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Old November 20, 2013, 14:16   #21
chris
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Quote:
Originally Posted by dzhang View Post
I was wondering, has anyone (ahem, Chris) thought about doing meta-game "Achievements" like all the other games do these days?
From a coding perspective, this is one of those things that requires sprinkling lots of code throughout the system, so I want to make sure it is worth it (Compare it to the Virtue system).

My initial reaction is that if players are doing things like measuring turn counts or what not, then the game is waaaaay too easy. In fact, I do think that Poscheng has drifted towards the easy end of the spectrum.

That being said, there are of course many self imposed challenges that players can currently undertake, and they can simply brag about these on the ladder:

Quote:
- Masochist: Kill the Serpent of Chaos while not wearing any armor (shield is OK, since there are ShieldMasters).
- Save the Uniques: Kill no Uniques except Oberon and the Serpent of Chaos.
- Precocious: Kill the Serpent of Chaos while never reaching higher than CL 39.
- We Die Together: Die immediately after killing the Serpent of Chaos (but before taking another action).
- Nightmare Mastery: Beat the game in Nightmare Mode
All of these would show up in the final posted character dump. Simply brag loudly as you post on oook

Quote:
- Allergic to Potions: Consume no potions during an entire game and kill the Serpent of Chaos
Tough ... as a middle ground, somebody still needs to win with an Earth Elemental.

There are also plenty of absurd race/class/personality combos that players may undertake. In fact, one even surpasses the Lazy Yeek Tourist. Also, a true iron man might hand edit k_info.txt to remove scrolls of phase door and teleport (Just comment out the A: lines by prepending a '#' character) or similar stuff.

Anyway, everything you list is certainly possible to do without too much difficulty if there is a strong demand for this type of meta-game. However, tracking player achievements would most likely be tied to a particular savefile and many players, including myself, routinely start with fresh savefiles each game, or have multiple savefiles running concurrently.

Last edited by chris; November 20, 2013 at 14:23.
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Old November 20, 2013, 23:49   #22
yrriban
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Quote:
Originally Posted by chris View Post
Tough ... as a middle ground, somebody still needs to win with an Earth Elemental.
Hmm, I still have an earth elemental character kicking around from the competition earlier this year, but haven't gone back to it since. Maybe I should dig that save out and see if I can do something with it.
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Old November 21, 2013, 15:24   #23
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I just uploaded a minor bugfix release here (3.0.1):

* Vanilla Town and Light Town options now work.
* Monster List ('[') no longer exposes shadowers.
* Monster List ('[') and Object List (']') are not available while hallucinating.
* Cold resistant monsters resist ice bolts (again).

In addition, clouded was kind enough to design more than a hundred new room types, so there is currently quite a lot of new rooms to explore (over 260 at the moment). I did make a few minor changes to some of the new rooms as they tended to have lots of out of depth monsters!

Finally, I made a minor effort at cleaning up some of the many thousands of compiler warnings that I inherited from Hengband. Unfortunately, a couple very minor changes caused the game to become unstable, but I think I fixed all of the obvious new crashes (This, btw, is one reason why I have made minimal efforts at a legacy code cleanup.)

Source code can be found here and I think we should be working on Linux again. I fixed the curses port to use an 80x27 window size to accommodate the enhanced pack size.

Enjoy!
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Old November 22, 2013, 00:55   #24
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FYI, the title screen of newest version (3.0.1) shows up as 3.0.0!! Oops..
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Old December 4, 2013, 20:44   #25
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Quote:
Originally Posted by chris View Post
many players, including myself, routinely start with fresh savefiles each game, or have multiple savefiles running concurrently.
Why is that? For playtesting purposes?
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Old December 5, 2013, 13:37   #26
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Why is that? For playtesting purposes?
Well, obviously if you have multiple characters running simultaneously, then you need multiple savefiles. I've had as many as twenty at a time running (mostly for playtesting purposes)!

As for starting a new character, creating it with a new savefile is just easier and cleaner. Your macros and customized pickup preferences get reset to the defaults. Also, I like my monster memory to reset as well. The only exception is if I am quick starting after an early death (This is actually quite common now that I think about it).
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Old December 7, 2013, 22:42   #27
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Smile Just to say thankyou...

Just wanted to say hi to the Angband forums and a huge thankyou to Chris for Poschengband.

In what must be nearly 20 years of playing (I've been with the game since Angband), this has to be one of the most fun variants, and I mean the Possessor...

Hugely enjoyable at the moment ... from CL10 wild rabbits onwards (shades of Monty Python) and it's so great to see the 'Band story going on and on and on...

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Old December 7, 2013, 23:13   #28
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Quote:
Originally Posted by Flauterfiddle View Post
Just wanted to say hi to the Angband forums and a huge thankyou to Chris for Poschengband.

In what must be nearly 20 years of playing (I've been with the game since Angband), this has to be one of the most fun variants, and I mean the Possessor...

Hugely enjoyable at the moment ... from CL10 wild rabbits onwards (shades of Monty Python) and it's so great to see the 'Band story going on and on and on...

The fun doesn't stop there...wait until you possess bodies like Kenshirou the Fist of the North Star, Nidhogg the Hel-Drake, Wahha-Man the Golden, and so on...
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Old December 8, 2013, 17:44   #29
chris
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Quote:
Originally Posted by Flauterfiddle View Post
Just wanted to say hi to the Angband forums and a huge thankyou to Chris for Poschengband.

In what must be nearly 20 years of playing (I've been with the game since Angband), this has to be one of the most fun variants, and I mean the Possessor...

Hugely enjoyable at the moment ... from CL10 wild rabbits onwards (shades of Monty Python) and it's so great to see the 'Band story going on and on and on...

Thanks! I wish I could take credit for the Possessor idea, but its been around for quite some time. I think Posband had it first but I'm not sure.
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Old December 8, 2013, 17:48   #30
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I just uploaded another tiny update here. Source code can be found here.

* The main change for this release was a reworking of monster AI to better handle passwall characters as well as anti-summoning corridors.

* Some minor additions including giving Hrus (Race = Giant, Subrace = Hru) the option to use innate shatter based attacks. These attacks are only available if the player is not wielding a melee weapon.
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