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Old November 10, 2014, 15:15   #281
Nivim
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And in addition to all that, there's something which debo and friends call "Nivimscumming" where you find the border of the wilderness area loading, open up a window for map overview (using hugeterm and window options), then quickly zig-zag over the border, loading areas very quickly and checking each one for that house with the chest (has to be done during daytime so you can see far enough). Then you go over to the house with teleportation in hand (maybe detect creatures, and if you can some strong digging) and try to survive/kill the guardian while retrieving the loot. Note that if you're level 1 at this point the guardian can be 10 to 25 times your level; but if it's melee based and you have shooting/phase scrolls, it will give you several levels.

Using this method I can get through the super-early game quickly and get on to crazier and newer things. You can also do it while traveling, although requiring you go much slower than travel-mode.

Might not be much longer before chris ruins this now that I've posted about it, though. Although maybe wilderness vaults do need more metaphorical fangs?
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Old November 11, 2014, 05:49   #282
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You hit Metaphorical Fang, Farmer Maggot's Dog.
Metaphorical Fang, Farmer Maggot's Dog bites you.
You die... [more]
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Old November 11, 2014, 14:31   #283
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Quote:
Originally Posted by Nivim View Post
Might not be much longer before chris ruins this now that I've posted about it, though. Although maybe wilderness vaults do need more metaphorical fangs?
I don't want to ruin it if it is fun

Anyway, the wilderness encounters are basically stubs at the moment. I think perhaps more diversity is in order?
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Old November 11, 2014, 16:03   #284
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It's a small thing, but how hard would it be for them to be rotated randomly?

A basic sort of vault I just typed up.
Code:
o=stuff like level 4-8 mindcrafters when around outpost
p=stuff like what you find in the chest rooms like a
  Hardened warrior or Illusionist around outpost
x=The next order of magnitude above p
%=food/mushroom stuff, because ',' is annoying to see
+############
#...#...#..%#
#.oo+..o+..%#
#o..#..o#o..#
##+##########
#...#.&&#`..#
#...#...#$.x#
#.oo#...#...#
##+###+###+##
#o..#p..#...#
#...+...+...#
#...#..p#.%%#
#############
Then another one that popped into my head.
Code:
#..##..##..#
...#####+...
..##....##..
#+#......###
##..#+##..##
.#..#!~+..#.
.#..+!!#..#.
##..##+#..##
###......#+#
..##....##..
...+#####...
#..##..##..#
No subtlety here, just pack it full of spellcasters that summon;
supposed to be recognizable on sight, might even want to move
the pillars farther away and add four.
~=Excellent, probably light source.
!=Not bad, usually at least one thing the player cares about, like Speed.
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Old November 11, 2014, 16:33   #285
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I'm not sure if anybody is interested, but wilderness encounters are defined in v_info.txt. Scroll down to the section marked "PosChengband Wilderness Encounters" and you will see where they begin. Of course, there is no documentation but I think you can look through samples to get an idea how to code things up. Also, if you add the "DEBUG" flag (field #3 on the T: line, and you can add multiple flags with the | character just line in C) then the game should pick your encounter automatically instead of choosing one randomly.

This is the sort of game aspect that almost anybody could contribute to if they wanted, and I'd be happy to incorporate any additions provided they've been tested and actually work.

I've always meant to come back to these and add more interesting ones. Some ideas off the top of my head include:

[1] Treasure Island for water based terrain.
[2] Eyrie for mountains.
[3] Druidic circle for forests.
[4] Mirkwood spiders for forests.
[5] Sorcerer's Tower for plains.
[6] Gypsy Caravan (Basically, a traveling town with new shop types. This would require some coding effort, though).

It's easy to think of more ...
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Old November 12, 2014, 03:31   #286
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Another suggestion:
Add a specia large wilderness room type that generates an anti-melee or anti-magic field and fill the room with high level ego-crushing monsters.

I'd like to see the player ghosts/spirits being implemented. Also, add body-possessing monsters. You see a Legendary soul (dlvl 90) possessing an Ultimate magus...RUN FOR LIFE!!
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Old November 12, 2014, 14:59   #287
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Upon reflection, I decided to release a quick update as 3.3.6 here. This is a minor release with a few bug fixes:

* Fixed bug with Ring of Archery quest reward. This was a show stopper game crash bug, so is the reason for this release!

* Nazgul egos are now only available from Nazguls. They are more powerful as well.

* Nazgul monsters are scary.

* Berserkers no longer auto-identify objects since they cannot read or use magical devices.

* 0d0 possessor attacks now do no damage at all. Display code updated to reflect this.

* Possessors get a new "Corpses" category in the monster knowledge menu (~4). This enumerates all corpses currently in pack, home or underfoot for easy comparison. Knowledge of a body's attributes can now be gained by *identifying* the corpse (in addition to probing or monster lore in the town).

* Monster knowledge now sorts descending on level.

* Possessors and Mimic's now track history of forms used and display these in the character dump.

As usual, source code and a list of changes are available.
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Old November 12, 2014, 22:11   #288
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*Nivim presses 5 for implementation of upstairs in the wilderness.*

I think documentation tried to happen at the beginning of the file, but didn't get all the way; there's stuff like S apparently making black markets some kinda confusing reassignment with arguments going. Also, the entire file is really long and maybe has never really been organized; does the numbering thing prevent rearranging vaults in the list completely?
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Old November 12, 2014, 22:38   #289
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Arrrgh...Now, I have to create a new Hugo$oul for 3.3.6!!!
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Old November 12, 2014, 22:55   #290
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Quote:
Originally Posted by HugoTheGreat2011 View Post
Arrrgh...Now, I have to create a new Hugo$oul for 3.3.6!!!
I'm not sure that creating new Hugo$ouls has really been a problem for you as of late
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