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Old October 6, 2017, 13:21   #11
wobbly
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Gotta hit open source game developers with the outrage of 1000 suns. It's what fuels their inspiration.

Looks (I haven't played yet just read) a bit more balanced than 7.0.0. Trying to finish my character in 7 before taking a closer look though.
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Old October 6, 2017, 14:52   #12
Antoine
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I wonder if Chris is OK in himself these days. Not impossible that he is working through a rough patch

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Old October 6, 2017, 18:16   #13
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Not funny.
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Old October 6, 2017, 20:27   #14
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Look, let's try to be a little bit charitable here.

Now, the language (and reasoning!) in some of those commit messages looks pretty strange[1]. Obviously, Chris can say what he likes, but he doesn't have the power to prevent anyone from posting "modded" Poschengband games on the Oook ladder/forums, so I'll just chalk that up to bad phrasing on his part. I think he may have meant that he only wanted to read feedback on completely unmodded games. Maybe I'm being too generous, but text discussion/commentary makes it very easy to get the wrong idea because there's no quick correction mechanism.

(EDIT: As an aside, it would be nice if the ladder could actually split the "format" version of the dump from the "code" version so that we could e.g. just specify git commit IDs as the "version" for example. I think the ladder is one of our best ways to gather statistical information, but it's marred by people playing forks under the "same" version number. Again, I think this is a reasonable "objection" by Chris. It's really hard to gather actionable information from ladder dumps if you don't know what exact code people are playing.)

Legally, morally, etc. AFAIAC there's no leg to stand on wrt. forbidding others from modding PosCheng, but frankly the codebase is so awful that I'm not sure why anyone would want to. To be clear: The codebase was awful before Chris "inherited" it. Vanilla angband has a much better code base.

[1] I really don't understand removing patches from people you've since had a falling out with. If the code works, what's the problem? I say this only because there was no game-play justification for the removal of some of clouded's patches. In fairness, some did have gameplay justification that I felt was reasonable.

EDIT: Btw, reported the "Chlis" account.

Last edited by AnonymousHero; October 6, 2017 at 20:39.
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Old October 6, 2017, 21:53   #15
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Well, here we are and we should make the best of it.

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Old October 6, 2017, 21:58   #16
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Do we have some means of communicating with Chris, is he on email or ...?
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Old October 7, 2017, 01:30   #17
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Quote:
Originally Posted by Antoine View Post
Do we have some means of communicating with Chris, is he on email or ...?
Chris doesn't use email. To reach him, you'll just have to send PM.
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Hugo = usually plays Halo, PosChengband and its Forks, and Sil

My YouTube channel, where I'm known as YggdrasilTid (includes my PosChengband gameplay+music):
https://www.youtube.com/channel/UCqG...vf4c0P8ipsIeQQ

My most recent good try at PosChengband 7.0.0's nightmare-mode on Angband.live:
https://www.youtube.com/watch?v=rwAR0WOphUA
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Old October 7, 2017, 12:35   #18
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Hello.


Despite my last post in the former thread, I have to say that I do like the design Philosophy and the general direction Chris is taking the game.
If I understand correctly, his goal is to utilize and equalize all game mechanics so that everything is useful and crucial in its own way.

Of course I still hold to the opinion that the game as it is now is way too unforgiving. A very un-elegant solution would be to implement a crude one-hit-kill protection so that no matter how often you get hurt in one turn, you will be always left with 1 hp or somesuch, which needs XXX turns to recharge.

while i respect the personal vision of the variant maintainer, i think it would be a huge boon for "casual" players like me who enjoy the loot&hacknslash aspect of the game, if somebody could create a fork that manages to both make all stats and abilities useful and not one trick wonders, and also remove the "turn randomness" and make the game thus more strategic. In my humble opinion, monsters should always use the most destructive spell/ability, have no random energy and summon should be extremely nerfed and static. what i mean is, a certain monster always summons the same creature. and summons should dissipate once the original summoner has passed away. These changes will make the game predictable and thus strategic. Players will be rewarded for their foresight and planning, instead of stumbling blind into every situation. The amount of randomness that we have now would be fun if this was a game without permament death but yada yada. Make it happen you guys ;o




Anyway, thanks for the work chris <3 It truly is appreciated.

Last edited by poschengbandplayer; October 7, 2017 at 12:53.
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Old October 8, 2017, 16:28   #19
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Just a note there is some kind of display bug for weaponsmiths adding slaying to items. The (+,+) it shows you adding & the (+,+) you actually get are different. Never worked out what is happening.

Anyways won 7.0.0 & will have a try at 7.0.2 when I feel less drained. Hope you continue the good work on the variant despite the dramas.

Edit: & I also miss blue mages. Would be nice to get them back sometime

Last edited by wobbly; October 8, 2017 at 16:43.
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Old October 8, 2017, 16:45   #20
HugoTheGreat2011
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Quote:
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Edit: & I also miss blue mages. Would be nice to get them back sometime
What wobbly said about Blue-Mages
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Hugo = usually plays Halo, PosChengband and its Forks, and Sil

My YouTube channel, where I'm known as YggdrasilTid (includes my PosChengband gameplay+music):
https://www.youtube.com/channel/UCqG...vf4c0P8ipsIeQQ

My most recent good try at PosChengband 7.0.0's nightmare-mode on Angband.live:
https://www.youtube.com/watch?v=rwAR0WOphUA
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