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#1 |
Apprentice
Join Date: Oct 2010
Posts: 59
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Hi, I hope this is not the wrong place to offer enhancement requests.
Currently playing Angband 3.0.9b, would love to see the following tweaks: 1) option to reduce verbage of fighting. I currently have up to 8 blows with certain weapons and it's a bit tiresome to view "You hit _____! You miss ____! [more]" again and again. I would like an option that boils it down to "You hit ___ 4 times, miss 3 times". 2) Similarly, when fighting creatures that hit you with a certain attack that their brothers are immune to sets off a flurry of "____ resists. ___ resists. _____ resists." I'd like to turn that off since I can assume that none of the other creatures in the pack are going to succumb to the attack of one of their members. 3) I think this may be in part related to my squelch settings (or it's possible in my haste I hit some keys I didn't intend to) but I have dropped quite a few things in stores - and once you do that, you'll never see it again. Aside from setting inscriptions on everything, I'd like an option to either block dropping items in stores, OR confirmation that I want to drop the item, OR that the item gets placed on the ground outside the store. 4) I notice that it's still possible to farm creatures for objects and artifacts. I thought someone would have weeded this out long ago, never combining breed explosively creatures with carry objects. It makes no sense that a black ooze, which may be carrying something, will breed and all its descendants are also carrying something else. I notice when playing around with this (possibly because of my squelch settings there are many items on the floor that are invisible to me) that I can really slow down the game, causing it to freeze for many seconds (which feels like an eternity). I'm also surprised at the rate at which good items and artifacts are generated. It seems back in the day of playing moria I could never have a fully maxed (stats) character at level 40 like I have now. This isn't so much a complaint, just an observation. Anyways, love the game. |
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#2 | |
Prophet
Join Date: Mar 2008
Posts: 2,771
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Quote:
(4) Breeders do not breed in 10 seconds. That would be silly. Like many other words used in the game, it doesn't mean what the dictionary says it should. They summon one of their kin, who should be expected to be carrying the same distribution of stuff as every other member of the type meandering about the dungeon. At least, you can tell yourself this if it helps, and ignore me if it doesn't. ![]() |
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#3 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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This is not about game of shopping, much less buying stuff you don't need just to get something store might get after you have bought it empty. |
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#4 | |
Angband Devteam member
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Quote:
I remain of the view that fixing drops (which Ewert has accelerated brilliantly) is vastly preferable to a buyout button. But then I want no shopping at all, so my opinion is not worth much. |
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#5 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Even with fixed drops, there are some items that get used more than the stores usually stock and that (quite reasonably) don't show up in large quantities in the dungeon. My big contenders are !CCW and !Heroism, where I always end up buying every one in stock and wishing there were more. Another popular one is stat restoration; though it's been awhile since I let a stat get heavily drained, when one is it's very annoying to play with low stats (particularly if you lose blows or spells) and the alchemist is unreliable with stocking the relevant potions.
This could be trivially fixed by modifying store.txt to make the stores carry more of these items, though. |
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#6 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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#7 | |
Angband Devteam member
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Quote:
I'm with Timo, in that if we have to keep shops at all they should have finite stocks. |
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#8 | |
Prophet
Join Date: Mar 2008
Posts: 2,771
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Quote:
So long as the likelihood of a new wanted object being generated in a store increases when you buy out stuff you do not want, you have an impetus to buy junk you want squelched. I've said before that IMO every store item should be either fixed quantity per game, or infinitely available without gimmicks. Any change in that direction would be great IMO. But that is a different discussion that belongs in a different thread. The OP was not about how stores restock. The question is whether to squelch an object you purchase that you have previously indicated you want to squelch. For the game *as it is now*, store purchases fall under the category of things that you might want to squelch. If you don't want to squelch a particular item, don't set it to be squelched. Is that so much to ask? |
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#9 | |
Rookie
Join Date: Jun 2007
Location: Bristol, UK
Posts: 23
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Quote:
It's r2041 I believe. I've never really had a problem with consumables (except WoR, which I can buy). There always seems to be enough !CCW (after dlvl 30), but not overwhelmed by them. I am quite a coutious player though (clvl30/dlvl40 so far this time). Previous games where I've gone deeper seem to show a good balance of healing potions later on. That's my observation over 4 or 5 games - I've never run out of cure potions and don't have the option to buy them. The balance seems great to me! Iain |
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#10 |
Angband Devteam member
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So, continuing with the hijack, I am certain that infinite availability is lame, whereas fixed quantities sound a good compromise to me (between lameness and no-shopping). How do you feel about those fixed quantities being per-game random? So one game you might get, say 115 !CCW and 47 ?EW+dam, and in another game you might get 167 !CCW but only 31 ?EW_dam. For example. Is that acceptable or do you require exactly 100 !CCW available every game?
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Tags |
dropping, enhancements, farming |
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