FuryMod

* NOTICE *

I am working on converting this over to Tome 3. I don't know what I was thinking when I put 1500 monsters in. :)

/Conversion

This is a modification that I have built on top of Theme. I have taken what I feel are the best parts of most of the various modules and variants. I have also added a ton of things of my own design.

Be warned, this is extrmely hard later in the game, because there are no zangband/cthband flags...

Some things that I used in this are Theme, T-Plus, Adamant, Zangband, NTAngband, and Tome and a Half. If the authors don't want their stuff in this, post a comment, and I will remove it.

I also made magic innate. You now no longer need spell books for your sorcery, fire, etc etc. Only time books are needed are for the valar related things.

There are well over 1500 total monsters, and I removed all of the jokeangband/zangband/cthangband flags, so all monsters are in at all times.

*NEW IN THIS VERSION (FuryMod 3.5.0)*

Fixed linux errors

Fixed Automatizer bugs

Item Changes

Tweaked classes and races

Tweaked skills:

KNOWN BUGS

It gives an error at startup, but it all works correctly. Something about an unknown value?

If anyone can fix these bugs, send me an email.

Ancient Spider Master Competition

The competition is over

Winners

Competition is over, we have had three winners.

Winner of the FuryMod Town Version

* /Jehrak

Winner of FuryMod

1st Sendav (http://angband.oook.cz/ladder-show.php?id=4567)

2nd Yannir (http://angband.oook.cz/ladder-show.php?id=4700)

The competition is over

Comments on the Competition and Character Dumps

ChrisAmes: I've got a couple of other characters going, but once I finish them I'll have a go.

The Fury: I just killed off my fifth one. This one was starting to actually look promising, but I ran into a seeker arrow trap that killed me instantly. Here is a link to the character dump: http://thefury.cogia.net/ladder/depressedfury.txt

By the way, how do I get my mod listed on angband.oook.cz?

TheFalcon: Yep, I'm up for it. Keep getting to lvl35 then snuffing it. To get your mod listed you probably need to speak to the webmaster of the oook site, or maybe talk to DarkGod. P.S. I have joke monsters off, but they appear anyway. I have this trouble with my Annals of Ea mod too, but haven't managed to find the error yet.

The Fury

I removed all of the cthangband/zangband/jokeangband flags. That way, all the monsters will be in the game at all times. It makes it a bit harder.

I find the main problem with the spiders is their lack of hit points. That is how I died from hitting a trap in erebor. When it comes to raw power, the spiders really have no match, since the magic is innate. I focused my guy on maxed out mastery, power, and almost maxed innate. It might have worked too. Oh well.

TheFalcon: Still can't get past level 35. Spiders are indeed awesome, but the lack of hitpoints is horrible :( I keep dying to things like "the novice priest points at you and curses. You die." with a level 30 character. Or stepping on lava takes off 3/4 of HP in one move.

The Fury

I did everything that I could to increase my saving throw, and used noxious cloud on the weaker characters. The randart armours help also. Once you hit level 45, you get precognition, which helps a lot with later levels.

The Fury

NEW!!!

The Angband Ladder now supports FuryMod. Submit your character dumps there, instead of my site.

NeilStevens: Or post them on the wiki, which gives you a history of change to the character (or a history of multiple attempts even).

The Fury

Yeah, but at the moment, the only two characters on the ladder are mine. I would like some others.... :)

Chatter

DarkGod: You should make some announces on the newgroups too(rec.games.roguelike.angband, rec.games.roguelike.announce, rec.games.roguelike.misc, rec.games.roguelike.development, you choose ;)

NeilStevens: To reduce stealth, hook into HOOK_CALC_BONUS or HOOK_CALC_BONUS_END and do something like this

player.skill_stl = player.skill_stl - 5

It's been a while since I hacked in ToME lua, so I might have the variable names wrong there, but you get the idea.

TheFury: I will add that in, along with a few other things either this afternoon or tommorrow. Thanks for the assistance. I am also going to look into the newsgroups regarding this mod.

TheFury: On a related note, how do I give a set amount of skill points at birth?

TheFury: OK, tried the script. It doesn't give any errors. Does that change the innate stealth, or the skill stealth?

NeilStevens: It changes the internal stealth that the Stealth skill and equipment bonuses both modify.

To give free skill points, this should work

player.skill_points = player.skill_points + 10; 
cmsg_print(TERM_L_GREEN, format("You can increase %d more skills.", player.skill_points));
player.redraw = bor(player.redraw, PR_STUDY)

Put that in HOOK_BIRTH or something like that.

TheFury: OK, I got the code from above, but I can't find a HOOK_BIRTH anywhere. What should I set up so that it runs? LUA is somewhat new to me.

NeilStevens: If HOOK_BIRTH isn't there (and it is in 2.3.2 at least), try HOOK_BIRTH_OBJECTS.

TheFury: Thanks, that worked. New version will be up in a little bit.

TheFury: Ok, that is weird. I added two new spells based on ideas from the old Idea forum. I took the fireflash spell and moved it to the correct school lua file, removed the fire damage changed it to the damage that I wanted. They work fine. However, now I am getting LUA errors regarding sticks. I then removed the stick section from both of them, but I am still getting lua errors. Is there something that I missed?

NeilStevens: Check k_info.txt for references to the ToME spells you messed with.

TheFury: Thanks, I fixed it. Didn't have them added to the wand list. Just updated it and it is on the site.

Actius: Could you clarify the contest? On the t-o-m-e.net page, you say that the spider has to be a master (but I had to look here to figure out that master was a class specialization of mage). Here you say the spider has to be a mage (but don't say it has to be a master). I guess I'm going to try an ancient spider mage master...

TheFury: It is supposed to be a master. I don't know how I missed that the whole way through. On the forum, I set it up correctly.

Actius: Ok, another questinon: perfect casting requires magic at 35% (according to the screen). I'd guess that it really meant "Powers". But I couldn't get perfect casting to work when "Powers" was at 35% -- I had to have it at around 45% (and I think "Power" was at 35% -- though I'm not really sure what I'm doing with that skill -- I think it increases spell level in some cases but I haven't figured out the rules yet). Anyways, could I possibly sweet talk you into going over each one of the entries on the G screen, making sure that it looks right and that when you bring up help that that looks plausible? (Thanks).

TheFury: Sure, checks can be made payable to- Oh, ok, I will just fix it. An update will be up by thursday, depending on whether I break anything else in the process. :)

Actius: Much thanks!

TheFury: There you go. Not sure whether I fixed perfect casting correctly. It never worked correctly for me, even in theme...

ArthurReyes: With Theme, most of the items of Nothing were removed. Without them, Alchemists can make exactly that: Nothing. (Except staves and rod tips) <Cross-Posted from forum>

TheFury: Hey, thanks for the tip, I will go back through and add those back in.

Actius: Alchemists can make potions, too, even in the current fury. (My current ancient spider master has a point in alchemy from FF, and is currently trying figure out how to make potions of berzerk strength. It's almost pathetic what you'll do for hit points...) Also, I'm not sure if this is a fury bug or a tome bug, but I used Udun's Drain on a big stack of wands and wound up with 0 mana points (and no more wands) -- I'm pretty sure that's not supposed to be the way it works. Anyways... time for me to try out this version of fury... and maybe I'll be able to live long enough to get my stats and skills to the point where I can test perfect casting...

TheFury: OK, I will take a look at the drain spell. I don't use Udun that much. The lack of hitpoints was programmed in to make the spider less munchkiny. I might have made it too hard. :)

ArthurReyes: I think it might have something to do with s_aux.lua. Some errors are generated during certain actions, such as making a wish for an object that doesn't exist. Maybe because there is no wand of nothing? Even after adding the wand of nothing, there is errors generated by s_aux.lua. Funny thing, I can't leach or extract from a stick. Something is up.

TheFury: That is odd. I will upload my new version tomorrow, which has the * of nothing back in, and leeching and extracting work fine.

Actius: I think the game is winnable with one of these guys, it's just... you get kinda arrogant, waltzing through stuff at lower levels. You have to be super paranoid once you start fighting breathers, cursers and so on, and you have to be equally paranoid about traps starting a lot earlier. It's not like winning those battles is hard or anything, it's just way too easy to fall into bad habits. (Bad habits: anything less than total and utter abject cowardice -- but I've never needed to take the stairs that I came in on, nor have I needed to do the equivalent on the wilderness map.)

TheFury: I would agree with the arrogance factor. I attempted to balance them with the rest of the classes and races.

KhymChanur: I'm trying a Master (sorceror), and some spells seem to be missing from the list of spells, like Recall from Conveyance, and all of the Meta spells; is this purposful?

Also, it would be nice if spells in the Use Mastery menu could be chosen using "@"; that way spell macros would work the same way in Fury as in vanilla ToME.

TheFury: Yes, that was intentional to keep them from being completely overpowered. To get the others, you have to put one point into the school that it is from, like if you want Manastorm, you put one point into energy.

They should work with macros, here is one that I made for manathrust: m@Use\sMastery\ra . Then, just replace a with the letter of the spell that you want. Because the spell letters never change, there is no danger of casting sense hidden when you meant to cast manathrust. :)

KhymChanur: Yeah, I have the "m@Use\sMastery\ra" thing. Just thought it would be nice to be able to share the same PRE file between vanilla ToME and Fury.

The not-needing-spellbooks makes Master/Sorceror LostSouls really easy, or so I'm finding.

TheFury: Hey, Mages are supposed to *BIG* and *SCARY*. Look at Gandalf. I am trying to balancing out them. If you notice, the dragons and trolls should be a lot stronger.

Actius: And, of course, you still need the books if you're going to use meta (spellbinder, inertia control). But by the time you get to that level they're not too hard to acquire, and you might get by without. By the way, I tried a Child Maia (to break me of bad habits), and I found that they get practically no spell points. Intentional, or bug? (The blurb they get doesn't seem to say they'd be awful spellcasters, and when you hit question mark on the choice at character generation time, no further detail comes up.)

TheFury: If you put one point into Meta, or any of the other major schools (except for maiaology) you then get another mkey menu.

Tomorrow, I should have an update up that removes some skills from the ff quests, and I probably will remove the child and knight subraces. They are somewhat buggy. Also, I think I will tweak the Berserker class, it is still a bit overpowered in the early to mid game. Maybe take away a ring slot...

Berserkers have a few odd quirks still. They make the beginning game *very* easy, but because they can't read scrolls, use wands, staves, and rods, or use activations they get very hard later on. They get undead form for some odd reason....

KhymChanur: About balancing out Masters/Sorcerors, you might want to get rid of the Sorcerous ego for amulets. It's not that hard to find one which increases both mana and HP 100%, thus totally cancelling out the HP penalty for level 50 Mastery/Sorcery, while doubling your mana.

TheFury: I have significantly weakened them in the latest version. There is now only a 10% chance of actually getting one that gives life. I am also going to make it harder to find.

N:236:Sorcerous
X:B:0:12
T:40:2:15
T:40:17:255
W:30:1:8:100000
C:-80:-80:0:3
R:100
F:MANA |  SPELL
R:10
F:PVAL_M2 | LIFE |

Actius: I ran into some kind of saved character bug when upgrading. If I remember right, you had versions as of the 7th of July, the 15th and th 16th. Anyways, I thought I'd upgraded on the 15th (or whenever it was) but I just got the browser cached version of the earlier one (I don't know if this matters for what I ran into, but thought I'd mention it). I had a game saved when I upgraded to the 16th version. After the upgrade: my CHA is 3 (and I've maxed it out) -- I began the game with 8. I may have gained a few HP from the upgrade, too, but that's hard to tell because my saved character sheet was too low in level to be useful.

Actius: (Another bug report -- probably I should open this as a regular bug report?) Sometimes the black market or some dungeon levels try to create some stick that isn't defined right. I get in messages reports of three nil values in core\s_aux.lua in an attempt to index field stick get_stick_base_level (line 652), get_stick_max_level (line 670) and get_stick_charges (line 687). The last is called from "return get_stick_charges(29)" from line 1 of some string eval.

TheFury: I know about the stick bug. I don't know where that is from. I think that I may have messed something up with the new spells. All it means is that a wand or staff couldn't be generated. The game itself still plays fine. I am working on fixing that.

As for the saved bug, I made a big change to the subraces on the 16th, it may have messed with your subrace. I find that most of the time the same save files work, but I still end up breaking compatibility periodically. Sorry abou that.

Actius: Ok, question is: do I need to start a new character for the competition, or is this one OK? (At the moment, at level 38, with a 34 con, I've 224 HP, which I'm pretty sure is higher than my other ancient spider master who got to level 38 -- not that I've ever been as low as half hit points, I'm just not sure if this counts as taking advantage of a bug or not.)

TheFury: Feel free to finish and post it. 1st place was just taken. http://angband.oook.cz/ladder-show.php?id=4567

Actius: *Sob* I just figured out what happened -- definitely more HP -- My Ancient got turned into an Outcast. Every Ancient that you'd played on the high score list also got turned into an Outcast. I guess I'm going to have to give up, I don't have time to play this if my characters get wiped out by bug fixes.

TheFury: I would say just finish the character. I will be more careful about releasing updates for this, and will put a notice if there is a chance that it won't be backwards compatible. It was the update that removed the two subraces that messed with it. It doesn't look like the ones on the ladder got messed up, they were added before I removed the two races.

Enjoy your HP boost, and finish it off. I think that you will need the extra hps.

Actius: Too late, PLAYER already has another character in it. No problems. P.S. though: you have a lot of kinds of items which do not appear to be tied into the alchemical skill. Here's some thoughts:

TheFury: OK, next version I will try to set up some alchemist recipes for the new things.

Actius: I think I've figured out how to win with these guys. Of course, the new tome version that lets you not step on traps you know about helps immensely (about half my spiders were dying to traps they knew about). A couple notes, though: in the Fury mod version I'm working with, all tomes are religious -- setting up spellbinder with high-level spells (like disruption shield or banishement) is pretty much a lost cause. Also, some stores refuse to sell me anything. The shop keeper gets offended by the auto-negotiated price (after running into this the first time, and getting locked out, I've resorted to stealing from any shopkeeper who gets offended, but it's an odd problem.) Finally, a more tenuous issue -- I've a spider with precog, and I see a lot of what seem to be valid items generated at expensive jewelry or rare footware stores which doesn't make it onto the shelves. For example, I've never seen any boots of speed in a rare footware store, even though I've seen some generated when I enter the shop. And, yet, I've gotten two boots of speed (not at the same time) from a regular footware store near the top of Old Forest. That seems backwards. My (wild) guess is that there's some kind of "this item is too good" limiting code getting engaged, which makes the trends run backwards.

Ars: The bug with shopkeepers was discussed some time ago in ToME bugreports section. It happens when the shopkeeper data contains some values 200 or more. That feature is set in ow_info.txt. It is possible to prevent this bug if the values are less then 200. The complete discussion could be found in bugreport section: BugReport91.

TheFury: I will fix those bugs in the next version. Thanks for letting me know about them.

TheFalcon: I tried PM'ing a fix for the "Isengard door bug" to you a while back, but I'm not sure it worked (dodgy internet connection), so: The map for the Bridge in Khazad-dum (s_bridge.txt) references to the feature 248, which is the Isengard door feature in f_info.txt. In Theme 248 is the unpassable chasm feature. In furymod, it is the Isengard door feature, which you presumably put in there for Burb's Isengard special level. Your f_info.txt currently contains no chasm feature, so this will need to be added (at 249 or whatever) and the reference in s_bridge.txt changed to 249 (or other) as well.

TheFury: Thanks, I will fix that for the next version. I thought that I added a chasm at some point. Oh well.

TheFalcon: Just out of interest, have you started doing any coding of Fury mod for ToME 3.0? I'm just wondering whether I need to start doing that anytime soon (since I'm going to have one Hell (Wyrm ;) ) of a lot to do for Annals in the way of coding AFAICT), so I'm wondering if anyone else has started yet.

TheFury: I haven't started coding yet. I am waiting for someone to post a compiled version of 3. I don't really have the desire to do it myself. Once I get that though, I will start working on it.

KhymChanur: Okay, I just finished. Dump is http://angband.oook.cz/ladder-show.php?id=4700. Also on the wiki at KhymChanur/Ancient Spider Master competition winner

TheFury: Good job! Competition is now over.

Ars: A note about lygrog subrace in furymod. They recently lost finger slot and can't wear The One Ring. That makes them only good ending subrace.

TheFury: OK, I will fix that.

TheFury: Fixed in the latest version

Ars: This shopkeeper still gets offended. N:170:Rumil(Human) I:25000:300:150:2:2

TheFury: OK, fixed. Will be in next version, probably tomorrow.

FeathinSilyar: :-D I'm in now, and loving it. Using ancient spider masters, the first two of which died really quick, but the third is now level 25 and of course could die within the next minute very easily. Heheh. The way magic is done is wierd, but cool. One thing I am wondering about is whether the weapons shops are going to be made to buy the off-hand weapons? Kind of odd with them selling them but not buying them.

TheFury: I am working on figuring out how to make them buy things as well. Glad that you like it.


TheFalcon: I got annoyed with the Minas Anor jump gate not working properly, so I made a lua script to get around it:

function minas_gate()
        if (quest(16).status == QUEST_STATUS_FINISHED) and (player.wilderness_y == 56) and (player.wilderness_x == 60) and (player.wild_mode == FALSE) then
                cave(35,10).feat = 159
        end
end

add_hook_script(HOOK_QUEST_FINISH, "minas_gate", "minas_gate")
add_hook_script(HOOK_WILD_GEN, "minas_gate", "minas_gate")

function minas_jump(direction)
        if (quest(16).status == QUEST_STATUS_FINISHED) and (player.wilderness_y == 56) and (player.wilderness_x == 60) and (player.wild_mode == FALSE) then
                if (player.px == 10) and (player.py == 35) then
                        if (direction == "down") then
                                player.wilderness_x = 3
                                player.wilderness_y = 11
                                player.wild_mode = FALSE
                                player.px = 119
                                player.py = 25
                                player.oldpx = player.px
                                player.oldpy = player.py
                                dun_level = 0
                                player.leaving = TRUE
                                return TRUE
                        end
                end
        end
end

add_hook_script(HOOK_STAIR, "minas_jump", "minas_jump")

As you can see, the script is two functions, one of which changes the feature of the hardcoded jumpgate, and the other which teleports the player when they use the "fake" jump gate. It requires an additional feature in f_info.txt. Here I have used a feature 159. This can simply be a copy of the real jumpgate feature (160 IIRC). You can of course put this copied feature somewhere else, and then change the cave(35,10).feat =  line to reference the new index instead.

TheFury: Thank you!!!! I will add this to the next version, which will come out some time after the Angband comp is over, don't want to mess up those who are playing. :) Where do I install this script?

TheFalcon: You can put it in any file called from init.lua. I suggest you just put it in misc.lua.

There is of course, still the bug with the Thunderlord for the Maeglin quest taking you to the wrong location, so I don't think you can get rid of the cycadelic signposts quite yet...

TheFury: Thanks. It is all setup now, and will be uploaded sometime in October. This is going to be a massive update....

TheFalcon: Here's something else you can add. :)

tolan_count = 0
add_loadsave("tolan_count", 0)

function tolan_travel()
        if (quest(15).status == QUEST_STATUS_TAKEN) and (tolan_count == 0) then
                player.wilderness_x = 3
                player.wilderness_y = 11
                player.wild_mode = FALSE
                player.px = 117
                player.py = 25
                player.oldpx = player.px
                player.oldpy = player.py
                dun_level = 0
                player.leaving = TRUE
                tolan_count = 1
                return TRUE
        end
end

add_hook_script(HOOK_END_TURN, "tolan_travel", "tolan_travel")

It's a script to move the player to Gondolin rather than the secret valley when they get the Maeglin quest at lvl45. It uses a counter to make sure the player is teleported only once, and therefore needs an extra line in "player.lua" in the function which calls stuff at birth, just saying: tolan_count = 0. You could of course have your own function to reset this variable at birth elsewhere if you so desired.

TheFury: Thanks for the script. I am trying to decide whether I want to keep working on FuryMod, or set it up as its own variant. I have played with the tome source code a bit, and I think that it will work. Either way, I will have one more update for FuryMod

TheFury: Where do I put it?

TheFalcon: Anywhere called by init.lua. Again I suggest misc.lua. Just make sure you put in the tolan_count = 0 in the function in player.lua, otherwise it would give some interesting problems... :P

TheFury: It would work once, and then not work again with the save.

TheFalcon: I assume you mean that it didn't work with agian with the next character of the same save-file name. I presume you added the line in player.lua, in the actual birth function as well... That sounds like a bug, and I'm afraid I can't think of a way to fix it off the top of my head, sorry.

[later] Hmm, just on a wild impulse, try adding the line tolan_count = 0 just above the add_loadsave line in the script. (I've put it in above). It may work, or it might cause the script not to work...

kfoelsch: Hi, I'm playing Furymod under 2.3.3... and I've searched where the 1st god temple quest temple usually shows up... (Manwe) but it's not there. Is it just me? or 2.3.3? Anybody else seen this?

TheFury: I don't know, I haven't tried it under 2.3.3. I know that under 2.3.2 Tulkas and Melkor's temples show up. I haven't played with manwe.

TheFury: FuryMod 3.5 released. FuryBand 3.0.0 will be released in a couple of days. It is worthy of the 3.0.0 designator...... And FuryBand is NOT dead, regardless of what the wikipedia says...

kfoelsch 7/16/06: Something I wasn't sure about is: what is the difference between FuryBand and Tome running the Fury module? It seemed to me that they were the same thing, but if you could state that for the record, it sure would help clarify....

TheFury: FuryBand is better than FuryMod. More features, better skills, cooler ego items, etc. It supports tons more colors, throwable weapons and more.

kfoelsch 7/16/06: Well, gosh, um, I guess I'll just have to go play it then :)

Arcane: I'm just going to hop in and mention a major Furymod bug: If you have a stack of wands, equip one, and unequip it, all the wands will have their charge doubled. I've warned Fury (and even done bug reports on his forums) and he seems to have no interest in fixing it. (BobVin Bug still exists as of Furymod 3.5.0/Tome 2.3.4)

DragonAtma: Did you give handless races an innate "auto gloves" ability? When I tried FuryBand I made a Dragon Alchemist, only to find out that I can;t use alchemy (no gloves) and can't wear gloves (no hands). Let's not force Atma to hack in a pair of hands again! ;)

BobVin: AFAICT, FuryBand is only available as a compiled executable for Windows. Are there any plans for a source (or at least a console-mode Linux) version?

CosmicGerbil: I dunno if Fury is updating Furyband any more, I know that he has a new job and he is busy with that. A dude called Zop did a recent update of Furyband. You could maybe try asking about a Linux version on the Furyband forums. Here is a link http://www.furytech.net/phpBB2/index.php

BobVin: Just found a "Dark Sword of Unmagic" and wondering if that's any different from a regular Dark Sword. (Source-dives !!Splash!!) Looks like the Unmagic section of edit/e_info.txt should include a line saying "r:F:ANTIMAGIC_50" to exclude the redundancy.

Modules/FuryMod (last edited 2007-09-29 22:12:09 by host86-147-85-247)