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Old February 3, 2015, 15:14   #11
Lionmaruu
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I have said it once or twice here already I really vote for a persistent level option on angband, even if experimental and not balanced (persistent level - with selling - levels dont spawn monsters after a certain number[# of monsters or game turns]).

That would be Awesome!
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Old February 3, 2015, 21:00   #12
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Originally Posted by Therem Harth View Post
ToME 2 has an option for it. It's marked experimental though IIRC, probably because it can interfere with random quests (i.e. level generator can't place quest monsters, level is permanent -> quest becomes unfinishable).

Edit: hmm, it's not there any more apparently. Darn.
Yeah, I think I removed it pretty early after forking 2.3.X CVS. AFAIR it never really worked properly and was unbelievably hackish. (I seem to recall it working somewhat like dungeon towns where you'd have "fresh" identical copies of floor items generated over and over every time you visited the level.)
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Old February 3, 2015, 21:14   #13
Derakon
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Originally Posted by AnonymousHero View Post
Yeah, I think I removed it pretty early after forking 2.3.X CVS. AFAIR it never really worked properly and was unbelievably hackish. (I seem to recall it working somewhat like dungeon towns where you'd have "fresh" identical copies of floor items generated over and over every time you visited the level.)
Sounds like it just preserved the RNG seed used to generate the entire level and re-used it each time you visited. I can see how that would cause problems.
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Old February 4, 2015, 15:18   #14
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Sounds like it just preserved the RNG seed used to generate the entire level and re-used it each time you visited. I can see how that would cause problems.
That's exactly what it did -- and does for dungeon towns with the attendant problems. (I'm just not sure about the exact problems it caused .)

They just aren't as game-breaking for dungeon towns.
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Old February 4, 2015, 21:54   #15
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The further good news is that having static levels as a birth option in Vanilla will likely happen.
I can't work out whether this will be a jaw-droppingly huge change, or merely another ironman option (like forced descent et al.). I wonder if in fact it will be a jaw-droppingly huge ironman option.

@OP: Crawl has persistent levels. It's quite a bit harder than Angband.
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Old February 4, 2015, 21:56   #16
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Well, among other things it'd let you pick up levels where you left off. I have some friends who can't stand Angband because they fill up their packs, return to town to drop off loot, go back to the dungeon, and the level they were working their way through is gone.

Similarly, you'd be able to stash items anywhere, instead of just in the home.
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