ToME: the Tales of Maj'Eyal

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PostPosted: Fri Apr 06, 2012 8:46 am 
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Cornac

Joined: Tue Feb 10, 2004 1:28 pm
Posts: 35
Location: Canton, OH
At what version did that feature get pulled, anyone have an idea? I was trying it on my sym and after ~150 potions I went "meh" and did some tests, >1000 potions drank and no 'grow mold'.

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PostPosted: Sat Apr 07, 2012 8:03 pm 
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Uruivellas

Joined: Tue Dec 13, 2005 12:35 am
Posts: 704
Hmm, not sure. It's not mentioned in any of the changelogs; the only mention is of the original implementation in Pernangband back in 1999. But you're right, the code isn't there.

Shame... It was a cool feature, goofy or otherwise. Maybe I'll see about reimplementing it and filing a merge request, now that AH is making changes again...


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PostPosted: Sun Apr 08, 2012 1:08 pm 
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Reaper

Joined: Sun Jan 26, 2003 11:49 pm
Posts: 1715
Location: West Virginia
It must have been pulled in one of the more recent versions. I think that it was still there for 2.3.x.

I wonder why? I never remember hearing about bug issues with it and it wasn't unbalancing. Mold pets aren't much use in Angband.


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PostPosted: Sun Apr 08, 2012 3:00 pm 
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Uruivellas

Joined: Tue Dec 13, 2005 12:35 am
Posts: 704
It's not in the original 2.3.5... You sure it was in the 2.3.x series? Because I suspect it may have been removed to avoid thematic conflict with Corruptions.


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PostPosted: Sun Apr 08, 2012 11:24 pm 
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Reaper

Joined: Sun Jan 26, 2003 11:49 pm
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Location: West Virginia
I am not positive, but I didn't think that it went back very far. I could be mistaken- it didn't happen very often even when it was in there.


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PostPosted: Wed Apr 11, 2012 3:43 pm 
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Spiderkin

Joined: Sat Mar 18, 2006 12:48 pm
Posts: 482
It hasn't been removed (intentionally, at least):

Code:
   case SV_FOOD_SLIME_MOLD:
         {
            msg_print("That tastes good.");

            /* 2% chance of getting the mold power */
            if (magik(2))
            {
               ADD_POWER(p_ptr->powers_mod, PWR_GROW_MOLD);
               p_ptr->update |= PU_POWERS;
            }

            ident = TRUE;

            break;


However, it could be that here's some bug preventing it from working.


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PostPosted: Thu Apr 12, 2012 7:40 pm 
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Uruivellas

Joined: Tue Dec 13, 2005 12:35 am
Posts: 704
Oh... It's for the food "Slime Mold," not the "Potion of Slime Mold Juice." Maybe the potion should have a somewhat higher chance of doing that?

Edit: "Slime Mold" not "Slim Mold." "Slim Mold" is presumably what yeeks eat when dieting.


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PostPosted: Fri Apr 13, 2012 12:13 pm 
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Reaper

Joined: Sun Jan 26, 2003 11:49 pm
Posts: 1715
Location: West Virginia
Duh. Should have read the OP more carefully. It was only the food, not the potion. That made it much harder to get.

Allowing the potion to give it would make it easier because townies drop it. Also, does SMJ come at fountains? If so, it would be very easy to get. Not necessarily a bad thing- the power isn't all that useful at higher levels.


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PostPosted: Fri Apr 13, 2012 5:42 pm 
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Spiderkin

Joined: Sat Mar 18, 2006 12:48 pm
Posts: 482
Actually, it can be a pretty powerful, uhm, power. If you're surrounded nothing else can summon things on top of you, so it can actually be an effective anti-summoning tactic. Offhand I can't remember if enemy summoning will "cover" squares at distance 2, but I seem to recall exploiting the summon mold power during an Anti-magic user run to avoid summons(*).

I'm not sure what should be done -- actually I'm leaning towards just removing the potion as TMJ.

(*) Even with a perfect anti-magic field there are still angles at which enemies can cast/summon at you even with maximal distance.


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PostPosted: Fri Apr 13, 2012 6:46 pm 
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Uruivellas

Joined: Tue Dec 13, 2005 12:35 am
Posts: 704
Maybe make the potion explode to summon molds when thrown?


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PostPosted: Sun Apr 15, 2012 2:11 am 
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Reaper

Joined: Sun Jan 26, 2003 11:49 pm
Posts: 1715
Location: West Virginia
AnonymousHero wrote:
Actually, it can be a pretty powerful, uhm, power. If you're surrounded nothing else can summon things on top of you, so it can actually be an effective anti-summoning tactic. Offhand I can't remember if enemy summoning will "cover" squares at distance 2, but I seem to recall exploiting the summon mold power during an Anti-magic user run to avoid summons(*).

I'm not sure what should be done -- actually I'm leaning towards just removing the potion as TMJ.

(*) Even with a perfect anti-magic field there are still angles at which enemies can cast/summon at you even with maximal distance.

And then you are trying to exploit LOS to nail Ancalagon without him being able to see you and he breathes at your mold farm...


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