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Old January 29, 2011, 05:26   #1
Nick
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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:
  1. Moving the low level code to AngbandBase (broadly speaking the same as V3.2);
  2. Doing a recolouring of monsters and object flavours using the new V colours;
  3. Some modifications to dungeon generation, including possibly a "hard mode" with more vaults, pits etc.;
  4. Possibly some tweaking of the wilderness layout to mitigate the trek across half Middle Earth before Hobbits et al find a dungeon.

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:
  • V squelch - it seems to me to have surpassed FA squelch.
  • V trap detection, both the green line and the rectangular detect area.
  • Stacks of potions and scrolls in the dungeon.
  • Knowing the number of charges on devices.
  • Fractional blows.
  • Percentage healing for potions of Cure x Wounds.
  • Record of where items were found.
  • Store interface (!).

And here is a list of things I am not planning to change:
  • ID-by-use
  • Object generation
  • Monster generation

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 ) to continue bugfixes to the 1.1.x series as well.

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.
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Old January 29, 2011, 08:19   #2
Fendell Orcbane
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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.
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Old January 29, 2011, 15:37   #3
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Quote:
# Stacks of potions and scrolls in the dungeon.
IMHO this is one of many bad things, vanilla have, this will increase role of luck and randomness in the game.
Quote:
# Percentage healing for potions of Cure x Wounds.
This will probably make game too easy, but if you want to make the game easy, this is a good choice.
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Old January 29, 2011, 18:04   #4
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Quote:
Originally Posted by LostTemplar View Post
IMHO this is one of many bad things, vanilla have, this will increase role of luck and randomness in the game.
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.
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Old January 29, 2011, 19:36   #5
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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.

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Fractional blows
If this means one blow per round with less energy used, the same way as archery, this will be huge buff to all melee combat, since you will never be double moved in melee, it should be considered carefully.

Last edited by LostTemplar; January 29, 2011 at 20:53.
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Old January 30, 2011, 20:46   #6
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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
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Old January 30, 2011, 21:41   #7
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Quote:
Originally Posted by pampl View Post
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
... 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.
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Old January 30, 2011, 22:11   #8
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Quote:
Originally Posted by Nick View Post
Here's a list of all the ones I can think of at the moment:
  • V squelch - it seems to me to have surpassed FA squelch.
  • V trap detection, both the green line and the rectangular detect area.
  • Stacks of potions and scrolls in the dungeon.
  • Knowing the number of charges on devices.
  • Fractional blows.
  • Percentage healing for potions of Cure x Wounds.
  • Record of where items were found.
  • Store interface (!).
I to am getting a little "squelch envy". I like the objects invisible instead of purple dot, and only have them destroyed upon command, instead of being crushed when you step on them.

Quote:
Originally Posted by Nick View Post
And here is a list of things I am not planning to change:
  • ID-by-use
  • Object generation
  • Monster generation
Those are the things I go back and forth on the most.

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.
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Old January 31, 2011, 05:07   #9
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Item and monster lists should also be updated to V3.2.0 standard at least.

Quote:
Originally Posted by nppangband View Post
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.
Well, the plan is to import the AngbandBase code, make everything work, and then import the higher level V stuff I want (plus things like your message patch).

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"
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Old January 31, 2011, 12:26   #10
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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
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