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Old May 8, 2007, 14:20   #1
andrewdoull
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New features for Angband from variants

Hi,

I'd like to do some pre-filtering for Andrew Sidwell on the new feature front, and make the suggestion that features that get into Angband should have been tested in a variant first.

Of course, to do that, everyone would have to know about what features are popular, and useful in the variants out there. I think a big part of the problem is that people tend to stick to one variant, and not necessarily know what the alternatives are.

So what features do you think from the variants out there are suitable for Angband? Describe them, love them, hate them?
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Old May 8, 2007, 15:34   #2
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Non-sneaky humanoid monster's without infra-vision carrying lights (ninja's or thieves w/ lights are silly imo, novice fighters, mages, etc. would be fine). Self-lit monsters (fire-hounds, colbrans, etc.).

I think this has been well tested.
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Old May 8, 2007, 16:00   #3
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Monster/object/artifact "browser" found in some variants (when you press ~).
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Old May 8, 2007, 16:26   #4
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Random quests / fireproofable books (and other store services) / Mass identify / Different or no town unique (Bill Ferney perhaps, after all Farmer Maggot's one of the good guys) / Stolen money not vanishing.
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Old May 8, 2007, 16:55   #5
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Quote:
Originally Posted by GSN View Post
Monster/object/artifact "browser" found in some variants (when you press ~).
That's in, already. Pete Mac has done some really good work on this btw.
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Old May 8, 2007, 21:00   #6
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- Nearby objects in the monster list window from Sangband

- Trap detection display/running behaviour from FAangband or ToME

- Item worth display from NPPAngband

- Item source from NPP/ToME (e.g. dropped by Wormtongue on 500')

- The object window from ToME which would not only show book rememberance

- Weapon damage info from ToME/FAangband
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Old May 8, 2007, 21:02   #7
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Quiver slot, NPP style! (Stacks up ammo in inventory to occupy one inv. slot per 99 ammo pieces).
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Old May 8, 2007, 22:14   #8
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Faust writes:
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Stolen money not vanishing.
I want to be on record as being strongly against this.

(a) encouraging the hunting down of thieves is encouraging poor gameplay.
(b) having monsters that are genuinely bad to melee without actually killing you is a useful lesson. Thieves are just like Water Hounds: a damn nuisance.

Note that this stands in contrast to my position on "amnesia attacks." Amnesia attacks have _no_ gameplay implications, and just encourage boring bookkeeping. They really should be eliminated.
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Old May 8, 2007, 22:22   #9
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Faust writes:
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Random quests
I also doubt this will make it. It interferes with smooth gameplay, and lends itself to easy abuse. (I find myself taking a quick lev 1 quest in NPP as an easy way to increase starting cash and character level, and never take another quest the entire game.)
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Old May 8, 2007, 22:26   #10
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Quote:
Originally Posted by Pete Mack View Post
(a) encouraging the hunting down of thieves is encouraging poor gameplay.
Care to enlighten us how exactly is this a poor gameplay? I think it's great enhancement to gameplay - it gives you an incentive to go do something you wouldn't usually do. Makes game less boring.
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(b) having monsters that are genuinely bad to melee without actually killing you is a useful lesson. Thieves are just like Water Hounds: a damn nuisance.
Irrelevant to the point. Thieves will continue to be genuinely bad to melee even with ability to get the money/item back.
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