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Old June 12, 2019, 08:10   #21
PowerWyrm
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Like the NO_BLOW from TomeNET? Ok I'll add that.
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Old June 12, 2019, 08:43   #22
tangar
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Yeah Thanks!

1) /bug (?)
I've noticed that EASY flag doesn't work (cause even without this flag stuff like LOS | PROJECT | PASSABLE | TORCH is passable by running)

2) please could you replace amb_thunder_roll.mp3 with this one https://drive.google.com/open?id=1lt...JPecYYSEjkH6YM
I've reduced low freq. a bit, cause currently my windows tremble when this sound appear (it sounds when night falling)
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Old June 13, 2019, 08:12   #23
PowerWyrm
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Quote:
Originally Posted by tangar View Post
Yeah Thanks!

1) /bug (?)
I've noticed that EASY flag doesn't work (cause even without this flag stuff like LOS | PROJECT | PASSABLE | TORCH is passable by running)

2) please could you replace amb_thunder_roll.mp3 with this one https://drive.google.com/open?id=1lt...JPecYYSEjkH6YM
I've reduced low freq. a bit, cause currently my windows tremble when this sound appear (it sounds when night falling)
The EASY flag currently does nothing.
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Old June 14, 2019, 13:13   #24
PowerWyrm
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SONS OF THE NIGHT REJOICE!!!

Rogue characters are now able to steal from monsters, how about that!!!
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Old June 14, 2019, 20:48   #25
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Interesting! A few questions:

1) How does it work? Is it kinda spell?
2) What would happen if rogue first steal something and afterwards kill that monster - would he get income from it? (double generated loot). Or monster from which item was stolen would drop less stuff?
3) How this addition would influence on 'item density' and game economy?

Maybe it's should be a possibility to steal only special rogue-exclusive items, to prevent influence on game's economy.. Like special potions (healing or poison to apply) which only rogue could use.. Or maybe this items could be kinda 'reagent' for more powerful rogue skills, eg: to use skill 'poison dagger' rogue need reagent 'poison essense' which he could steal from humanoids; or 'smoke bomb' to go to stealth without preparation... Or just some decorative items for houses (I plan to add a lot of such stuff in future)?

Just some thoughts I'm a bit afraid of stealing in roguelikes cause it could kinda 'force' players to play rogue to get profit and scum game.. Like stealing from stores in TomeNET which ruins economy and EL/NE gameplay experience imho (but IDDC stealing was fixed pretty good recently) :E

At the same time having 'crafting' professions like fishing (stealing could also be called somewhat like crafting), which won't give much useful stuff could be an interesting addition. If stealing wouldn't give too much profit it definitely could become interesting in-game hobby
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Last edited by tangar; June 14, 2019 at 21:20.
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Old June 15, 2019, 01:11   #26
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No. You can't get additional loot from an individual monster, including uniques--even if they appear on a new level.
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Old June 17, 2019, 08:21   #27
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Quote:
Originally Posted by tangar View Post
Interesting! A few questions:

1) How does it work? Is it kinda spell?
2) What would happen if rogue first steal something and afterwards kill that monster - would he get income from it? (double generated loot). Or monster from which item was stolen would drop less stuff?
3) How this addition would influence on 'item density' and game economy?

Maybe it's should be a possibility to steal only special rogue-exclusive items, to prevent influence on game's economy.. Like special potions (healing or poison to apply) which only rogue could use.. Or maybe this items could be kinda 'reagent' for more powerful rogue skills, eg: to use skill 'poison dagger' rogue need reagent 'poison essense' which he could steal from humanoids; or 'smoke bomb' to go to stealth without preparation... Or just some decorative items for houses (I plan to add a lot of such stuff in future)?

Just some thoughts I'm a bit afraid of stealing in roguelikes cause it could kinda 'force' players to play rogue to get profit and scum game.. Like stealing from stores in TomeNET which ruins economy and EL/NE gameplay experience imho (but IDDC stealing was fixed pretty good recently) :E

At the same time having 'crafting' professions like fishing (stealing could also be called somewhat like crafting), which won't give much useful stuff could be an interesting addition. If stealing wouldn't give too much profit it definitely could become interesting in-game hobby
1) Same command as stealing from players. This means you have to activate NO_STEALING=false in the cfg file. Note: for PWMAngband, you can only steal from sleeping monsters, and doing so wakes them up.
2) Item stolen is taken directly from monster inventory so if you kill the monster afterwards, you will get one less item. If the monster has nothing in inventory, you get nothing.
3) No change
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Old June 17, 2019, 08:59   #28
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Sounds fun

Maps are in Tiled and classes rework
http://angband.online/maps-and-classes/
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Last edited by tangar; June 17, 2019 at 22:44.
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Old June 19, 2019, 22:23   #29
tangar
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Locations schemes implemented
http://angband.online/locations-schemes-implemented/
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Old June 20, 2019, 10:35   #30
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I just found out that the game was crashing when entering the Brandywine Bridge area because of changing feature from byte to short int to allow more than 255 of them. Since I'm fed up manually editing that file each time the loading/saving code is touched, I've trashed it and replaced it with a town file (town_brandywine.txt) which should have roughly the same design.

File has two small areas of grass on the left and right, a big bridge in the middle and rest should be 50% water 50% grass. Townies are limited to 10 and should include Otho and Lobelia.
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