The Next Server's Quest Monsters ans Hounds

New ideas, features you wish were in the game.
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schroeder
Giant Mottled Ant Lion
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Joined: Sat 14.06.2008, 04:23
Location: Somewhere in Illinois in the USA

The Next Server's Quest Monsters ans Hounds

Post by schroeder » Wed 04.11.2009, 05:43

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.
Anything worth being done, is worth being overdone.
My Mangband videos; http://www.youtube.com/user/Schroederband

PowerWyrm
Balrog
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Joined: Sun 27.11.2005, 15:57

Re: The Next Server's Quest Monsters ans Hounds

Post by PowerWyrm » Wed 04.11.2009, 12:28

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.

schroeder
Giant Mottled Ant Lion
Posts: 204
Joined: Sat 14.06.2008, 04:23
Location: Somewhere in Illinois in the USA

Re: The Next Server's Quest Monsters ans Hounds

Post by schroeder » Wed 04.11.2009, 16:20

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.
Anything worth being done, is worth being overdone.
My Mangband videos; http://www.youtube.com/user/Schroederband

Emulord
King Vampire
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Location: UIUC

Re: The Next Server's Quest Monsters ans Hounds

Post by Emulord » Wed 04.11.2009, 20:36

Maybe all the enemies start with some negative energy so you get a few free moves?

schroeder
Giant Mottled Ant Lion
Posts: 204
Joined: Sat 14.06.2008, 04:23
Location: Somewhere in Illinois in the USA

Re: The Next Server's Quest Monsters ans Hounds

Post by schroeder » Wed 04.11.2009, 22:39

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.
Anything worth being done, is worth being overdone.
My Mangband videos; http://www.youtube.com/user/Schroederband

Emulord
King Vampire
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Location: UIUC

Re: The Next Server's Quest Monsters ans Hounds

Post by Emulord » Thu 05.11.2009, 00:20

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.

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Flambard
King Vampire
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Re: The Next Server's Quest Monsters ans Hounds

Post by Flambard » Thu 05.11.2009, 02:46

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.

Emulord
King Vampire
Posts: 252
Joined: Mon 30.04.2007, 20:19
Location: UIUC

Re: The Next Server's Quest Monsters ans Hounds

Post by Emulord » Thu 05.11.2009, 05:16

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'

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