[Crawl] Patch update: selecting class before race

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A couple of changes to the travel patch that have been sitting on my
hard disk for a while:

* Crawl currently asks you to choose your race before your class. I've
changed it to allow you to choose your class first if you want to.

* Travel recognizes permanent levitation and flying and will route
over mechanical traps, deep water and lava if you're
perma-levitating. Merfolk also get travel-access to deep water.

As ever, the patch is at:
http://www.angelfire.com/trek/mazewest/crawl/crawl-patches.diff.gz

A Windows binary is at:
http://www.angelfire.com/trek/mazewest/binaries/dc400b26tr-w32.zip

If you don't like these changes, the old patch lives on:
http://www.angelfire.com/trek/mazewest/crawl/crawl-patches-20050108.diff.gz

If you're having referer problems, access the main page
http://www.angelfire.com/trek/mazewest/

I'm planning to merge in TileCrawl's character dump changes next.

--
Darshan Shaligram <scintilla@gmail.com> Deus vult
 
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Darshan Shaligram wrote:
> A couple of changes to the travel patch that have been sitting on my
> hard disk for a while:

I'm not quite sure whether it's worth to recompile right now or better
wait until you've included the TileCrawl dump changes. Though this one

> * Crawl currently asks you to choose your race before your class. I've
> changed it to allow you to choose your class first if you want to.

sounds interesting. I like to play random chars, fired up from a script,
sometimes with specifying race or class. As it is now, starting with a
class doesn't reduce the choice of races to the possible ones only. Does
your patch deal with that issue?

Rubinstein
 
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I don't know if you're accepting requests but I think it would be cool
if it was possible to define sets of gear. For example, I often put on
different rings and boots to travel back to my stash. It would be
easier to remember and quite a few fewer keystrokes if I just had to
press a couple keys to change into travel gear and combat gear.
 
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smartwick@yahoo.com wrote:
> I don't know if you're accepting requests but I think it would be cool
> if it was possible to define sets of gear. For example, I often put on
> different rings and boots to travel back to my stash. It would be
> easier to remember and quite a few fewer keystrokes if I just had to
> press a couple keys to change into travel gear and combat gear.

While we're in the wishlist business... :)

I'd like to see ALT-TAB-like functionality for the ' key, with the
highest letter to "tab" through being definable in the ini (defaulting
to 'b', maintaining the current behavior by default). Hybrid characters
and archers end up juggling more than two weapons fairly early. The only
trouble with this is that sometimes you'll want to switch from 'a'
straight to 'c' or whatever; the above is thus better than notihng but
perhaps not the most elegant solution. (And perhaps the gearset idea
would leave weapon-juggling no longer a problem anyway.)

Erik
 
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smartwick@yahoo.com wrote:
> I don't know if you're accepting requests but I think it would be cool
> if it was possible to define sets of gear.

So far I've never used macros in Crawl, but I'm just curious: isn't it
possible to realise sets of gears with macros? At least I would expect
such things as the typical job of macros.

Rubinstein
 
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-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1

Erik Piper wrote:
> smartwick@yahoo.com wrote:
>
>> I don't know if you're accepting requests but I think it would be cool
>> if it was possible to define sets of gear. For example, I often put on
>> different rings and boots to travel back to my stash. It would be
>> easier to remember and quite a few fewer keystrokes if I just had to
>> press a couple keys to change into travel gear and combat gear.
>
>
> While we're in the wishlist business... :)
>
> I'd like to see ALT-TAB-like functionality for the ' key, with the
> highest letter to "tab" through being definable in the ini (defaulting
> to 'b', maintaining the current behavior by default). Hybrid characters
> and archers end up juggling more than two weapons fairly early. The only
> trouble with this is that sometimes you'll want to switch from 'a'
> straight to 'c' or whatever; the above is thus better than notihng but
> perhaps not the most elegant solution. (And perhaps the gearset idea
> would leave weapon-juggling no longer a problem anyway.)
>
> Erik
Surely if you set up your "wanted weapons" as a,b,c isn't "w c" pretty
quick and easy anyway?

Rupert
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Rubinstein <picommander@t-online.de> writes:
> Darshan Shaligram wrote:
[...]
>> * Crawl currently asks you to choose your race before your
>> class. I've changed it to allow you to choose your class first if
>> you want to.

> sounds interesting. I like to play random chars, fired up from a
> script, sometimes with specifying race or class. As it is now,
> starting with a class doesn't reduce the choice of races to the
> possible ones only. Does your patch deal with that issue?

It does now. :)

--
Darshan Shaligram <scintilla@gmail.com> Deus vult
 
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Rupert Swarbrick wrote:
> -----BEGIN PGP SIGNED MESSAGE-----
> Hash: SHA1
>
> Erik Piper wrote:
>
>>smartwick@yahoo.com wrote:
>>
>>
>>>I don't know if you're accepting requests but I think it would be cool
>>>if it was possible to define sets of gear. For example, I often put on
>>>different rings and boots to travel back to my stash. It would be
>>>easier to remember and quite a few fewer keystrokes if I just had to
>>>press a couple keys to change into travel gear and combat gear.
>>
>>
>>While we're in the wishlist business... :)
>>
>>I'd like to see ALT-TAB-like functionality for the ' key, with the
>>highest letter to "tab" through being definable in the ini (defaulting
>>to 'b', maintaining the current behavior by default). Hybrid characters
>>and archers end up juggling more than two weapons fairly early. The only
>>trouble with this is that sometimes you'll want to switch from 'a'
>>straight to 'c' or whatever; the above is thus better than notihng but
>>perhaps not the most elegant solution. (And perhaps the gearset idea
>>would leave weapon-juggling no longer a problem anyway.)
>>
>>Erik
>
> Surely if you set up your "wanted weapons" as a,b,c isn't "w c" pretty
> quick and easy anyway?
>
> Rupert

It breaks it into two different paradigms {' vs. w-letter), requiring
two different finger trainings.

Erik
 
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Darshan Shaligram wrote:
> Rubinstein <picommander@t-online.de> writes:
>> Darshan Shaligram wrote:
> [...]
>>> * Crawl currently asks you to choose your race before your
>>> class. I've changed it to allow you to choose your class first if
>>> you want to.
>
>> sounds interesting. I like to play random chars, fired up from a
>> script, sometimes with specifying race or class. As it is now,
>> starting with a class doesn't reduce the choice of races to the
>> possible ones only. Does your patch deal with that issue?
>
> It does now. :)

And it works perfectly, thanks again! :)
Though I couldn't check the improvements to the travel code yet.

As a sidenote (I don't think it's worth to open a new topic for), while
recompiling I recalled the big binary problem on Linux and the solution
to it. I hope Brent is reading this: for the next release I wished you
would remove the -b flag from CFLAGS in makefile.lnx. IIRC this flag
only adds some debugging symbols and thus isn't much of use for the
normal user. The difference (w/o the -b flag) is an about 5 times
smaller binary.

Rubinstein
 
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Darshan Shaligram <scintilla@gmail.com> writes:

> A couple of changes to the travel patch that have been sitting on my
> hard disk for a while:
[...]
> I'm planning to merge in TileCrawl's character dump changes next.

TileCrawl's character dump is in now. The links stay the same as ever,
patch at:

http://www.angelfire.com/trek/mazewest/crawl/crawl-patches.diff.gz

Windows binary at:

http://www.angelfire.com/trek/mazewest/binaries/dc400b26tr-w32.zip

Statutory Warning: These changes are largely untested.

--
Darshan Shaligram <scintilla@gmail.com> Deus vult
 
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Rubinstein <picommander@t-online.de> writes:
> Darshan Shaligram wrote:
>> Darshan Shaligram <scintilla@gmail.com> writes:
>> [...]
>>> I'm planning to merge in TileCrawl's character dump changes next.

>> TileCrawl's character dump is in now.

> First impression: looks good. To my surprise the new tables are not
> only in the morgue.txt but also in the dump file. Excellent! :)

Yes, the dump is a useful summary of resists. The dump file resist
summary takes pains not to count resists from unidentified items,
though. :)

--
Darshan Shaligram <scintilla@gmail.com> Deus vult
 
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Darshan Shaligram wrote:
> Darshan Shaligram <scintilla@gmail.com> writes:
>
>> A couple of changes to the travel patch that have been sitting on my
>> hard disk for a while:
> [...]
>> I'm planning to merge in TileCrawl's character dump changes next.
>
> TileCrawl's character dump is in now. The links stay the same as ever,
> patch at:
>
> http://www.angelfire.com/trek/mazewest/crawl/crawl-patches.diff.gz

First impression: looks good. To my surprise the new tables are not only
in the morgue.txt but also in the dump file. Excellent! :)

Rubinstein
 
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Darshan Shaligram wrote:
> Rubinstein <picommander@t-online.de> writes:
>> Darshan Shaligram wrote:
>>> Darshan Shaligram <scintilla@gmail.com> writes:
>>> [...]
>>>> I'm planning to merge in TileCrawl's character dump changes next.
>
>>> TileCrawl's character dump is in now.
>
>> First impression: looks good. To my surprise the new tables are not
>> only in the morgue.txt but also in the dump file. Excellent! :)
>
> Yes, the dump is a useful summary of resists. The dump file resist
> summary takes pains not to count resists from unidentified items,
> though. :)

Otherwise that would be cheating, of course. But, and I hope this
question isn't too stupid, why isn't Res.Magic present in the table?
Which leads to my next question: does magic resistance also have 3
levels (like cold and fire), or in other words, is magic resistance
cumulative at all?

Rubinstein
 
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Rubinstein wrote:
> Darshan Shaligram wrote:
>> Rubinstein <picommander@t-online.de> writes:
>>> Darshan Shaligram wrote:
>>>> Darshan Shaligram <scintilla@gmail.com> writes:
>>>> [...]
>>>>> I'm planning to merge in TileCrawl's character dump changes next.
>>
>>>> TileCrawl's character dump is in now.
>>
>>> [...]

> But, and I hope this question isn't too stupid, why isn't Res.Magic
> present in the table?

Oh forget it, it actually *was* a stupid question (since there's no
"Res.Magic", but magic _protection_ only). Sorry. :-(

Anyway, I still wonder whether magic protection is cumulative.

Rubinstein
 
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> Anyway, I still wonder whether magic protection is cumulative.

The effects of multiple sources of magic protection do stack, yes.