Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Vanilla

Reply
 
Thread Tools Display Modes
Old October 27, 2016, 07:48   #1
PowerDiver
Prophet
 
Join Date: Mar 2008
Posts: 2,712
PowerDiver is on a distinguished road
What Eddie Plays

I have a couple of files, CHANGES and EFGchanges. I have no clue now why they are two separate files, so I'll just copy the contents of both below. My TOFIX file satisfies
Code:
eddie@asus-K52F:~/angband/angband-3.a.0$ wc < TOFIX 
  490  2231 14007
Oh, and I hate everyone. Be jealous of what I play and won't share. This is all based off of 3.0.9. I used cut-and-paste, not perfect at that, might have missed some.

You will be jealous. Remember, I hate you all.



aggravation changed to stealth penalty

heavily cursed objects also have light curse, considered doubly cursed,
standard remove curse removes the light curse

wielding into empty slot, taking off cost 50 energy each,
so wield into full slot costs 100, and dropping costs 0 energy

No hack-and-back, monsters always get a turn, so if three times as fast turns go PMPPPMPPP...

sleeping monsters lose a turn when waking up, no riposte

resting specified by player turns, but implemented in 10x increments of 10 energy,
so superior for ambush purposes. Suggest using tab, rest 10 player turns or until
fully recovered

summoner's summon lesser level

autoid wielding jewelry, no exp

autosquelch useless, auto-unsquelch useful, suggest squelch all restores,
eat any drain that is not squelched

autosquelch items dominated by wielded items, exception is attack and speed
rings must be dominated by both ring slots, otherwise single ring domination enough

autosquelch empty charged items, (auto)inscribe !k to avoid this behavior

objects may drop at short distance to combine with items on the floor

squelch uses fact all orcs are evil when comparing slays, but does not
use fact all orcs susceptible to elec brand

disarm/destruct works on hidden doors

--- obvious ---

symmetric LOS, bolt paths

stone to mud not useful for ASCs
tunneling through rubble much easier

ammo sticks to target until killed

--- hardcoded options ---

squelch vs wielded
unsquelch useful -- includes drains when not drained and still need to learn restore
squelch empty wands/staves

Experience changed from exponential to simple. 1 exp for each monster type killed or non-jewelry flavor learned. Due to the way monsters "with friends" are handled, the best way to know for certain if a monster type is unkilled is to check the monster list '['.

Sticky curse changed from never unwield to 50% chance to unwield an item on each attempt.

Aggravation on items changed to be a stealth penalty.

No selling items to stores. Items may be donated, learning unaware flavors, but experience is tight so it is a mistake to learn too many flavors from stores.

Automatic identify of aware items on walkover.

Pseudo is completely gone.

Standard identify spell changed to perception, identifies aware objects in LOS.

Unified LOS instead of multiple different rules. Mostly symmetric, ruled by
#####
#..BC
#A###
#####
B can see A. C can see A iff A is in a wall. Monsters in walls are targetable. Bolts passing through intermediate monsters may not be symmetric, in order to eliminate the possibility of trick shots.

Turn order when attacking a slower monster is changed. If the player is thrice as fast, rather than "Player,Player,Player,Monster" the order is "Player,Monster,Player,Player". In essence, the monster borrows from future energy to get an immediate response.

Monsters lose a turn when waking.

Fractional blows. X.Y blows means prob Y/10 of getting X+1 blows each round.

Change to blows calculations, of form min{f(str,weight), g(dex)}. All classes use same formula, but pure fighters and pure casters adjust by 20%.

Removal of all spells that enchant weapons.

Armor base rather than magical plusses is reduced by acid damage. If the base is already reduced to 0, no damage halving against acid attacks, including even undamaged crowns.

For anything with both a current and maximum value, a change to the maximum applies equally to the current. E.g. a potion of Gain Constitution will not restore a drained stat, rather the current and maximum will both increase the same amount, and then current and maximum hitpoints will both increase according to the change in the Constitution bonus.

Artifacts can be destructed.

Banish spells delete items underneath deleted monsters.

Monsters can pick up artifacts and items that slay them.

Stacks of charged items are treated correctly. A side effect of the implementation is that activatable items recharge even when not worn, including when left at home. Also, at most 10 chargeable items may stack together in one slot.

Detections cover the entire dungeon level, instead of depending upon screen and font sizes.

Progress is made towards dungeon generation where all necessary digging is through rubble.

The fact that ESP tells you whether a monster is targetable is made explicit in that it affects disturb_near.

Disturb when either HP or SP reach max.

Various name changes so that similar items appear together in squelch menus.

Destructed levels are removed.

Squelched restores become visible when the corresponding stat is drained.

Chest drops are improved.

Removed conditional drops from DROP_GOOD. Class and current stats no longer used in the drop code.

No destroy command, only squelch, and 'K' toggles hiding squelched objects.

Money of different types can combine into a single object.

Objects drop to squares where they can combine in preference to other tiles.

Mana increased by 2*CL.

Bows and crossbows have minimum str requirements.

Turn cheat_know on permanently, removing monster memory as a reason for savefile compatibility.

destruction does not hide stairs

recharge only empty wands, safe to use 'n' to repeat

not given choice to use uncharged wands, rods, or staves

buyout button in stores
Removed conditional drops from DROP_GOOD. Class and current stats no longer used in the drop code.

No destroy command, only squelch, and 'K' toggles hiding squelched objects.

Money of different types can combine into a single object.

Objects drop to squares where they can combine in preference to other tiles.

Mana increased by 2*CL.

Bows and crossbows have minimum str requirements.

Turn cheat_know on permanently, removing monster memory as a reason for savefile compatibility.

destruction does not hide stairs

recharge only empty wands, safe to use 'n' to repeat

not given choice to use uncharged wands, rods, or staves

buyout button in stores

store service for stat restoration

replace broken distance with actual distance comparisons when I bump into them

Many prices increased, when noticed, may appear random.

Cubragol changed, no longer a speed ring for the bow slot.

disturb_near does not disturb when previously visible monster no longer in LOS

Stores restock after departure, if in town for normal restock

Greater vaults made 2.5 times as common.

digging rubble no longer gives objects

min teleport range never more than 50

Completely removed throwing command

remove money from walls
PowerDiver is offline   Reply With Quote
Old October 27, 2016, 07:58   #2
Nick
Vanilla maintainer
 
Nick's Avatar
 
Join Date: Apr 2007
Location: Canberra, Australia
Age: 52
Posts: 7,052
Donated: $60
Nick is on a distinguished road
Wow, there's a lot there. Some of it has been done in 4.0 or current master, some is no longer relevant, some are potentially (IMHO) good ideas for V, at a quick glance I haven't seen anything I outright dislike.

I know you probably don't want to, but you absolutely should release this as a variant.
__________________
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.
Nick is offline   Reply With Quote
Old October 27, 2016, 09:14   #3
Pete Mack
Prophet
 
Join Date: Apr 2007
Location: Seattle, WA
Posts: 4,576
Donated: $40
Pete Mack is on a distinguished road
Competition 198!
Pete Mack is offline   Reply With Quote
Old October 27, 2016, 09:33   #4
PowerDiver
Prophet
 
Join Date: Mar 2008
Posts: 2,712
PowerDiver is on a distinguished road
Quote:
Originally Posted by PowerDiver View Post
Squelched restores become visible when the corresponding stat is drained.

No destroy command, only squelch, and 'K' toggles hiding squelched objects.
I implemented perfect squelch. Squelch any particular item in the game, and everything it dominates is squelched. In addition, options for lesser weight or added bonuses. So if you invoke squelch on a mace (2d4) (+0, +0) you are also given the option to squelch a dagger (2d4) (+0,+0) along with a dagger (2d4) (+15, +15) [I think, I don't remember the plusses any more]. More boring, can squelch =con+5 without squelching =con+6 etc.

I also automated learning stuff. So if I find an unsquelched item that drains str, that means I still need to learn something that restores str, and so it would be wise to consume the str drain. And if you are wearing a str restore when you eat the needed str drain, you yell D'Oh.
PowerDiver is offline   Reply With Quote
Old October 27, 2016, 09:35   #5
PowerDiver
Prophet
 
Join Date: Mar 2008
Posts: 2,712
PowerDiver is on a distinguished road
Quote:
Originally Posted by Pete Mack View Post
Competition 198!
I offered the code to the guy who invited me back. If he can release an executable without the code, I won't be offended.

I love you Pete, but as long as you work with the 3.1+ dev team, you are dead to me and I won't share code with you.
PowerDiver is offline   Reply With Quote
Old October 27, 2016, 12:57   #6
debo
Veteran
 
debo's Avatar
 
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,340
debo is on a distinguished road
Quote:
Originally Posted by Pete Mack View Post
Competition 198!
If somebody "builds" it, I'm happy to setup a comp of this.
__________________
Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'
debo is offline   Reply With Quote
Old October 27, 2016, 13:14   #7
clouded
Adept
 
Join Date: Jun 2012
Posts: 207
clouded is on a distinguished road
You've got problems son.
clouded is offline   Reply With Quote
Old October 27, 2016, 13:43   #8
nikheizen
Adept
 
Join Date: Jul 2015
Posts: 144
nikheizen is on a distinguished road
Quote:
Originally Posted by PowerDiver View Post
Be jealous of what I play and won't share.
Quote:
Originally Posted by PowerDiver View Post
You will be jealous.
Quote:
Originally Posted by PowerDiver View Post
I offered the code to the guy who invited me back.
Seems like you've already shared and our inevitable jealousness didn't prevent you from doing so.
nikheizen is offline   Reply With Quote
Old October 27, 2016, 14:09   #9
Antoine
Ironband/Quickband Maintainer
 
Join Date: Nov 2007
Posts: 989
Antoine is on a distinguished road
Quote:
Originally Posted by clouded View Post
You've got problems son.
Based on his other recent posts i'd say he's well aware of that...

A.
__________________
Ironband - http://angband.oook.cz/ironband/
Antoine is offline   Reply With Quote
Old October 27, 2016, 21:10   #10
PowerDiver
Prophet
 
Join Date: Mar 2008
Posts: 2,712
PowerDiver is on a distinguished road
Quote:
Originally Posted by Pete Mack View Post
Competition 198!
Mail me eddiegrove@hotmail.com and I'll send you the address of the guy I gave the code to. Perhaps you can get him make an executable for you.

I've never compiled for windows. In addition, my one machine with windows is dual-boot and some combination of automatic updates has made things so that it is a real pain to get to windows. With those two obstacles, I don't have the energy to try.
PowerDiver is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Am I the only one missing *angband Let's plays? TheQuest Variants 11 June 1, 2016 15:58
[3.5-dev] I know nobody plays with tiles but... PowerWyrm Vanilla 1 April 24, 2013 12:16
[Un, others] Eddie Grove patch andrewdoull Variants 14 September 6, 2008 08:07


All times are GMT +1. The time now is 22:39.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2018, vBulletin Solutions Inc.