Sidequests

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How many sidequests do you usually specify in chargen?

0-10
2
5%
11-20 (Or default)
1
3%
21-30
1
3%
31-40
1
3%
41-50
2
5%
51-60
0
No votes
61-70
1
3%
71-80
2
5%
81-90
0
No votes
91-99
30
75%
 
Total votes: 40

Message
Author
Wolfe
Thalore
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Sidequests

#1 Post by Wolfe »

Just curious, what do people think about the sidequests? Is it worth adding lots, or is that just going to get you killed quickly?

Neil
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#2 Post by Neil »

Normally I choose 0, sometimes because I have on ironman_rooms, sometimes because I just don't want any.

I find that the random quests make the game easier early on, but get progressively less useful as the game goes on. I find them harmful by the bottom of Mirkwood, and I imagine they'd be murder in Angband.

Zombie Yeek
Spiderkin
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Location: Minnesota, USA

#3 Post by Zombie Yeek »

I always play with 98 because I'm a fumble-fingers junkie. I think they add some spice to boring dungeon dives, too.

Wolfe
Thalore
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#4 Post by Wolfe »

I'm tending towards thinking the same way myself, but after getting a princess quest with a bunch of Mi-Go at a crazily low level, I'm wondering if it's asking for an instadeath occasionally.

Wolfe
Thalore
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#5 Post by Wolfe »

OK, new question: Is there a way of changing what the default number of quests is? So you can just hit return and get 98? I'm sure there's an easy way, I'm just not sure where to start looking ;)

Neil
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#6 Post by Neil »

You can change the default by editing birth.c to change the lines

/* Default */
strcpy(inp, "20");

Change the "20" to "98".

98 quests is going to be a killer in 2.2, though, Z-like monsters or no. Because in 2.2, you can't skip a princess quest in Angband. Thunderlord Nest magic can't reach Angband anymore, and Probability Travel won't work there. :-)

Gothnak
Wayist
Posts: 21
Joined: Thu Apr 17, 2003 9:47 am

#7 Post by Gothnak »

I always use the max possible.....

They add spice to any level, and if you know certain monsters are guaranteed to be on a level, you have to actively change your tactics a number of different times.

Also, the rewards you get, often are much more interesting than the stuff you actually find on the levels.

Personally i think one of the best additions to TOME would be 5-10 new quest typesm my only question on the matter is though:

I did the Barrow Downs ages ago, and got a quest every level, but i haven't got any in any of the other dungeons i have been in. (Orc, Maze, Sandworm, Moria, etc...)

Mike......

mpolo
Thalore
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Location: Pits of Angband

#8 Post by mpolo »

It's only in the four principal dungeons -- Barrow Downs, Mirkwood, Mordor, and Angband.
Mark Polo

Reddragonfly
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#9 Post by Reddragonfly »

I usually use 98 just because I find them fun, I also play with persistant levels so lately I havent had any. As persistant levels switch them off.
>|<

Dont leave but prints in the sands of time.

Sven
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Location: Germany

#10 Post by Sven »

I use the default 20 because this is enough to spice up the game. But in the midgame I usally start to powerdive and then too much yelling princesses would just annoy me. Anyway I think often to increase the number of quests just because of the Skillpoints I can spare with Fumblefinger.
One game to rule them all, one game to find them
One game to bring them all and at the keyboard bind them

Atarlost
Sher'Tul Godslayer
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Location: GMT-8:00

#11 Post by Atarlost »

I always choose 98, and wish I could choose to just get fumblefingers.
Digitochracy
n. 1. technocracy. 2. government by the numbers. 3. rule by people with the longest fingers.

Blackdog
Sher'Tul
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Joined: Tue Jan 28, 2003 9:02 am
Location: Somewhere west of Nevada...

#12 Post by Blackdog »

Well I must say that I usually choose 98. At character creation I always think "okay, this time I'm gonna do ALL the quests and get mass skills from Fumblefingers."


Of course what happens is I get so annoyed by the princess* that right in the middle of Mirkwood, I suddenly drop out of the primary dungeons, scour all the auxiliary ones, warp to the bottom of Angband, and (sometimes) die horribly... :D



*also Fumblefingers giving my sorcerers antimagic, my maias stealth, my monks weaponmastery, and handing out disarming in general.

Zombie Yeek
Spiderkin
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#13 Post by Zombie Yeek »

And for those of us who actually cast spells using letters (rather than macros) on occasion, he messes up the muscle memory by inserting a new magic ability that bumps your spells down to 'c' or 'd'.

Arturus Magi
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#14 Post by Arturus Magi »

Zombie Yeek wrote:And for those of us who actually cast spells using letters (rather than macros) on occasion, he messes up the muscle memory by inserting a new magic ability that bumps your spells down to 'c' or 'd'.
Magic commands and racial/special abilities have (or at least had, I haven't compiled any CVS more recent than Mar. yet) a consistant number (displayed with the command's name on the menu) you can pass as a count to 'm' and 'U.' Then Fumblefingers adding new skills won't disarray everything.

darkgod
Master of Eyal
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#15 Post by darkgod »

You can also use the @ key in macros:

m@Cast a spell\r

for example
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

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