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Old August 9, 2018, 16:59   #61
the Invisible Stalker
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Late to the party, but here are some thoughts:

What is the purpose of races? I can think of several, current or potential, and each one suggests a different approach, so it would be good to be clear on what we want to accomplish. Here's a list of the ones I can think of:

- Flavour, for people for whom this is a role-playing game or who just like flavour. There's no real need for it to have any game play effects at all, just like sex. It's important though that the options fit the theme of the game. I tend to ignore flavour, but I understand how important it is for other people.

- Difficulty levels, for people who like challenges, or like to avoid them. From this point of view it doesn't much matter what the races are called, as long as some are better than others. Maiar seem to be intended mostly as an easy difficulty level, for example, and largely succeed at that. This approach would treat race balancing measures, like experience penalties, as a bug rather than a feature.

- Variety, especially for people who have already figured out how to win. Here it's mostly a matter of the more races/classes, and the more they differ, the better.

- Class specialisation. This is probably the main use of races at the moment, but I don't see the point of this from a design point of view. If everyone who plays a class is going to play it as a particular race then you can fold the race bonuses into the class ones and save everyone a keystroke when rolling a new character.

- Actual racism. See Steamband. Not something which appeals to me, but I guess there's a market for that sort of thing.

- Strategic choices. I'm excluding those choices involved already in the choice of class, since I've talked about those under class specialisation. So I'm not talking about different races being better at melee/ranged/spells/sneaking/etc, because those choice primarily determine class and then race is an afterthought. But there are other strategic choices to be made when creating a character. There can be, for example, a trade-off between early game, mid-game and end game. One of the things I liked in playing artifactless thralls in FA was trying to get the early game/end game balance right in the choice of race and class. Without very good stealth the early game is not survivable, but the combinations with the best stealth simply can't get enough hitpoints to survive the final fight without artifacts.

I'm not arguing for any of these points of view, and am only arguing against one of them. I'm just trying to list them. I've probably forgotten some too.
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Old August 10, 2018, 07:13   #62
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Quote:
Originally Posted by PowerWyrm View Post
One thing to do with monsters: increase the rarity of the C family. Currently, it's not Angband, but Wolfband.
It's not the Cs themselves. Everything is a wolf-friend, including the weakest giants. So:

friends:100:2d7:wolves could be:
friends:50:2d7:wolves
or
friends:100:1d7:wolves
or
friends:100:1d7:wolves
friends:50:1d7:wolves
etc.

There's a few that could usually be small packs but occasionally generate a large pack like:
friends:100:1d4:earth hound
friends:50:1d4:earth hound
friends:10:2d7:earth hound

That can still get to 22 hounds but it's 1/4*1/2*1/4*1/10*1/7*1/7 chance & it's going to average at around 3-5.
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Old August 12, 2018, 11:52   #63
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Ok I have an idea how I'm doing trolls, not tested yet, but I'll share it here. Speed progression is parabolic. Fast little trolls -> Slow big trolls -> Fast troll leaders. Tag them with move_body. So the fast little guys rush forward, then the big guys push through (hopefully). Priests for caster, Ettins (the most giant-kin) are boulder throwers. Priests & chieftans get shriek_kin if I can work that out. Biggest trolls have a melee stun.
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Old August 13, 2018, 07:47   #64
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Looked at orcs. Will put my thoughts here again. At 1st they look hard to buff because buffing an orc makes it a troll. However I do notice they only fire 1 in 9, so I'll be trying an archer progression for orcs. Next is getting them behaving right, so need to play with group_ai till I understand it. Are orcs a group? Or are black orcs? I'm going to try orcs: group ai. Wargs not group ai. Orc leaders not group ai & see if that does what I want.
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Old August 16, 2018, 17:35   #65
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I think a weak tunneling orc could be interesting.
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Old August 16, 2018, 17:47   #66
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It'd be nice if there was something between "monster cannot cope with walls at all" and "monster moves through walls as if they were nothing", where it takes multiple turns to move through walls. It'd make the pathfinding logic more complicated, though, since you'd want the monster to bore through walls unless there was a faster route through open space. That kind of thing is easily handled by A* pathfinding, but not by the heat maps that Angband uses.
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Old August 16, 2018, 18:15   #67
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This is not at all what you are describing, but you could have a digger that moves slowly and completely at random unless in sight of @ (or afraid of @).
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Old August 16, 2018, 19:46   #68
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Quote:
Originally Posted by Derakon View Post
It'd be nice if there was something between "monster cannot cope with walls at all" and "monster moves through walls as if they were nothing", where it takes multiple turns to move through walls. It'd make the pathfinding logic more complicated, though, since you'd want the monster to bore through walls unless there was a faster route through open space. That kind of thing is easily handled by A* pathfinding, but not by the heat maps that Angband uses.
Is it that hard? Just looking the number it's reading is distance & stealth right? It's capable of working out the distance if I'm reading it right. It doesn't it just moves to the next sound level but I don't see anything stopping it from working out how far.
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Old August 16, 2018, 20:33   #69
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I guess if you don't need a generalized solution that can handle an arbitrary set of weights, then it'd be a fairly straightforward modification to the heat map approach. Fair enough.
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Old August 16, 2018, 20:42   #70
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Yeah so if it doesn't care about terrain or doing any down the corridor then dig trickery. I think what I'm more interested in is simpler. Dig but only if path blocked by other monsters.
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