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Old December 23, 2010, 09:56   #21
Magnate
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Thanks for the reminder - I had totally forgotten this thread. Will try and compose something for 3.2 - it means bumping something off the help menu, but I think the version history (version.txt) can be relegated, since it doesn't need to be read in-game.
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Old December 23, 2010, 17:01   #22
Derakon
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I'm not a huge fan of those "hard breakpoints"; as Timo notes, you can keep going past and most of the time you'll be fine, but you must be careful. It would be more useful to say things like

1. Getting paralyzed is dangerous! Free action will protect you.

As for poison resistance, that got folded into the whole "big monsters breathe for big damage" thing. The player will know that AMHDs can breathe poison by the time they encounter them; the only problem is that they have so much more hitpoints than their brethren, which can easily be fixed by bumping up said brethren.

The goal isn't so much to protect the newbies from everything they might do wrong, as it is to make it so when they do die, they say "Oh, dur, I should have known that would happen" instead of "Wait, what?"

Magnate: I've been poking at trying to get a random hint to display each time generate_cave() runs. Right now I'm having problems figuring out how to add a new edit file parser, especially since ideally this one should just be "read each line of the file into a separate row in the array."
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Old December 23, 2010, 20:23   #23
Magnate
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Quote:
Originally Posted by Derakon View Post
I'm not a huge fan of those "hard breakpoints"; as Timo notes, you can keep going past and most of the time you'll be fine, but you must be careful. It would be more useful to say things like

1. Getting paralyzed is dangerous! Free action will protect you.

As for poison resistance, that got folded into the whole "big monsters breathe for big damage" thing. The player will know that AMHDs can breathe poison by the time they encounter them; the only problem is that they have so much more hitpoints than their brethren, which can easily be fixed by bumping up said brethren.

The goal isn't so much to protect the newbies from everything they might do wrong, as it is to make it so when they do die, they say "Oh, dur, I should have known that would happen" instead of "Wait, what?"

Magnate: I've been poking at trying to get a random hint to display each time generate_cave() runs. Right now I'm having problems figuring out how to add a new edit file parser, especially since ideally this one should just be "read each line of the file into a separate row in the array."
We have a dev who can probably write that parser in about three minutes. Let me ask her and get back to you.
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Old December 23, 2010, 21:30   #24
the Invisible Stalker
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It is possible to win.

In a game that lasts hundreds of thousands or millions of turns you should expect very unlikely things to happen sooner or later. Assume bad luck.

Everything you need to know about items, monsters, artifacts, etc. is contained in files in the lib/edit directory. Learning to read these files will save you a lot of dead characters.
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Old December 23, 2010, 21:32   #25
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Quote:
Originally Posted by the Invisible Stalker View Post
It is possible to win.

In a game that lasts hundreds of thousands or millions of turns you should expect very unlikely things to happen sooner or later. Assume bad luck.

Everything you need to know about items, monsters, artifacts, etc. is contained in files in the lib/edit directory. Learning to read these files will save you a lot of dead characters.
Ok, pause the hints please folks - I'm tidying them up into a text file now. Once they're in nightlies (give me a few hours) feel free to suggest more. In the meantime I might miss them.
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