srt@ucla-cs.UUCP (03/01/85)
(1) Have dead ghosts leave a "shred of ectoplasm" behind. Eating this will make you etherial, raising your AC to equal that of a ghost (-1 ?) and giving you the ability to walk through walls (as in super-rogue) for 50+d12 turns. If you are inside a wall when you rematerialize then you die ("You hear a faint cry of anguish"). You can also go down or up whenever you'd like during this time. If this is implemented, might as well throw in a potion of etherialness too. (2) Since humans are already in hack, might as well have a wandering monster human, bandits, either fairly wimpy and occurring in big groups, ala orcs, or very tough (= to shopkeepers/guards) and appearing only deep in the dungeon. (3) I think a major change that should be made to hack (and rogue) is to have monsters with levels, and wearing and wielding armor and goods just like the rogue. This would seem to involve two major pieces of code: First, the monster creation routine has to be modified to roll up a monster's level and possessions when he is created. This shouldn't be too difficult, just a matter of changing the monster data to indicate the possible range of levels for each monster and thinking up a reasonable algorithm (so that 14th level hobgoblins don't show up on level 2). I think it would be reasonable to let the monster know what it had (i.e., staff of fire) but not how many charges, whether or not it was cursed, etc. Secondly, the routine that decides a monster's actions has to be modified so that the monster will make use of the goods that he has. I suggest a set number of strategies, one of which will be picked for each monster as created, though some might always have one strategy or the other: (a) Mean. This type always uses the best weapon it has (i.e., staff of fire, missile weapons, etc.), always tries to make best use of what it is carrying (wears all its armor, ring of + damage, etc.). (b) Cautious. This type acts like a normal monster (i.e., hand to hand attack) until things become desperate, at which point it might try its wands, etc. (c) Random. Picks randomly between its options (which should include reading scrolls: "You hit. The hobgoblin's sword glows green."). (d) Wimp. Runs away, only fights when cornered, but then fights as "Mean" above. Might drop its treasures as it runs away to distract you. (This might be a good tactic for the rogue as well, dropping things that the monsters will pause to pick up.) You might want to pick between the strategies based on the monster's relative level. That is, a 10th level hobgoblin on level 5 of the dungeon might be Mean, whereas a 3rd level hobgoblin on level 10 would be a wimp, etc. Note that these only apply to "intelligent" monsters: CDeGhHiIJKmnQTUVYZz. I leave out monsters that already have special behaviors: LNOdEaI. -- Scott Turner
eric@osiris.UUCP (Eric Bergan) (03/05/85)
> (3) I think a major change that should be made to hack (and rogue) is to have > monsters with levels, and wearing and wielding armor and goods just like the > rogue. This would seem to involve two major pieces of code: > > First, the monster creation routine has to be modified to roll up a monster's > level and possessions when he is created. This shouldn't be too difficult, > just a matter of changing the monster data to indicate the possible range of > levels for each monster and thinking up a reasonable algorithm (so that 14th > level hobgoblins don't show up on level 2). I think it would be reasonable > to let the monster know what it had (i.e., staff of fire) but not how > many charges, whether or not it was cursed, etc. > > Secondly, the routine that decides a monster's actions has to be modified so > that the monster will make use of the goods that he has. I suggest a set > number of strategies, one of which will be picked for each monster as created, > though some might always have one strategy or the other: > > (a) Mean. This type always uses the best weapon it has (i.e., staff of > fire, missile weapons, etc.), always tries to make best use of what it is > carrying (wears all its armor, ring of + damage, etc.). > > (b) Cautious. This type acts like a normal monster (i.e., hand to hand > attack) until things become desperate, at which point it might try its > wands, etc. > > (c) Random. Picks randomly between its options (which should include > reading scrolls: "You hit. The hobgoblin's sword glows green."). > > (d) Wimp. Runs away, only fights when cornered, but then fights as > "Mean" above. Might drop its treasures as it runs away to distract you. > (This might be a good tactic for the rogue as well, dropping things that > the monsters will pause to pick up.) > > You might want to pick between the strategies based on the monster's relative > level. That is, a 10th level hobgoblin on level 5 of the dungeon might be > Mean, whereas a 3rd level hobgoblin on level 10 would be a wimp, etc. Note > that these only apply to "intelligent" monsters: CDeGhHiIJKmnQTUVYZz. I > leave out monsters that already have special behaviors: LNOdEaI. > > > -- Scott Turner Actually, this might be fairly easy. Just steal the appropriate code out of rog-o-matic. Of course, it will triple the size of the game! -- eric ...!seismo!umcp-cs!aplvax!osiris!eric
play@mcvax.UUCP (Andries Brouwer) (03/10/85)
In article <163@osiris.UUCP> eric@osiris.UUCP (Eric Bergan) writes: >> >> ... Some good suggestions by Scott Turner, mainly to have monsters >> have armor and weapons, and behave more or less like a human player. >> ... > > Actually, this might be fairly easy. Just steal the appropriate code >out of rog-o-matic. Of course, it will triple the size of the game! > -- About the suggestions: we must keep in mind what kind of creatures the monsters are supposed to be; it is entirely reasonable to have a troll using weapons and armor, but I wouldn't like bats or snakes with plate mail and a two-handed sword. -- About the implementation: most of the necessary ingredients are there already, and indeed in version 1.0.2 the Wizard of Yendor (idea from Merlyn Leroy / digi-g!brian) already uses his magic resources (scrolls & wands) against you when you have stolen his Amulet. Thus, instead of tripling the size, it will add about a thousand lines of code. I plan to put an extension similar to what has been suggested into hack 1.1 (to be released this fall).
srt@ucla-cs.UUCP (03/13/85)
In article <500@mcvax.UUCP> play@mcvax.UUCP (Andries Brouwer) writes: >>> >>> ... Some good suggestions by Scott Turner, mainly to have monsters >>> have armor and weapons, and behave more or less like a human player. >>> ... >> >> Actually, this might be fairly easy. Just steal the appropriate code >>out of rog-o-matic. Of course, it will triple the size of the game! >> >-- About the suggestions: we must keep in mind what kind of creatures the > monsters are supposed to be; it is entirely reasonable to have a troll > using weapons and armor, but I wouldn't like bats or snakes with plate mail > and a two-handed sword. Actually, I said as much in my original posting. -- Scott Turner
ron@wjvax.UUCP (Ron Christian) (03/19/85)
How about a multi-player version of the game, maybe with shared files? There should be some way to communicate with the other rogue, so you could form alliances or fight or exchange goods as appropriate. Even if this occured only on one level, (call it 'duel'?) it would be great fun. -- __ Ron Christian (Watkins-Johnson Co. San Jose, Calif.) {pesnta,twg,ios,qubix,turtlevax,tymix,vecpyr,isi,idx}!wjvax!ron "...so I did a 'fmt trip.report > trip.report' and..."