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Old November 20, 2010, 05:58   #21
Lord Fell
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Reading p_hist.txt, I am left with a question...

The format is:
N:1:2:10:20
D:This is the first entry for humans!

D: is the clearly the description that is generated for that random history entry.
Where N:1 -is the current number, and N:2 is the next history entry to generate.. but I'm not entirely sure what the 3rd and 4th numbers are.

Based on:
N:2:3:40:65
D:of a Serf.
N:2:3:65:80
D:of a Yeoman.
N:2:3:80:90
D:of a Townsman.
N:2:3:90:105
D:of a Guildsman.
N:2:3:96:120
D:of a Landed Knight.
N:2:3:99:130
D:of a Titled Noble.
N:2:3:100:140
D:of a Royal Blood Line.

...I'd say it's fairly clear that the numbers represent increased social status and wealth. Is that accurate? Can anyone give me more insight on what the numbers mean and how they interact?
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Old November 20, 2010, 15:39   #22
Lord Fell
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ok... I've twigged that the 3rd number is a percentile chance of each entry being true. The 4th line is, I believe, still either a social status or starting wealth number.
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Old November 27, 2010, 22:17   #23
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This is what I've come up with, and it's actually been tested to work.

# Edit to limits.txt
# Maximum number of player races
M:P:12
# Maximum number of player history lines
M:H:198


#add to p_race.txt
N:11:Yeek
S:-3:-1:-2:-1:-2:-3
R:-5:0:0:-5:0:-5:0:-5:-5:-5:
X:7:90:2
I:27:8:3
H:54:6:44:10
W:84:15:64:16
F:RES_CHAOS
C:0|1|3


#add to p_hist.txt
# Yeek --> 27 --> 28 --> 29 --> 70 --> 71 --> 72

N:27:28:30:30
D:You are the spawn of a nameless yeek.
N:27:28:55:40
D:You are one of an insignificant yeek's spawn.
N:27:28:75:45
D:You are the offspring of an unimportant yeek.
N:27:28:90:55
D:You are the selected progeny of a Master yeek.
N:27:28:100:70
D:Violent attrition has made you the heir of yeek nobility.

N:28:29:25:43
D:You have scaly
N:28:29:50:46
D:You have pebbled
N:28:29:70:49
D:You have bumpy
N:28:29:85:52
D:You have oily
N:28:29:100:55
D:You have smooth

N:29:70:25:55
D:blue hide, and
N:29:70:50:65
D:brown hide, and
N:29:70:60:75
D:yellow hide, and
N:29:70:75:60
D:blue skin, and
N:29:70:90:70
D:brown skin, and
N:29:70:100:80
D:yellow skin, and

N:70:71:25:40
D:milky white eyes.
N:70:71:50:42
D:beedy black eyes.
N:70:71:70:44
D:glistening green eyes.
N:70:71:85:46
D:luminous azure eyes.
N:70:71:100:48
D:glowing crimson eyes.

N:71:72:15:35
D:You are ashamed of your
N:71:72:45:40
D:You are noted for your
N:71:72:75:42
D:You are recognized by your
N:71:72:90:45
D:You are proud of your
N:71:72:100:50
D:You shamelessly flaunt your

N:72:0:15:40
D:worm-like mane.
N:72:0:35:42
D:crest of quills.
N:72:0:55:42
D:velvety antlers.
N:72:0:70:44
D:vestigial horns.
N:72:0:80:44
D:glowing antenna.
N:72:0:90:46
D:third eye.
N:72:0:100:48
D:bright plumage.

Last edited by Lord Fell; November 28, 2010 at 17:01.
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Old November 29, 2010, 02:50   #24
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I always pictured Yeeks as having sticky-up ears like a bunny, cause of the ones on their 'y' symbol.
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Old November 29, 2010, 03:44   #25
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Earlier, I said everyone probably has their own idea of what yeeks look like, and that certainly prooves the point. I always thought of them as being "small, strange little beings." Given the erratic behaviour of the Uniques, and odd powers I also thought they had an affinity to chaos... hence the random assortment of head adornments.

Also, since the game has blue, then brown and finally master yeeks (which are yellow coloured icons) I based part of their social status on the colour of their hides.

So far, play testing has worked nicely, although I've noticed that virtually ALL yeeks I've rolled have been Pariahs. I thought that they would have low social standing anyways, I mean... they're YEEKS. More accurately though, if yeeks are.. I dunno, thralls to the dark maia that serve Morgoth, surface dwellers would hold them in very low regard, and yeek society would also view any yeek on a quest to slay Morgoth as being an outcast for sure, so that's not exactly inappropriate. I may want to adjust that 4th number a bit, to allow for slightly higher yeek social classes.

I also wouldn't mind some feedback on the "balance" of the race. My goal was to make yeeks basically crappy. Beyond that, the question is are they crappy enough to justify a 90% experience modifier?
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Old December 13, 2010, 03:08   #26
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Anyone else test drive yeeks?
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Old December 13, 2010, 04:43   #27
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Post your whole V folder somewhere and I'll give it a run. I just don't feel like messing with edits.
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Old December 13, 2010, 17:42   #28
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Damn! I wish I'd read this thread before starting my latest variant (taken from a 3.1.2v2 code base).

Because I went to RogueBasin's list of Angband variants to try to see what names weren't taken yet, and ended up with...

Yeekband

I haven't tested the first release yet, but the changes so far are:
  • Added Channeler class - they fight roughly like a mage, but have no spells. Instead they can use most consumable items (scrolls, potions, rods, staffs, wands) and spend mana instead of expending the item's charge.
  • Added Mentalist class - they fight roughly like a priest but have very few spells. Instead they get lots of passive special abilities as they go up levels.
  • Hit Points are now a shuffled set of fixed values rather than rolled independently, making Life Rating redundant.
  • Added random quest levels, as well as the default ones.
  • Fixed bug in main_wcn.c that made rods invisible in inventories.
  • The black market is more exclusive in both its clientele and its stock.
  • Shops no longer restock each day. They now restock each time you gain a level - no more store scumming!
  • Added yeek vaults.
  • Added a variety of new yeeks to the monster list - Beware Banjax!
  • Level feelings are gained regardless of time spent on previous level, but only after 2000 turns on the current level.
  • Replaced 'class' in the 'birther' struct with 'pclass' because 'class' may make C++ compilers choke.
  • Added yeeks as a player race.
  • Finding a secret door by searching gives 1xp, like picking a lock.
  • Selection of item amounts defaults to "all" rather than 1, except when buying.
  • Default option values changed so that new savefiles have my preferences.
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Old December 13, 2010, 17:49   #29
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For comparison, here's my definition of the yeek race. I was a bit more generous with the stats, on the grounds that while yeeks aren't that imposing physically, the master yeeks and yeek royalty show that they can make decent mages:

N:11:Yeek
S:-3:1:0:1:-2:-4
R:0:5:0:-1:5:10:-5:-5:-5:0
X:8:90:4
I:27:12:5
H:34:3:36:4
W:55:4:60:5
F:RES_ACID
C:0|1|3


And here's my history for them. I made them furry with big ears. And pouches.

# Yeek --> 27 --> 28 --> 29 --> 70 --> 71 --> 72 --> 73

N:27:28:20:40
D:You are the smallest of
N:27:28:80:50
D:You come from
N:27:28:100:55
D:You are the largest of

N:28:29:15:45
D:a litter of 3 pouchlings.
N:28:29:40:45
D:a litter of 4 pouchlings.
N:28:29:70:50
D:a litter of 5 pouchlings.
N:28:29:85:50
D:a litter of 6 pouchlings.
N:28:29:95:55
D:a litter of 7 pouchlings.
N:28:29:100:55
D:a litter of 8 pouchlings.

N:29:70:25:40
D:Your father was a scavenger.
N:29:70:50:45
D:Your father was a sneak.
N:29:70:75:50
D:Your father was a warrior.
N:29:70:95:55
D:Your father was a master yeek.
N:29:70:100:60
D:Your father was a yeek king.

N:70:71:33:50
D:You have mangy
N:70:71:66:50
D:You have short
N:70:71:100:50
D:You have long

N:71:72:40:50
D:blue fur,
N:71:72:60:50
D:brown fur,
N:71:72:95:50
D:striped fur,
N:71:72:100:50
D:spotted fur,

N:72:73:10:50
D:rounded ears,
N:72:73:90:50
Dointed ears,
N:72:73:100:50
D:lop ears,

N:73:0:10:50
D:and glowing yellow eyes.
N:73:0:90:50
D:and glowing red eyes.
N:73:0:100:50
D:and glowing orange eyes.
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Old December 13, 2010, 19:39   #30
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Hi Dean,

What sorts of plans do you have for your variant? Also, are you going to put your code up on github or anything similar?
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