From PW MAngband - easily included as they're already coded?
Posted: Sat 06.03.2010, 09:31
Hi :) just read through PW's list of changes to align with Angband. Some of these could possibly be implemented earlier than milestones indicate. I'm not sure these are easily implemented, but I'm sure PW can answer here. I'll list a few of the changes I thought of:
- Small pseudo-ID changes (Angband 3.1.0): make pseudo-id not occur whilst resting; make pseudo-id quicker; make items, when worn long enough, get automatically identified; make {average} items automatically identified; make wands/staves stack even when unidentified
- Implement and upgrade the 3.0.9 dungeon generator (Angband 3.1.0): note that the new dungeon generator doesn't generate any guaranteed excellent items in vaults anymore (the spots marked as "8" in vault patterns will only generate a "good" treasure up to 20 levels out of depth)
- Try to make stores a bit more interesting/useful (Angband 3.1.0): start applying higher-level magic as the player dives through the dungeon (for PWMAngband, min and max levels of objects generated in a store will depend on the max depth of the last customer who entered that store)
- Remove rings of Stupidity, Weakness and Woe, and allow all rings/amulets to be cursed (Angband 3.1.0)
- Add a potion of resist poison (Angband 3.1.0)
Some of these changes look awesome. Especially the resist poison potion. (since drolems aren't easily detected anyway) you cannot avoid having poison resistance, but it makes a priest/pally able to kill the serious poison breathers without the need of "Lordly resistance". And it would make for a fun option to have early on also. (please consider this: 596 heros killed by poison, 47 heros killed by poison, 107 heros killed by an Air hound).
Also the ZoCD is too easily handled at high levels or with the right tools, and the new "dungeon generator" would greatly reduce the benefit of finding these vaults.
Depending on how the shop coding works, I dunno if that's a good option. But in general I feel it would make you find less powerful items in stores up to a certain dungeon level/depth and then enable you to find more usable items in stores as you get deeper. This makes diving more important, and let's face it. It is a diving game. Risk vs reward. And you still need the cash to purchase these expensive items. Maybe it'd be an option to just include store 7 in this kind of shuffling. 1 downside is that the store would no longer be the same as different characters enter it (I imagine items would be recreated as a new character enters unless there's a better way to implement this)
ZAL
- Small pseudo-ID changes (Angband 3.1.0): make pseudo-id not occur whilst resting; make pseudo-id quicker; make items, when worn long enough, get automatically identified; make {average} items automatically identified; make wands/staves stack even when unidentified
- Implement and upgrade the 3.0.9 dungeon generator (Angband 3.1.0): note that the new dungeon generator doesn't generate any guaranteed excellent items in vaults anymore (the spots marked as "8" in vault patterns will only generate a "good" treasure up to 20 levels out of depth)
- Try to make stores a bit more interesting/useful (Angband 3.1.0): start applying higher-level magic as the player dives through the dungeon (for PWMAngband, min and max levels of objects generated in a store will depend on the max depth of the last customer who entered that store)
- Remove rings of Stupidity, Weakness and Woe, and allow all rings/amulets to be cursed (Angband 3.1.0)
- Add a potion of resist poison (Angband 3.1.0)
Some of these changes look awesome. Especially the resist poison potion. (since drolems aren't easily detected anyway) you cannot avoid having poison resistance, but it makes a priest/pally able to kill the serious poison breathers without the need of "Lordly resistance". And it would make for a fun option to have early on also. (please consider this: 596 heros killed by poison, 47 heros killed by poison, 107 heros killed by an Air hound).
Also the ZoCD is too easily handled at high levels or with the right tools, and the new "dungeon generator" would greatly reduce the benefit of finding these vaults.
Depending on how the shop coding works, I dunno if that's a good option. But in general I feel it would make you find less powerful items in stores up to a certain dungeon level/depth and then enable you to find more usable items in stores as you get deeper. This makes diving more important, and let's face it. It is a diving game. Risk vs reward. And you still need the cash to purchase these expensive items. Maybe it'd be an option to just include store 7 in this kind of shuffling. 1 downside is that the store would no longer be the same as different characters enter it (I imagine items would be recreated as a new character enters unless there's a better way to implement this)
ZAL