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Old March 27, 2017, 00:27   #41
PowerWyrm
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New update with latest from V, modified artifact set, plus big gameplay change on how levels are saved. Now a level is saved:
- if it is a special level (hand designed)
- if it has players on it (connected or not)
- if it has owned houses on it
This means towns now can change like in V when the player leaves, so it's not recommended to leave stuff on the ground, especially in solo player games.

List of changes:

- Add back searching skill
- Add back all the searching items and modifiers
- Adjust class and race searching skills
- Implement basic trap searching
- Add visibility ratings for traps
- Re-include detection spells for arcane magic users
- Change create traps to radius 3, make created traps and vault traps only appear one in four times
- Give priests back detection
- Tweak some artifacts, delete a few, add new ones from TomeNet
- Fix INSTA_ART randarts (light sources + jewelry) having no weight/level

- Make a path from Hobbiton to Bree that doesn't involve crossing an entire watery area
- Don't keep towns allocated if they don't have players or owned houses
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Old March 27, 2017, 01:58   #42
Pete Mack
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- Make a path from Hobbiton to Bree that doesn't involve crossing an entire watery area

I believe that's the Brandywine bridge... Make it guarded by a Sackville-Baggins, probably a blue 'h', thief?
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Old March 27, 2017, 13:32   #43
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Quote:
Originally Posted by Pete Mack View Post
- Make a path from Hobbiton to Bree that doesn't involve crossing an entire watery area

I believe that's the Brandywine bridge... Make it guarded by a Sackville-Baggins, probably a blue 'h', thief?
Hey... that's a good idea

I simply changed the wilderness type from water to grass since there's no "bridge" type area, but I could probably design a special level for the area with water and a bridge.
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Old March 28, 2017, 10:07   #44
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Note to self: in C, macros can be multiline... so not only you should put them inside curly braces when doing if/while/do... but also NEVER use code that modify their parameters like this:

Code:
COORDS_SET(&special_levels[num_levels++], y, x, i);
If you expect this code to set the coordinates of your special level, you're in for a big surprise... a nasty one when you try to set the last element in the array too...

I spotted this in the PWMAngband code in a harmless place... I just hope there are no other occurences anywhere else.
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Old March 28, 2017, 14:10   #45
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Quote:
Originally Posted by Pete Mack View Post
- Make a path from Hobbiton to Bree that doesn't involve crossing an entire watery area

I believe that's the Brandywine bridge... Make it guarded by a Sackville-Baggins, probably a blue 'h', thief?
This is now implemented
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Old April 5, 2017, 15:18   #46
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I added the "spirits" from ToME, with different attacks and spells. This should make the "Utumno, Portal to the Void" dungeon really... interesting.
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Old April 5, 2017, 16:29   #47
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Quote:
Originally Posted by PowerWyrm View Post
I added the "spirits" from ToME, with different attacks and spells. This should make the "Utumno, Portal to the Void" dungeon really... interesting.
You're a jerk, you know that right?

I hope you at least didn't add the one that's explicitly designed to be as annoying as possible.
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Old April 5, 2017, 17:03   #48
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Quote:
Originally Posted by Derakon View Post
You're a jerk, you know that right?

I hope you at least didn't add the one that's explicitly designed to be as annoying as possible.
You mean the one with AI_ANNOY and MULTIPLY? He has ROCKET too now

Nah just kidding. I kept the idea, but redesigned most of them in a more thematic way (melee spirits, casters, summoners...). Although a "spirit of mana" at level 127 with BA_MANA will be quite a nasty encounter...
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Old April 5, 2017, 17:22   #49
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"You hit Melkor. You have slain Melkor."

One hit with a (+0, +0) dagger...

Forgot that HPs are stored as a short integer, and I affected 40k HPs to Melkor... oops.
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Old April 6, 2017, 11:39   #50
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Fixed the Melkor problem with a regular integer for monster hps.

Also for the next version, I'll remove the three tilesets with small tiles (8x8, 16x16, 8x16), so I can concentrate on remapping tiles for the monsters I added (and probably the changes planned for V) without spending a ridiculous amount of time. A good thing also would be to reorganize the Gervais tileset so the tiles are at the same position as in the Shockbolt tileset -- this would allow me to keep an unique prf file for both tilesets and cut maintenance in half.
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