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Old January 14, 2019, 19:13   #21
tangar
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Thanks! =D

Quote:
Originally Posted by PowerWyrm View Post
Alright guys. Bad news...

I've changed some stuff in the savefiles for next version... and therefore saves in beta 3 won't be compatible with beta 2. Sorry...

This means I'll take a bit of time to add more stuff before releasing the next version... but it also means you'll have to finish up your chars by the time the new version is released. This also means new instance, so new town, so no more townies trapped inside that remote area
It's alright! In fact, wipe was planned at our server anyway because of the new MAX_ACCOUNT_CHARS option, so it fits perfectly

--

There is kinda possible exploit: if you drink potion of salt water, you become starved and game kick you out from the game (without 30 second timer). Players could use this mechanics to avoid death - drink this potion as 'escape' option if they got dangerous situation, so next time when they relog to the game - they would have easier lvl or could ask other players for help.
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Last edited by tangar; January 14, 2019 at 19:25.
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Old January 14, 2019, 19:45   #22
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It would be fun one day to port TomeNET music system or it's part (I've prepared huuuge fantazy pack: http://tangar.info/en/t/musicpack/ for TomeNET, it would be pleasure to reassign it to PWMA)

Currently I've tried to assign some music to \PWMAngband\lib\customize\sound.prf but it's got several problems, eg:

I've assigned

# Town during the day.
sound:ambient_day:09_Old_Tristram

# Town during the night.
sound:ambient_nite:02_Matt_Uelmen_Town

....

# Dungeon levels 1-20 (50'- 1000')
sound:ambient_dng1:03_Matt_Uelmen_Dungeon

1) when I enter the game - no music playing
2) I enter the dungeon - 03_Matt_Uelmen_Dungeon playing, but I can not hear other sounds (maybe track volume should be reajusted..)
3) when I exit the dungeon and come to the surface I hear two music tracks at the same time: ambient_dng1 (continues even after the dungeon) and ambient_day. Ouch D:

I understand that this isn't music system, but sounds. It's was just an experiment - is it possible to fit music tracks to the current system..

..which brings us to /rfe - to add primitive music system. Lets it would have only two main flags for now: town and dungeon All other complex flags are not really important right now - it would be wonderful just to have changing of intensive dungeons music to calm 'townish' to add more atmoshpere
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Last edited by tangar; January 14, 2019 at 20:18.
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Old January 14, 2019, 22:22   #23
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Updated FAQ: http://angband.online/faq/
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Old January 15, 2019, 10:58   #24
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Ok I checked and here's my result concerning the BM:

1) You cannot put "normal" items inside, the code doesn't allow it. Black Market items are randomly chosen.

2) You can put "always" items inside, the code allows that for all stores. However, by doing this, you need to remove the items you add from all other stores (for example: if you add "Cure Critical Wounds" to the BM as a staple, you need to remove them from the Temple as "normal" items), otherwise the item would not appear in the BM.

3) Max store item is 24. This means that slots:max + number of "always" items in a store should never be greater than 24.

Hope this helps reconfiguring shops on the server.
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Old January 15, 2019, 21:21   #25
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Thanks =D

Quote:
Originally Posted by PowerWyrm View Post
You cannot put "normal" items inside, the code doesn't allow it. Black Market items are randomly chosen.
Would it be possible to assign more flags to BM in next update (when new flags are comming)? %) I suppose TomeNET got 'Normal' flag in BM for speed pots, tele scrolls & etc; would be lovery to have flag for it too (maybe not 'normal', but 'rare')

===
Server got an update: vigor mushrooms and magic mapping - http://angband.online/vigor-mushroom...magic-mapping/
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Old Yesterday, 13:57   #26
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New problem: as players do not swap places with each other (I like this mechanics, more realistic), one player could block other players completely by standing on tavern 'door' or staircase to the dungeon. It brings a problem when someone could occasionally stay afk in dungeon entrance and block other players (happened to me today).. And further on - to more dangerous issue, when malicious players could block others on purpose.

Suggestion:
to allow 'swap' between players under condition if one of them are standing on the starcase/tavern door.

Also maybe to prevent too much swapping and possibility of extra exploits during PvE - make it cost some energy and give certain CD, so after you swapped once, you should wait some time.
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Old Yesterday, 21:33   #27
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Solution to wilderness cheating

In next update I'm thinking to switch server back to wilderness mode (with adjusting Angband dungeon in Hobbiton). I so love dungeon-city (it's reminds me about Moria..), but it would be fun to give players more freedom - someone wish to travel around ME, some would like to dive right after they create a new character.

All this time I thought how to solve the biggest problem os wilderness 'cheating' with moving along the borders. I've also suggested some ideas there
http://angband.oook.cz/forum/showpos...0&postcount=28 , and got some more thoughts, but finally it comes to my mind, how to solve it.

Problem:
If wilderness option is on, players using 'cheating' possibility to move along the borders to be able to change location immideatelly as soon as they noticed dangerous monster. This vulnerability in gameplay mechanics gives players non-roguelikish endless 'escape' option from danger and makes wilderness kinda pointless.

Suggestion:
When player change location - he should appears not at the border, but in the center of new location.

Description:
Winderness locations lay from [0, 0] coordinates to [10, 54] (to see them - move your screen with 'shift+L')

Player moves from sector [0, 0] to the north and moves to the new location. Right now he would appear on [10, 0] and could continue his way on border and are ready to run from any monster to another location in any moment.

My suggestion is: when player moves from sector [0, 0] to the north, he appears in the center of next sector, ~ [5, 27]. From there player is free to go anywhere, but he can not immideately change sector to avoild danger.

Results:
- this would remove the weakiest, anti-roguelikish point of wilderness - cheating at borders (one of the main reason why I turned wilderness off).
- makes travelling faster (it's alone not a bad thing), more interesting, dangerous, fair.
- (in future) gives new opportunities for gameplay events, eg points of interests (in future every location could have a chance to spawn random point of interest in it's center, to spawn there something like 'vault' for wilderness: bandit's camp, orc's ambush, broken caravan etc). With currenty system (when you appear on the border) you won't even notice such stuff cause you continue to run along the border from one location to another without a glance to the center. But when you appear in the center of next location and you are surrounded by band of orcs or see a broken trader's cart ravaged by bandits - you would notice it So such mechanics could be foundation for RNG-wilderness-events system in future.
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