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#1 |
Vanilla maintainer
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Persistent levels
One of the defining features of Angband has always been the fact that new levels (aside from the town) are always freshly generated.
Not any more (optionally). The latest build, available from the nightlies page, has an experimental birth option for persistent levels. Note well: this is an experimental birth option. It probably has bugs. It almost certainly has balance issues. You can just ignore it, and the game will not have changed. I would be interested to see what people think of it, though. Comments welcome ![]()
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#2 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Oh lordy, this should be an interesting discussion.
![]() For my part, it's been a long time since I played without forced-descent, so I assume this won't make much difference aside from functionally giving unlimited "home" storage in the form of the floor of the town? |
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#3 |
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I guess so. I haven't actually tested it very rigorously...
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#4 |
Prophet
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It's not the same as forced descent, because of uniques. If there's an OOD unique, you won't get another chance at it in native depth (no idea how this works in combination with monster summoning.)
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#5 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Oh geeze, I hadn't thought of that. What happens if someone summons uniques? Do they disappear from the level they were on?
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#6 |
Veteran
Join Date: Jun 2008
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Maybe the maps would persist, but the monsters would repopulate as usual when you enter the level?
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#7 |
Prophet
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Also, because items in monster inventory are generated at the time of Monday creation, it means that you will lose artifacts when you leave a level, and it's significantly more brutal than "preserve mode off."
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#8 | |
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Quote:
As is probably apparent, there are a lot of gotchas in this mode (and interesting interactions with things like forced descent) which I have decided to leave to other people's playtesting to iron out all the kinks ![]()
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#9 |
Veteran
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So even if one explored each level completely, and made notes of any uniques left behind, an OOD unique might randomly spawn carrying an artifact and the player would never know it or see them again unless they went back to that level for some reason.
Also, this means there would essentially be a finite number of monsters to kill and loot to roll in any given game (except for the randomly generated monsters as you're exploring).
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#10 | |
Knight
Join Date: Oct 2016
Location: Finland
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Quote:
And for the second statement: Summoning monsters should give you enough monsters not to call opponent and experience generation finite. |
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Thread | Thread Starter | Forum | Replies | Last Post |
Getting levels | Angrist | Vanilla | 6 | January 13, 2015 09:26 |
Persistent bugs | Ingwe Ingweron | Development | 9 | October 24, 2013 14:45 |
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