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Old May 1, 2012, 08:34   #21
dos350
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why is there no capital N in angband 4 monster please lmk
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Old May 1, 2012, 20:16   #22
Goldbug
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Would its symbol be 'w'?
I would think that the natural symbol for the Flying Spaghetti Monster would have to be "R", because of the affinity the FSM has for pirates.
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Old May 1, 2012, 20:52   #23
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Originally Posted by dos350 View Post
why is there no capital N in angband 4 monster please lmk
There's also no lowercase 'x' monster. Nobody's bothered to come up with a monster that would be appropriate for the letter. If you have any good ideas, feel free to make 'em.
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Old May 1, 2012, 22:12   #24
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There's also no lowercase 'x' monster. Nobody's bothered to come up with a monster that would be appropriate for the letter. If you have any good ideas, feel free to make 'em.
I think we may be saving that for fuzzy detection and/or targeting.
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Old May 2, 2012, 03:27   #25
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There's also no lowercase 'x' monster. Nobody's bothered to come up with a monster that would be appropriate for the letter. If you have any good ideas, feel free to make 'em.
Grid bugs, "x" should be grid bugs.
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Old May 3, 2012, 02:08   #26
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... which now operates by consensus
Yeah, I looked at the ticket system, very impressive considering the nature of the project. A devteam is inherently more stable long term simply as it can flow people in and out and still maintain a consistent output in both volume/direction as you are looking at an output of a group (which is robust to members) vs a single maintainer which will eventually fail to boredom/burnout.
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Old May 3, 2012, 05:10   #27
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Yeah, I looked at the ticket system, very impressive considering the nature of the project. A devteam is inherently more stable long term simply as it can flow people in and out and still maintain a consistent output in both volume/direction as you are looking at an output of a group (which is robust to members) vs a single maintainer which will eventually fail to boredom/burnout.
The problem is that there is no one on the dev team willing to be critical at all. It is now the opposite of vanilla.

To me, vanilla means choosing the highest quality ingredients, and paying careful attention to the proportions of how you mix them. If 3.0 was Haagendaz vanilla, 3.3 is what you get if you take 1 scoop of each frozen dairy dessert from your local grocery store and toss them into a bucket to melt together.

A maintainer is required if you want someone to enforce a vision, or even just to revert changes made that hurt the product.

Give 3.3 a try. I hope you like it, but I doubt you will. I find that the game has been ruined. In the pursuit of making the game shiny and accessible to new players, they have ruined it for experts. Timo finds the game boring. He thinks he has outgrown it, but I believe that's because now it *is* boring.

Were you around for a newbie named Flee? Came in, mastered the game in 3 months, and left. That's how much the game had been nerfed. It's worse now than even then.

You should be aware of my history of making mods to the source. I find that so many things have been done wrong that it is more efficient for me to work from 3.0 and reimplement good changes than to start from 3.3 and remove bad changes. I still have great fun with modded 3.0. Playing 3.3 just makes me sad.

It's too depressing to me to come here often. After you play a few games of 3.3 would you send me an email telling me what you think? I'd really be interested in your views.
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Old May 3, 2012, 09:53   #28
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After you play a few games of 3.3 would you send me an email telling me what you think? I'd really be interested in your views.
As the person responsible for the largest number of changes that Eddie doesn't like, I too would be really interested in your views. I'm very confident that the rest of the devteam would too, so please share widely, either by posting here or email to angband-dev@plastic-idolatry.com (the dev mailing list). EDIT: 3.4-dev (which will be 3.4.0RC1 in a matter of weeks) is significantly different from 3.3.x - so you might want to focus your feedback on that instead. You can get it from here.

@Cliff: thanks for your positive comments on the tracker - that's taken quite a bit of work by quite a few of us. It's pretty comprehensive, though there are some things that go straight from Oook to github and never get a ticket, so it's less an archive than a complicated to-do list.
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Old May 3, 2012, 11:10   #29
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EDIT: 3.4-dev (which will be 3.4.0RC1 in a matter of weeks) is significantly different from 3.3.x - so you might want to focus your feedback on that instead. You can get it from here.
I tried it and got almost immediately killed by acolyte. 12+ points of damage by single curse from this early monster? Haven't yet played much, but that feels a bit overkill for dlvl 2 monster. Curse is distance spell which doesn't require unobstructed LoS like bolt-spells, so I bet many many players will find early game a lot harder, especially with low-HP chars (mages, priests). This was only one acolyte, I wonder if there are 20 of those. 120+ points of HP required to dive past where they start to appear in groups, and run like h*ll when you see them? Or am I just being unlucky and this has been here before 3.4?
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Old May 3, 2012, 12:23   #30
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Originally Posted by Timo Pietilš View Post
I tried it and got almost immediately killed by acolyte. 12+ points of damage by single curse from this early monster? Haven't yet played much, but that feels a bit overkill for dlvl 2 monster. Curse is distance spell which doesn't require unobstructed LoS like bolt-spells, so I bet many many players will find early game a lot harder, especially with low-HP chars (mages, priests). This was only one acolyte, I wonder if there are 20 of those. 120+ points of HP required to dive past where they start to appear in groups, and run like h*ll when you see them? Or am I just being unlucky and this has been here before 3.4?
For the official MAngband server, we keep track of what kills players at what levels. You would be surprised of the main cause of death for players above level 20. Hounds? Dragons? Uniques? No, just some monster that you would think it's harmless at level 20: the Novice Paladin (or I should say, the Gallant). But look more carefully... a Gallant can hit twice for 1d7 damage, curse for 3d8 damage and cause fear. And now they appear in groups... at 200ft!
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