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Old February 2, 2019, 10:36   #101
tangar
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Locations: http://angband.online/faq/locations/

Powerwyrm, do you have a map of the world? I wanna create non-spoiler map of the world with names, but without precise points on the map. So if you have full map saved as a picture, please could you share it. If not, I'll make some screenshotting with admin char to do it, but it won't be easy (cause map isn't movable and I have to fly around the world)
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Old February 2, 2019, 14:12   #102
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Detection magic rebalance http://angband.online/detection-magic/
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Old February 3, 2019, 09:06   #103
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/rfes

1) Assign 'escape any pending input request' before all macroses and actions by default. Now it's very common problem when you push the same button @ 'bubble' mode several times and die cause you can not break queued actions.

2) Do not close the game after death; but to return back to character screen (was recently implemented in TomeNET). Player shell die a lot and it's quite annoying to run client again and login every time (especially if you use addon, like I'm struggling at my streams)

3) Add auto-retaliation inscription, to use it at ranged weapons or magic books.

4) Add possibility to define disturb_faint as 'false' be default in client .ini config files; because new players do not understand what happenin, why they become kicked from the game. If it would be moved to .ini file, then it would be possible to assign false by default in Angband Online client.
It would be awesome if there would be added new config.ini file which would contain default in-game (birth options & etc) settings for all clients (sdl, classic, gcu) - then in future, when new V-system (to create user client config files on-fly, at first run on the game, to automatically assign correct term-windows based on user's resolution) would be implemented and we would remove default .ini files from distr package - there would be an option to make pre-defined customization for client.
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Last edited by tangar; February 3, 2019 at 09:14.
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Old February 3, 2019, 10:26   #104
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Quote:
Originally Posted by PowerWyrm View Post
New PWMAngband 1.2.0 beta 4 released!
- Make players without birth_start_kit set start with an amount of gold at least equal to the value of the items they don't get
- Give players starting food/light for free no matter if birth_start_kit is set or not
ALARM! It's produced a cheat.

I've just tested and found that now when you start a character with birth_start_kit=false you start with 2700 g or even more, because I've changed prices for consumable items to make them rare and more hard to get via Black Market; player are intended to find certain consumable items in the dungeon, not to buy them ezpz in town.

To solve problem with starting gold, once and for all, lets make it in this way: add new constant "player:nogear-gold" which would assign certain amount of gold for 'birth_start_kit=false' mode. Also it would be cool to unbind amount of starting gold from value of items for 'birth_start_kit=true' as I've noted there
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Old February 3, 2019, 11:04   #105
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Let's drink! http://angband.online/lets-drink/
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Old February 3, 2019, 12:59   #106
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it seems there could be another 'cheat' trick: winderness houses could spawn with too much staff in it. eg:



The question is - do they respawn? Or it's predifined at server seed; generated only once, upon server start after wipe? (if so - it's ok)
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Last edited by tangar; February 3, 2019 at 13:09.
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Old February 3, 2019, 19:02   #107
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1) add possibility to move ctrl+w map

Impossible. This uses the "screenshot" code which just sends to client some fixed data, cant interact at that level.

2) add admin char features

If you want enlightenment, generate a potion
Teleport to player is useless, just make the admin char a "Telepath" (or Sorceror) and use Mind Vision spell to exactly "see" what a player does!
Since server restart can occur frequently, I'll add a "recall all players" feature.

3) do you have a map of the world?

\lib\gamedata\wild_info.txt

4) Assign 'escape any pending input request' before all macroses

This is a good idea. I'll try to add that so people who forget to start their macros with it have that automatically when clicking on "create macro"

5) Do not close the game after death

Currently impossible with MAngband code. I tried to remove the "destroy connection" call after death to fix the problem with death screen/last messages not displayed properly, but this was bugging the game big time because all player indices are reallocated. Being "dead" doesn't exist in the game and the only way to continue properly is to quickly remove the dead player before everything breaks.

6) Add possibility to define disturb_faint as 'false'

Ok changing that for next version.

7) I've just tested and found that now when you start a character with birth_start_kit=false you start with 2700 g or even more

I'll have to look at this, because it seems strange that 2 scrolls of phase door and 2 WoRs and 2 potions cost 2700 gold. Can you tell me what amount you have changed for "player:start-gold"? And post both object.txt and class.txt?

8) wilderness houses could spawn with too much stuff in it

Intended. These are Mangband features (invaders, settlers).

9) do they respawn?

No. And that's why people should explore wilderness area and not just "pass by". Once you leave an area with all this cool stuff, it is gone FOREVER. You will get a "this seems to be a deserted area" message, and nothing else.
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Old February 3, 2019, 21:24   #108
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Thanks!

Quote:
Originally Posted by PowerWyrm View Post
"7) I've just tested and found that now when you start a character with birth_start_kit=false you start with 2700 g or even more"

I'll have to look at this, because it seems strange that 2 scrolls of phase door and 2 WoRs and 2 potions cost 2700 gold. Can you tell me what amount you have changed for "player:start-gold"? And post both object.txt and class.txt?
It's because Satisfy Hunger scroll cost 1k. Also I plan to adjust some other prices in future and reassign gear for different classes, so it would be great to have two separate constant for starting gold:
for "player:nogear-gold" (for which would be independed from 'birth_start_kit=false') and "player:gear-gold" which also would be independent. It would provide the best customization possible.
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Old February 4, 2019, 09:37   #109
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Quote:
Originally Posted by tangar View Post
It's because Satisfy Hunger scroll cost 1k.
In this case, if you start with 2 of those scrolls, it's logical that people who start without get 2k.

Otherwise there's a simple solution: [event] items. In the game I currently play, when DMs want to give away expensive items during an event, they make a copy of the item tagged as [event] and make it untradable and without value.

In our case, make a copy of the scroll of satisfy hunger in object.txt, assign a zero price to it and remove the "alloc" line: this ensures the scrolls are not found anywhere in the game except at birth and don't contribute to the gold pool at start. I've done exactly the same with the "Deed of Property" so people start with one and that's it.

Also be VERY careful with giving expensive items at start. At the beginning of MAngband back in late 1990s each Priest was starting with a "potion of healing" instead of some cure serious wounds. And what did people do? They were creating priests, dropped the potion, suicided, repeated 100 times and BAM... 100 free potions of healing for their next char.
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Old February 4, 2019, 12:47   #110
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Quote:
Originally Posted by PowerWyrm View Post
In this case, if you start with 2 of those scrolls, it's logical that people who start without get 2k.
Yep, it looks logical, but we got special case there. As I've wrote there:
Quote:
Originally Posted by tangar View Post
I've changed prices for consumable items to make them rare and more hard to get via Black Market; player are intended to find certain consumable items in the dungeon, not to buy them ezpz in town.
This scroll is intended given to players to survive at least one dangerous meeting with Glutton Ghosts (as they destroy common food). But if player is advanced, he knows what he is doing and want to setup starter items by him own by buying them - then he could have such privilege and could start with gold only. But in return he should start without some predefined bonus, like extra Satisfy Hunger scroll.

Players who starts with predefined equipment are quite restricted in their starter paths as we got no_selling and pre-difined chars. So it's fun that we have such choice and I'll make sure to balance it.

Quote:
Originally Posted by PowerWyrm View Post
Otherwise there's a simple solution: [event] items. In the game I currently play, when DMs want to give away expensive items during an event, they make a copy of the item tagged as [event] and make it untradable and without value.

In our case, make a copy of the scroll of satisfy hunger in object.txt, assign a zero price to it and remove the "alloc" line: this ensures the scrolls are not found anywhere in the game except at birth and don't contribute to the gold pool at start. I've done exactly the same with the "Deed of Property" so people start with one and that's it.
Thanks for solution; I've already mentioned this idea before:

Quote:
Originally Posted by tangar View Post
Temporary solution could be to create special 'starting' items and make their value as 0.. But then this items would be 'for free' in Black Market. Is there a possibility to exclude item from sale somehow? If so - I'll make 'newbie' items and would return gold right now.
So.. The question: could event items appear at BM? I'm making this bold format, cause last time it seems this quesion was lost among other and you missed it

But I still believe that more right way to solve this problem: to use simple and elegant decision: predefine gold for starting character, with or without start equip.

Why should game calculate amount of gold fom equip at one mode for another and restrict server customization if there is easier way to solve this issue by just assigining constant gold values? We should follow Occam's razor and solve such problems.

Quote:
Originally Posted by tangar View Post
Also be VERY careful with giving expensive items at start. At the beginning of MAngband back in late 1990s each Priest was starting with a "potion of healing" instead of some cure serious wounds. And what did people do? They were creating priests, dropped the potion, suicided, repeated 100 times and BAM... 100 free potions of healing for their next char.
Thank you for your concern, but no worries there; I'm pretty aware of such problems As I got loads of MMORPG (playing UO from 99) experience - I'm trying to protect realm from cheaters with all possibilities which game engine gives. MAX_ACCOUNT_CHARS, NEWBIES_CANNOT_DROP and NO_SELLING provides certain protection (actually it would be fun to add some more restrictions, but we got plenty of other, more critical stuff to implement); at least makes it not so easy. But our main protection is strict rules at the website:

http://angband.online/rules/

If player would make wrongdoing - he would receive warning and his is account would be purged (not too big problem for permadeath game hehe). If he would repeat - ban by IP for certain days.. or forever if he would be caught again. But this is quite inlikely event as we got VERY nice and community for now and players are willing to abide rules.

And considering preotection VS wrongdoers..

Do we have admin console and how to use it? (I've asked this question a few posts above, maybe it was lost too, so I've 'bolded' it).

I found info about console @ \src\server\control.c ; Please could you explain how it works; so if we would have troublemakers on the server I'll be able to to purge/kick/ban them. There is some info about TN console: http://www.tomenet.eu/phpBB3/viewtopic.php?t=749 , is it relevant for PWMA?
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Last edited by tangar; February 4, 2019 at 12:53.
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