Nymphs now drop gems fine. Still a chance it'll teleport away after hurt, but that's a hard life
Mini-map also looks fine at 100x100 world. Now I get it that "large white box 3x3" is the player character
About shorter view. I've tried it and it's very inconvenient. Might be a feature but unplayable without additional changes. I've added dusk and dawn like:
if time.hour > 21 or time.hour < 6:
>radius = 2
elif time.hour > 18 or time.hour < 8:
>radius = 3
and it looks interesting. Maybe an even more complex pattern of night - gradually changing radius from 6 or 8 down to 2 - would be nice?
Eventually I saw weapons repairing
. But armor keeps on disappearing very quickly in orcish mines 100% to zero almost in a dozen of enemy attacks. A 100% tin armor (if it's the only armor slot) is destroyed after character looses 10 HP. According to the sources wooden armor should hold 100 hits or 50 critical hits... but it doesn't for some reason... Still I couldn't figure out why.
UPD:
Item goes from 37% ->0% in one hit. Another item: 55% -> 0% in one hit.
Trying lines 7904, 7962, 7973, 7988, 7998 replace "if self.inventory.wearing[....].state < 0:" for "if self.inventory.wearing[....].state > 0:"
Now everything works fine. Armor gets damaged and vanishes at zero state, but does not disappear instantly. Basically all instances of "state < 0" should be "state > 0" - 6 times, if I recall it correctly.
A good idea would be to see if character is focused in the inventory tab - whether to use spellbook or a scroll.
Typo 'Your axe breaks into pices.' -> pieces. (line 5897 of main.py)
After looking into the code I've understood how "sacrifice" works. Looks like a nice idea, but more info should be given to the player.
Finally I've made it to lvl.13. Eventually even orcish mines give no XP anymore
Looking at generation code.
You already have implementation of ignore_player_pos == false in find_all_moveable at line 4162, why don't you use it?
E.g. replacing it for (x>player.pos[0]+8 or x<player.pos[0]-8) or (y>player.pos[1]+8 or y<player.pos[1]-8) should fix monsters spawning too close to the player. However, that doesn't seem to work always... Even if I just set player_pos_check = True in both cases, the monsters still spawn. Maybe I don't understand the code yet. When is player.pos defined? Before or after spawning monsters?
I'VE GOT IT. Yes. Monsters spawn before the player changes his coordinates to the map entrance.
Setting
player.pos[0] = pos[0]
player.pos[1] = pos[1]
before
m.spawn_monsters(9)
at line 4953 does the job. No monsters now spawn near the player. HOWEVER, that won't allow to start a new game because there is no player yet... So a more sophisticated solution should be found. Basically just checking "entrance" pos coordinates would be absolutely enough, they just need to become global.
Setting monster_lvl = z + ran + self.monster_plus + player.lvl in set_monster_strange at 3149 makes much more fun gameplay
However, that should go only for higher-level difficulties (aka hard and insane
) something like z - ran + self.monster_plus + player.lvl might be used for normal and z + ran + self.monster_plus + player.lvl/2 for easy. With a sort of modification to add 1 lvl for each game month.
I've been also thinking about your implementation of level-up for monsters... maybe it's not the best idea to make them level-up like player does? First of all it makes equal monsters different, e.g. one orc warlord is killed in one blow and another survives 10 hits. Maybe defining monsters like that would be more useful:
str 10 +2*level
skill 12+ 1*level
Power 10+ 0*level
will 12+ 0*level
Hp 10 +2*level
This is much faster and produces equal monsters all the time.
About repairing most damaged item at line 8809:
ran = random.randint(0, len(final_bodyparts)-1)
>for i in range(0,len(final_bodyparts)):
>>if self.wearing[final_bodyparts[i]].state<self.wearing[final_bodyparts[ran]].state:
>>>ran = i
Works fine for me.
Each game action takes 1 minue of in-game time. But as strange as it seems, moving the player or accessing the inventory almost always moves enemies, but shooting or pressing ENTER works as if it's 1/2 of a normal turn - most enemies don't move.
Ore didn't disappear after I've died... strange. I'm playing on "normal".
By eating water-consuming food (like purple mushrooms) it's possible to get thirst negative (-12%).
Some monsters attacks make player adrenalized without a potion. Is that right? I couldn't note when it happened, but I am sure I didn't use a potion.
I've fixed a few typos in readme. See attached file (the site won't upload ".md" file, I had to archive it).
I've also made a simple tutorial for the game. You might consider including it and make some modifications, especially on questions I wasn't sure about