
__________________
www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. |
![]() |
![]() |
![]() |
#8 | ||
NPPAngband Maintainer
Join Date: Dec 2008
Location: Stat Gain, Angband
Posts: 926
![]() |
Quote:
Quote:
Good luck. Since I have recently done much of the same things, let me know if you are wondering which way to tackle some of the code conversation. I can at least share with you the dumb mistakes I made that I wouldn't wish on anybody. I hope to someday soon stea some of your good ideas from FA. |
||
![]() |
![]() |
![]() |
#9 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,481
Donated: $60
![]() ![]() |
Item and monster lists should also be updated to V3.2.0 standard at least.
Quote:
And please steal as much stuff from FA as you like - I have had whole releases where the changelist has been dominated by "Stole feature X from NPP" ![]()
__________________
One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
|
![]() |
![]() |
![]() |
#10 |
Swordsman
Join Date: Apr 2007
Location: Deepest, darkest Yorkshire...
Posts: 283
Donated: $20
![]() |
Sounds good, Nick - on a line-by-line basis:
<QUOTE>Some modifications to dungeon generation, including possibly a "hard mode" with more vaults, pits etc.; </QUOTE> Hmm...sounds a bit like turning autoscum up to 11 - applied to wilderness or just to dungeons? <quote>Possibly some tweaking of the wilderness layout to mitigate the trek across half Middle Earth before Hobbits et al find a dungeon. </quote> Yay - personally, I'd love to see the map expanded (maybe away from a paths format, towards a less-directional map where you could explore every square on the continent). Any chance of bringing in new explorable wilderness for areas without dungeons/guardians - Hithlum, Nevrast, Balar, even the First Age versions of Rhun or Harad? Caveat: it could end up feeling a bit too much like ToME 2.X if you expand much beyond Beleriand, to be fair... <quote>V squelch - it seems to me to have surpassed FA squelch.</quote> Fine - I don't use it much (I only really use squelch for TMJ variants like ToME/Z). <quote>V trap detection, both the green line and the rectangular detect area. </quote> As long as you don't bring in the bright green flash (is that V or NPP?) that always gives me a fright. <quote>Stacks of potions and scrolls in the dungeon.</quote> Fine - although it might make things a little too easy. Arguably reduces the need for merchants and makes ironman a little easier? <quote>Knowing the number of charges on devices. </quote> Good - seems consistent with ID-by-use. <quote>Fractional blows.</quote> Again good - the whole number blow breakpoints always felt a bit contrived. <quote>Percentage healing for potions of Cure x Wounds. </quote> I'd be wary of this one, without a bit of playtesting. To take a hypothetical example, a CL6 Petty-Dwarf Necro might well have 20-25 max HP. At the moment, chugging CSW potions will restore at least half those HP, if not all of them. With %healing potions, a !CSW might well heal a low-HP char by less HPs than a monster or two can take off in a single round. (Or, in brief, I'd be worried that %heal will unbalance healing in favour of high-max-HP chars and away from fragile ones). <quote>Record of where items were found. </quote> Good for lazy players like me who aren't diligent about annotations. ![]() <quote>Store interface (!).</quote> Hmm, not sure what this will look like... Sounds promising overall, though ![]() |
![]() |
![]() |
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Display Modes | |
|
|
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
FAangband 1.0 | Nick | Variants | 330 | March 25, 2010 11:52 |
FAangband 0.3.6 | Nick | Variants | 306 | August 9, 2009 05:32 |
FAangband 0.3.5 | Nick | Variants | 145 | March 2, 2009 05:31 |
FAangband 0.3.4 | Nick | Variants | 121 | August 7, 2008 11:32 |
FAangband 0.3.3 | Nick | Variants | 49 | May 17, 2008 19:49 |