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#11 |
Adept
Join Date: Feb 2016
Posts: 193
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Just curious, class.txt couldn't be tweaked to start with any equipments?
I mean the sections # 'equip' is for starting equipment As i see it is used for defining the starting dagger, armor, consumables. Does it have any limitations? Like not being able to add artifacts there. Edit: I also wonder if adding guaranteed drops to uniques is done in the source code or can be tweaked in artifacts.txt? I don't know if alloc can be 100 and an item being generated in town. That could also be a workaround for giving starting artifacts. Last edited by Adam; February 9, 2021 at 22:53. |
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#12 |
Adept
Join Date: Nov 2019
Location: Pasadena CA
Posts: 141
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#13 |
Veteran
Join Date: Oct 2019
Posts: 1,004
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#14 |
Adept
Join Date: May 2020
Posts: 101
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#15 | |
Prophet
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,596
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You can however start with an ordinary weapon that just happens to be called sting and has all the same properties as sting by adding it to object.txt 1st. |
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#16 |
Adept
Join Date: Feb 2016
Posts: 193
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Thanks. I guess that would have the side effect of being able to find multiple sting objects, but that does not really matter.
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#17 |
DaJAngband Maintainer
Join Date: Apr 2007
Location: San Antonio, TX
Posts: 1,124
Donated: $10
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I'm considering making a new variant branching from current V, and if I do, I'd be happy to make at least several of the changes your mention. (especially the gorging thing. I agree, the way it is now is stupid.)
Still, it'll probably be at least a month or two before I (potentially) have something like this out.
__________________
Will_Asher aka LibraryAdventurer My old variant DaJAngband: http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...) |
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#18 |
Veteran
Join Date: Nov 2013
Posts: 1,540
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Awesome! Would love to playtest it. I've been thinking some more about wands of slow monster. When @ gets free action he cannot be slowed, yet there are virtually no monsters in Angband that cannot be slowed. I think hasty ents might resist it? I think this game would be more fun if slow monster didn't work very often on deeper monsters.
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Beginner's Guide to Angband 4.2.3 Part 1: https://www.youtube.com/watch?v=m9c9e2wMngM Detailed account of my Ironman win here. Last edited by Grotug; March 4, 2021 at 22:23. Reason: ents, not tents. |
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#19 | ||||||||||||||||||
DaJAngband Maintainer
Join Date: Apr 2007
Location: San Antonio, TX
Posts: 1,124
Donated: $10
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I thought I'd take another look at the changes you would want and comment for each one if it looks like something I would both want and be able to do for my variant: Quote:
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(But this is something that would be easy to do yourself in the gamedata files.) Quote:
but why? If you don't like them, you can just take the stairs back up and then down again. (unless you play without connected stairs.) (This might be easy to tweak in the gamedata files without touching the code. hmmm, if you mean the labyrinth levels, it looks like those are hard coded. Looks like their rarity isn't in the gamedata file.) Quote:
...But this is really easy to do without touching the code. Just open terrain.txt, find where it says: " name:secret door graphics:#:w priority:10 mimic:granite wall flags:WALL | ROCK | DOOR_ANY | GRANITE | TORCH desc:A door that appears like a granite wall to untrained eyes. " and change the "w" in this line: graphics:#:w ...to a letter representing another color ("g" for green, "p" for purple, etc) (This will only work if you're not using tiles, though. I'd need to do some more looking to figure out how to change it with tiles.) I would totally do this anyway. Quote:
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BTW, In my old variant, all staves could be wielded as (usually not very good) weapons in addition to their normal use. I might do that again. Quote:
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(I remember Commander Keen. that's a blast from the past.) dragons of annihilation!? yikes I've never heard of such things, but if they are what they sound like, I would definitely make them more rare. (or maybe just remove them completely. They must be something that's been added since I stopped playing.) Quote:
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I would probably tone down monster summons a little for my variant though. Quote:
__________________
Will_Asher aka LibraryAdventurer My old variant DaJAngband: http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...) |
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#20 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,705
Donated: $40
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Grotug--
Definitely agree about the Heal300 spell. The heal2000 spell is stupid overkill for a paladin. If you really need it, you can't risk casting it. Meanwhile, you're out 50MP when you actually heal down 300. |
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