Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Vanilla

Reply
 
Thread Tools Display Modes
Old November 3, 2017, 22:57   #81
kandrc
Swordsman
 
Join Date: Dec 2007
Posts: 263
kandrc is on a distinguished road
The only problem that jumps out at me is the case of uniques in a vault. If you simply delete them, the danger of the vault is reduced, perhaps significantly. Then @ can go back and clean up loot without danger. Perhaps, rather than delete, replace with a non-unique monster of similar depth? Or, since uniques are supposed to be more challenging than other monsters of the same depth, perhaps add an extra 10 or so DLs.
kandrc is offline   Reply With Quote
Old November 3, 2017, 23:11   #82
Nick
Vanilla maintainer
 
Nick's Avatar
 
Join Date: Apr 2007
Location: Canberra, Australia
Age: 52
Posts: 6,655
Donated: $60
Nick is on a distinguished road
Quote:
Originally Posted by kandrc View Post
The only problem that jumps out at me is the case of uniques in a vault. If you simply delete them, the danger of the vault is reduced, perhaps significantly. Then @ can go back and clean up loot without danger. Perhaps, rather than delete, replace with a non-unique monster of similar depth? Or, since uniques are supposed to be more challenging than other monsters of the same depth, perhaps add an extra 10 or so DLs.
Yeah, I was actually planning something along those lines.
__________________
One Ring to rule them all, One Ring to find them,
One Ring to bring them all and in the darkness bind them.
Nick is offline   Reply With Quote
Old November 4, 2017, 14:40   #83
Ingwe Ingweron
Veteran
 
Join Date: Jan 2009
Location: Manhattan Beach, CA
Posts: 1,449
Ingwe Ingweron is on a distinguished road
Quote:
Originally Posted by kandrc View Post
The only problem that jumps out at me is the case of uniques in a vault. If you simply delete them, the danger of the vault is reduced, perhaps significantly. Then @ can go back and clean up loot without danger. Perhaps, rather than delete, replace with a non-unique monster of similar depth? Or, since uniques are supposed to be more challenging than other monsters of the same depth, perhaps add an extra 10 or so DLs.
Talk about making a high-level mage a super-powered demi-god. Just leave the level and come back, uniques are gone from the vault, replaced by regular, albeit powerful monsters -- Mass Banishment - no more monsters at all - pick up loot at will....
__________________
“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
― Tom Stoppard, Rosencrantz and Guildenstern are Dead
Ingwe Ingweron is offline   Reply With Quote
Old November 4, 2017, 19:51   #84
Philip
Knight
 
Join Date: Jul 2009
Location: Prague,Czech Republic
Posts: 744
Philip is on a distinguished road
Simple solution (though not perfect): block Banish/MBanish/*Destruct* from affecting vault tiles entirely.
Philip is offline   Reply With Quote
Old November 4, 2017, 21:10   #85
Sky
Knight
 
Join Date: Oct 2016
Location: Glasgae
Age: 45
Posts: 766
Sky is on a distinguished road
The more i think about this, the less i like persistent levels.
__________________
#ARKENSTONESMATTER
Sky is offline   Reply With Quote
Old November 4, 2017, 22:29   #86
Nick
Vanilla maintainer
 
Nick's Avatar
 
Join Date: Apr 2007
Location: Canberra, Australia
Age: 52
Posts: 6,655
Donated: $60
Nick is on a distinguished road
Quote:
Originally Posted by Ingwe Ingweron View Post
Talk about making a high-level mage a super-powered demi-god. Just leave the level and come back, uniques are gone from the vault, replaced by regular, albeit powerful monsters -- Mass Banishment - no more monsters at all - pick up loot at will....
The idea is to replace them not once the player leaves the level, but when they get naturally generated on a new level. If they never get generated again, they never get replaced. Also what Philip said
__________________
One Ring to rule them all, One Ring to find them,
One Ring to bring them all and in the darkness bind them.
Nick is offline   Reply With Quote
Old November 5, 2017, 06:57   #87
kaypy
Swordsman
 
Join Date: May 2009
Posts: 261
kaypy is on a distinguished road
I am currently seeing occasional disconnected stairs for some reason. Unfortunately I don't notice them until a long time after the fact, if at all, which makes it rather difficult to pin down any common circumstances...
kaypy is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Getting levels Angrist Vanilla 6 January 13, 2015 10:26
Persistent bugs Ingwe Ingweron Development 9 October 24, 2013 15:45
Variant with persistent dungeons? Sabreman Variants 5 November 15, 2007 22:22
Feature Request: Optionally persistent dungeon levels TJA Vanilla 6 August 22, 2007 11:42
[Un, others] Difficulty levels andrewdoull Variants 10 May 29, 2007 23:00


All times are GMT +1. The time now is 22:24.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2017, vBulletin Solutions, Inc.