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Old June 5, 2018, 02:12   #141
OmniNegro
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SpStInWiDxCnCh;*AcElFiCo;Dk;SiSdRgAgTyWm|AEFCo~UL( StInWiDxCnCh

'Nuff said.
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Old June 5, 2018, 03:56   #142
Pete Mack
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@Mocht: only with great difficulty. The code bases diverged a long time ago, and the PosChengband code Frog is based on is seriously spaghettified. I looked at it once and refilused to try working on it. Applying the V cleanups to PCB would be a massive undertaking.
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Old June 5, 2018, 13:52   #143
Sideways
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Quote:
Originally Posted by Mocht View Post
Harps don't seem to drop, have they been removed
Harps were removed for non-bards in one of the last Pos versions and reinstated in the github version some time ago.
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Old June 5, 2018, 20:20   #144
Sideways
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The mage quest line gives magey rewards. Most of them, even when technically wearable, are useless to warrior-types except as sell-loot; which is a feature, not a bug.
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Old June 6, 2018, 14:16   #145
BobZero
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I have been thinking about this great variant for some time and there, as
always, seem to me that some things could be even better. However, I realise
that not all of these ideas would be to everyone's taste so put them forward
as suggestions.


Poschengband peppermint-to-mango Wish list

Display options.

Option to highlight the current target with the cursor.

This would make it easier when dealing with a lot of monsters of the same
type that are moving around. I know that it would be possible to work out
where the target is from the monster list using the display distances option,
this would just make it easier.

Option to view contents of home, even if not at home - do I really need
a rod of detection, or is there one at home. Presumably this could come
off the character information screen.


Proficencies

Should the numeric skill and maximum proficencies be available on the
proficencies screen? Presumably a mauler 'character' should know they
will never be a master with a dagger. It might take more space, so the
weapons screen might need splitting in two.

Should 'uncomfortable' weapons always have proficencies fixed to
unskilled? Should weapon versatility in some way override this, or
should weapon versatility not improve the maximum skill for
uncomfortable weapons?

More generally, should there be more weapon skills that are fixed at
unskilled. Presumably a swordmaster character should be totally useless
with a polearm.

Moganimator Changes.

Should it be possible to turn off the moganimator in the 'easy-destroyer'
options?

Should the moganimator know if weapons are uncomfortable? This would
allow then to be autosquelched if desired, regardless of quality.

Should the moganimator be able to know the skillmaster and/or psion ability
choices? This could be quite awkward to do and explain though.

Should there be an option to always use the default moganimator fle, rather
than making copies?

Display questions.

Allow wider screens for the home/inventory/equipment displays as not all
resistances are always visible. The width for windows for equipment and
inventory display can be increased, but this cannot be done for the home
as there is no customisable window for that.

Easy mimics does not work with death swords, death scythes and quiver
slots if graphics are used. However changing the 'monster graphics' file
graph-xxx by commenting out the relevant entries makes them into 'x'
characters. Perhaps different graphics when using the easy mimics option?

Should currently unlearnable spells in spellbooks be a different colour
on the gain spells menu?

Should the angband quests be marked with 'angband' in the completed
quests list?

More general problems.

Should the maximum number of available items of a given type that can
be purchased be shown when buying?

Should studded gloves, gauntlets and spiked gauntlets without other bonuses be
'average' rather than 'good'. I am not sure if the current mango version deals
with this.

If two identical but not *identified* rings are in the inventory, they
automatically stack. This lets the player know they are identical.

Given that wands and staves now self-recharge, should the sorcery recharge
spell be replaced? Perhaps a no-damage beam of light spell for illuminating
corridors, which is a utility missing from the sorcery books.

An option for 'do not attack on movement' mainly for non-melee characters
who do not wish to wake up enemies next to them.

On the birth screen and help screens some monste sub-types (giants, trolls,
golems) have no description. Is this deliberate?

On the problem of quest rewards and their general usefulness, one method
might be to put items into general classes (jewelry, weapons, devices,
consumables, armour) and then give the character a choice at time of getting
the reward. It could take the form of the question 'which of these 5 classes' (or
possibly less) do you want your reward in and, after the choice is made, the
relevant reward given. This would put all of the code in one place, rather than
for each quest individually.
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Old June 6, 2018, 16:15   #146
Sideways
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Quote:
Originally Posted by BobZero View Post
I have been thinking about this great variant for some time and there, as
always, seem to me that some things could be even better. However, I realise
that not all of these ideas would be to everyone's taste so put them forward
as suggestions.
Thanks for your ideas! Mango is pretty much set, so your suggestions won't be implemented in mango (except where they already have been), but I'll keep them in mind for future releases.

Quote:
Option to view contents of home, even if not at home - do I really need a rod of detection, or is there one at home. Presumably this could come
off the character information screen.
As Mocht mentioned, this has existed in all releases of FrogComposband (on the character sheet, just scroll down a bit).

Quote:
Should the numeric skill and maximum proficencies be available on the proficencies screen? Presumably a mauler 'character' should know they will never be a master with a dagger. It might take more space, so the weapons screen might need splitting in two.
This was already implemented for mango.

Quote:
Should studded gloves, gauntlets and spiked gauntlets without other bonuses be 'average' rather than 'good'. I am not sure if the current mango version deals with this.
It does, albeit in a less than perfect way.

Quote:
If two identical but not *identified* rings are in the inventory, they automatically stack. This lets the player know they are identical.
I think this is intended behavior.

Quote:
Given that wands and staves now self-recharge, should the sorcery recharge spell be replaced? Perhaps a no-damage beam of light spell for illuminating corridors, which is a utility missing from the sorcery books.
Recharging is still highly useful; watching bostock's gray-mages has convinced me of that.

Quote:
On the birth screen and help screens some monste sub-types (giants, trolls, golems) have no description. Is this deliberate?
It is not deliberate. I've changed this a bit in mango, but it's still not perfect, since it only gives a generic description of the monster race.

Quote:
On the problem of quest rewards and their general usefulness, one method might be to put items into general classes (jewelry, weapons, devices,
consumables, armour) and then give the character a choice at time of getting the reward. It could take the form of the question 'which of these 5 classes' (or possibly less) do you want your reward in and, after the choice is made, the relevant reward given. This would put all of the code in one place, rather than for each quest individually.
Interesting idea, but I don't view quest rewards as something that should always be maximally useful. Maximally useful rewards would be power creep, especially now that we have more quests than before. (Maximally useful rewards would also be less realistic and thematic.)

I do think no one race or class should be screwed by the rewards unduly, especially near the beginning of the game when the rewards make the most difference.
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Old June 6, 2018, 19:11   #147
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Quote:
Originally Posted by Mocht View Post
If dunadan and barbarians get demigod powers then this isn't mentioned in the race descriptions
Since they are in category 'Human', I believe they get the one human power, just not the second one demigods do.
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Old June 6, 2018, 20:15   #148
OmniNegro
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Quote:
Originally Posted by CyclopsSlayer View Post
Since they are in category 'Human', I believe they get the one human power, just not the second one demigods do.
Amberites get no power for being in the Human category.
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Old June 6, 2018, 20:37   #149
Sideways
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Humans and demigods get two demigod powers each, dunedain and barbarians get one (but doppelgangers in dunadan or barbarian form are special-cased not to get a demigod power), and half-orcs also get one demigod power (but half-trolls don't, and Amberites also don't as OmniNegro noted).

7.0.mango coming right up.
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