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The Next Server's Quest Monsters ans Hounds

Posted: Wed 04.11.2009, 05:43
by schroeder
Next server, I believe it is on the mangband checklist to make Sauron and Morgoth quest monsters once again in the sense that you cannot go past their depth until you have killed them.
Because of this, I believe that it would be reasonable to remove hounds on < and > instead of just >.
Otherwise, 'diving deep' becomes much tougher, since you would have to recall each time you hit 5k. And if your searching for those last few items before morgoth, this can be a problem. This is *ESPECIALLY* true if you want power DSM or the one ring.


I was reminded by Drunk about hounds when altering reality also. I *think* that we are safe from death right now when altering reality (I did it with emulord at 5k quite a number of times), however I do not know for sure if this is the case. It would be a nice bonus if hounds were also removed from the alter reality location, if they are not currently removed.

Re: The Next Server's Quest Monsters ans Hounds

Posted: Wed 04.11.2009, 12:28
by PowerWyrm
The problem with hounds isn't really a problem. There shouldn't even be something to remove hounds when recalling down or taking stairs down. In vanilla Angband, monsters are placed with less energy than the player, so you get a turn first. Just applying the same in MAngband should fix that once for all.

Re: The Next Server's Quest Monsters ans Hounds

Posted: Wed 04.11.2009, 16:20
by schroeder
It is the same. Its just that mangband is a lot tougher. Your not going to hit destruct on your first turn.

First off, their is some lag in the connection. So the instant you hit that destruct button when you see those hounds is not when the game realizes you want to destruct.
Secondly, unlike in angband, you do not have forever to decide what to do. Because of the real time aspect and the lag, you would have to press destruct before you were recalling into the dungeon.

Re: The Next Server's Quest Monsters ans Hounds

Posted: Wed 04.11.2009, 20:36
by Emulord
Maybe all the enemies start with some negative energy so you get a few free moves?

Re: The Next Server's Quest Monsters ans Hounds

Posted: Wed 04.11.2009, 22:39
by schroeder
I'm thinking that that would be a bit of new and tedious coding.

It would, however, make it so that drujes or Qs can't screw you over just like Zs.
The devs probably don't want that though, since Qs and ss won't 1-round you, while Zs will.

Its simpler and less intrusive to just remove Zs on stairs.

Re: The Next Server's Quest Monsters ans Hounds

Posted: Thu 05.11.2009, 00:20
by Emulord
what? If monsters are already given less energy, why not just increase the difference? That sounds like a 1line code change.
I wouldnt know, but it seems like it could work out fairly well.

Re: The Next Server's Quest Monsters ans Hounds

Posted: Thu 05.11.2009, 02:46
by Flambard
Or we can mix some bullet time in..?

But what is the relation to the quest monsters? I fail to see any connection to hounds on stairs.

Re: The Next Server's Quest Monsters ans Hounds

Posted: Thu 05.11.2009, 05:16
by Emulord
schroeder likes to start at 5K and dive to the bottom and then recall.
So if he cant do that, he doesnt want to keep on recalling at 4900'