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Old March 19, 2014, 02:25   #11
fizzix
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Quote:
Originally Posted by debo View Post
If anyone wants an advance look at the fizzixband comp:

http://angband.oook.cz/competition.php?showcompo=154

I'm open to suggestions re: the savefile. If anything is messed up on any of the builds... I guess you can tell me and I'll be like, uhhhh
I suggest the char be named Estie, since I think it was Estie that suggested a no TO comp.
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Old March 19, 2014, 02:32   #12
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Also, if people are wondering the major changes are:

No Teleport Other. wands and rods should not generate. You can still learn and cast the spell, but it won't work (you'll gain XP for the first time casting, but that's it). If either of these is broken, please report it.

No staves of banishment. sorry. Scrolls will still spawn though.

There are some things to ease the difficulty though.

Major nerf to monster summoning. Monsters can only summon other monsters that are already on the level (with the exception of unique summons). I have no idea how this will play. We'll see...

You will have more HP than you're used to, there's a flatter HP curve.

Time and gravity breaths do half as much damage. Their side-effects still suck though.

Rods of identify will ID all items that you can see. Be careful not to ID something in a vault, that you can't get to. You'll lose it. Messages for artifacts being "revealed" aren't polished, consider that fair warning. You'll get stuff like "of Fundin Bluecloak was revealed".

Some monsters have gotten speed boosts/nerfs on the order of +5. The big ones to note are cave spiders (+5 instead of +10) and mature dragons (+5 instead of +0). Look out for these.
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Old March 19, 2014, 10:02   #13
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These are really interesting changes - I'm looking forward to seeing how people find it. Well done fizzix and debo for doing this.
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Old March 19, 2014, 11:13   #14
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Thanks also to clouded for testing and fixing problems with the windows distro I threw together, because who runs windows anymore
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Old March 20, 2014, 01:17   #15
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So I just realized that the comp character doesn't have "forced descend" on which is kind of a pre-requisite for this experiment to make sense. (also, randarts would've been nice, but that's less important...)

I'm going to start a character with forced descend, and if people think its kosher, I'll enter that one into the competition. If people don't, I'll just play alongside for my own interest.
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Old March 20, 2014, 01:39   #16
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Originally Posted by fizzix View Post
So I just realized that the comp character doesn't have "forced descend" on which is kind of a pre-requisite for this experiment to make sense. (also, randarts would've been nice, but that's less important...)

I'm going to start a character with forced descend, and if people think its kosher, I'll enter that one into the competition. If people don't, I'll just play alongside for my own interest.
Please make that one no_selling too then, I'd play the new one (and get rid of Gorlim in the process
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Old March 20, 2014, 03:50   #17
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Please make that one no_selling too then, I'd play the new one (and get rid of Gorlim in the process
I'm guessing it's probably not ok to use it in the comp, so I'll just play alongside. I'll post the savefile here though (no-selling, forced descend, randarts).
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Old March 20, 2014, 07:34   #18
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What would forced descend do?

I like the changes with the summoning. I was able to beat the Queen Ant in a vault only because her escort was limited.

I wouldn't mind if you restart the competition with better rules if it makes more sense. There's only one guy alive on the ladder, but he got super lucky with a exp potion he might be upset

-jasric
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Old March 20, 2014, 12:45   #19
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Wut what hope its with randarts. Thats about the only thing I really care for.
Also, the windows executable crashes when I start it. Will try re-installing.
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Old March 20, 2014, 13:35   #20
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I think the idea behind forced-descend is that it really puts you under the gun as far as resources. With no TO, you have less options to handle difficult areas, and with forced descent you have less chances for easy areas to spawn. This really gets at the question of whether a no TO game is viable, which starts to ask the big question on whether we should be thinking about nerfing TO. That's more of a game design concern I'm interested in, not sure whether it should affect the competition.

The counter-reason is that it's not as friendly to new players, which is why debo opposes it (i think).

Randarts and no-selling are more of a personal preference.

As long as people are having fun, I see no reason to restart the comp with a new savefile.
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