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Old February 7, 2019, 16:05   #21
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Originally Posted by Grotug View Post
Shoot me now or forever hold your piece. sigh

Where/how do I find "player-calcs.c"? (on a lark, I downloaded MinGW in the hopes that this might be how I find "player-calcs.c", but I'm pretty mystified on how/what I'm supposed to do after running setup, I tried to follow the directions as best I could:
You need the source code rather then a pre-compiled version. Alternatively it's here:

Edit: Interesting, it's slightly different in my copy (feature/monster branch). I didn't realise that had been changed?
Edit 2: No just a reading comprehension error on my part, the columns aren't lined up properly in wordpad without changing the settings.

Last edited by wobbly; February 7, 2019 at 16:17.
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Old February 7, 2019, 16:29   #22
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Thanks wobbly! I'll study this over the next few days.
Detailed account of my Ironman win here.
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Old February 14, 2019, 03:43   #23
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There is a sticky thread in the Development forum that describes this process
For MINGW build, see here:

Note: you must cd to .../angband/src directory for this to work, and run the executable from the parent dir.

Magnate: can you update the sticky thread so the first post shows how to build on windows? Or could someone else make a new sticky thread that shows current practice (including SDL2.)
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Old February 14, 2019, 22:01   #24
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I would hazard a guess that the weapon weights (inherited from Moria?) were originally based on Weight + Speed Factor from weapons found in the first edition of AD&D. The numbers match up very closely. Small tweaks here and there for balance reasons can explain minor differences.
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Old February 19, 2019, 01:33   #25
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Originally Posted by wobbly View Post
Cross-posting from another thread:

I'm going to suggest a halving of weapon weights which I think are too heavy to start with. This only solves part of Bandobras issue but I'm pretty sure the id mini game is less painful when you're not at -spd. Currently I recall more then I'd like to, just to dump a bunch of junk weapons at shop 3.

As long as the ratios between weapon weights stay identical you can change their weights & maintain the same balance by making the same adjustment in tunnelling, criticals & blows. So this would be a change to encumbrance + cosmetics.

Unless people like the current balance between weapon weight & encumbrance? I don't.
If you roll a character with low strength then you have low strength. That is your character. You will have other bonuses which help you in the game,e.g. intelligence. It's a trade off. If you can't carry it then drop it. It you want more strength mage then get rid of your intelligence at birth! :-)

Personally I think the weights are fine but enchantment should be size dependent. e.g. A 2 lb weapon should have +2 hit/ damage max. A 30 lb weapon should have +30 hit/damage max. You may get more hits per turn with a low level weapon but each hit shouldn't be similar to a weapon several times the weight. e.g. dagger = tap * 5 + 5 * little bonus while a great hammer = massive crush * 2 + 2 * larger bonus. With increased strength the great hammer will get more blows per turn and be better than any dagger. Who wants to hit Morgoth with a dagger!?!?! I want to feel earthquakes when hitting Morgoth at the end game. You hit Morgoth with a ***BONECRUSHING*** crush.

Last edited by Geordieboy84; February 19, 2019 at 01:40.
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