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View Poll Results: What should I work on next?
Summoning (long, hard implementation) 7 17.07%
Polish- better UI, more races (fast and easy) 27 65.85%
King monsters and race artifacts 4 9.76%
The Adventurer's Guild 3 7.32%
Voters: 41. You may not vote on this poll

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Old January 2, 2011, 04:26   #21
buzzkill
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Quote:
Originally Posted by pampl View Post
Ghosts could be tricky, I'm not sure how much the game will like an immaterial PC, but that will also make them interesting. Good requests!
I thought that SteamBand handled passwall player characters well. In short, depending on skill, there was a % chance of the player taking HP (or maybe SP) damage when moving through solid wall. In effect, it makes passing through solid rock a risk, a trade-off, rather than something that is done casually, at least at low levels.

Of course, being able to walk through walls while your enemies cannot is still a huge advantage which typically causes one to get in over his head. I found that death most often came because all monsters have ESP, which leads to ghostly PCs getting surrounded/trapped in the walls, afraid to poke their nose out. Since resting while embedded in rock is likely to be a losing proposition, one should seek to avoid such situations. This is the sort of balance I'd look for, unless you've got a better idea.
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Old January 2, 2011, 09:07   #22
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Quote:
Originally Posted by buzzkill View Post
Since resting while embedded in rock is likely to be a losing proposition, one should seek to avoid such situations.
Tunnel a square of granite once inside. Perfect resting place.
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Sadly, every character ever created in Angband was given a magnifying glass by their eccentric uncle for their fifth birthday...
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Old January 2, 2011, 17:53   #23
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Tunnel a square of granite once inside. Perfect resting place.
You have to come out sooner or later . An truly evil benovelent DM would spawn umber hulks nearby if it detected a player resting in such a place. Oh my, the player is trapped and will surely starve to death. I will free him.
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Old January 2, 2011, 19:15   #24
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Add a mac version!!!!
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Sadly, every character ever created in Angband was given a magnifying glass by their eccentric uncle for their fifth birthday...
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Old January 2, 2011, 21:10   #25
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Tunnel a square of granite once inside. Perfect resting place.
I appreciate you may be able to cast StM but the image of one trying to swing a pick* when already embedded in rock is somewhat comical...




*and that's not to mention how ghosts carry stuff through walls in the first place.
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Old January 2, 2011, 22:30   #26
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Most important monsters to implement:

Dragons/Hydras
Spiders (webs were amazingly fun in Pos)
Xorns/Umber Hulks that can move through walls
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Old January 3, 2011, 01:04   #27
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Quote:
Originally Posted by buzzkill View Post
I thought that SteamBand handled passwall player characters well. In short, depending on skill, there was a % chance of the player taking HP (or maybe SP) damage when moving through solid wall. In effect, it makes passing through solid rock a risk, a trade-off, rather than something that is done casually, at least at low levels.
That's how Z handles it as well, except there's no skill - 100% of the time you take a small amount of nonlethal damage. That's probably what I'll do too.
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Add a mac version!!!!
I would if I could.. I'll be sure to include the source in 5.4 (I wish I had for 5.3) so that someone with a Mac can compile a Mac version. I think compiling it should be pretty easy- hopefully it's just a matter of going to the source directory and entering "make -f makefile.osx" -but if not then you could try bugging forum goers with Macs to do it. I think d_m has one, for example.
Quote:
Originally Posted by Djabanete View Post
Most important monsters to implement:

Dragons/Hydras
Spiders (webs were amazingly fun in Pos)
Xorns/Umber Hulks that can move through walls
Ooh, I like the idea of playing an X. No need for a ring of delving when you have the KILL_WALL flag!

edit: Also, in case any Angband gurus are reading this, I could use some help dealing with an extremely annoying crash-on-save bug. The code is on github.com/simongre/RePosBand
edit2: OK, the problem is that increasing home space to 128 slots causes a low level saving routine (savers[i].save) to freak out. That's way above my pay grade, so hoarding is going to have to wait a while.

Last edited by pampl; January 3, 2011 at 01:37.
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Old January 3, 2011, 04:07   #28
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Someone created unlimited home already I believe for 3.2ish, Fizzix maybe? It was iVanilla IIRC.

As for hounds/vortex evolution, here's an idea:

Start with Water/Fire/Cold/Elec hound...
At level 15 morph into a Multi hued hound (resist basic 4 + poison, and a breath for each)
Each breath gives you resist to it
20 - Light / Dark breath
25 - Shards breath
30 - Sound
35 - Force
40 - Plasma
42 - Gravity
44 - Nether
46 - Time
50 - Aether form (resist all)
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Old January 3, 2011, 04:20   #29
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Remember, Level 1-5 needs to be Clear Hound
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Old January 3, 2011, 05:27   #30
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Right, which then you become a water/fire/cold/elec hound at 6.
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