Source: Kharne
I'd really like an autoexplore feature. Just like Crawl's. Anyone any idea how to write one? Or will I need to RTFM and dig out the Crawl code and have a squizz there?
Source: Kharne
The latest version of the SVN code booked in already has a lot of the potion handling built in, I've just not implemented the actual code for what happens when you drink a potion. That's next on the list to do, and I want to get a potion-enabled version out soon, in the next week or so.
I'm also going to change the eating-restores-full-health feature to:
- take a significant number of turns (@s should suffer from indigestion when eating too quickly, just like humans)
- during which there is a small chance of a wondering monster coming by
- not be possible when in view of a monster
Other small (and not-so-small) changes I want to include in the next version are a general increase in the number of monsters, an option to remember the last character type created and give an option to quickly start a new game with that, and putting a house where you can stash items into the town level.
Source: Kharne
In the comments to my
last post, Nolithius remarks (rather sensibly) that:
No need to have complexity for complexity's sake! If 4 stats work well for your system, then 4 stats is the right amount. In fact, for a 3-class system you can get away with 3 stats and have the HP progression be determined by the class.To be honest, the thought (of just having three stats in Stygia) had already crossed my mind, but I've been resistent to just having the three stats for several reasons:
- Dungeon Crawl has only the three stats, and using the same stats smacks of ripping Crawl off (the corrolary of this argument is below).
- To have HP Progression determined by class makes class the most important choice in the game (which is why, I guess, Crawl determines HP by skill levels).
However, on the other hand, there are excellent reasons for not having a stamina stat:
- A Stamina stat becomes either an irrelevance or worse, it becomes a 'stat tax': witness the continual dependency (and arguments) upon stamina items in certain MMOs
- It doesn't actively contribute to the game, and doesn't have any natural decision points hanging off it. In short, its additional unwarranted and unjustified complexity.
- Crawl doesn't have a stamina stat, and Crawl is the best roguelike about at the moment.
The first one is perhaps the biggest argument against stamina, and the argument that I'm likely to persuade me. But if I don't have a Stamina stat, how do we determine Hit Points?
Leaving aside whither or not we should have hit points (a whole other argument altogether), the standard roguelike options tend to be:
I'm against determining HP by Class alone, and Stygia will not have any races (the PC will be 'human'-ish). For this reason, I'm gravitating towards making Hitpoints dependent upon both Level and the value of the class's primary Skill (e.g. Fighting, Sneaking or Spellcasting).