Opened 13 years ago

Closed 11 years ago

Last modified 11 years ago

#556 closed change (fixed (in master))

Need a 'reset squelch' option at creation

Reported by: ChodTheWacko Owned by:
Milestone: 3.1.1 beta Keywords: squelch


This annoyed the hell out of me until I found a workaround.

Angband currently does:
1) In squelch menu, only shows you objects you've encounted for that character
2) It retains squelch memory (what you've marked squelch) for previous character

(if you say, die, and reload the save file to retain monster memory)

Once you have a high level character, you can/are probably marking almost everything squelched to get around TMJ. Now let's say you die, and you start a new character.
Everything is still marked 'squelch' but you can't unset anything because you haven't encountered that object yet.

So from then on, for almost every new object, after you ID it, you have to go
into the squelch menu to unsquelch it.

When you create a new character, it should ask you if you want to unsquelch
all items from the previous character.

The workaround is to open up the pref file, and manually reset the squelch
section to unsquelch by changing :1 to :0 (in vi, something like :450,$s/:1$/:0 )

Change History (5)

comment:1 Changed 11 years ago by magnate

Things have moved on since this was reported. The squelch menu now shows you every item that any previous character has encountered - so you can unset the squelch settings. IMO all new characters should start with nothing squelched though.

comment:2 Changed 11 years ago by KZK

Squelching should *always* reset when starting a new game, and should not have a memory like monster memory.

I love squelch. However, my opinion is that squelch is unbalanced. It's too good. It's an improvement in the game that only makes the game easier. The way It should be improved is this way: More trash in the dungeon. I noticed that the newer version of Angband removed most of the trash items that have been in the game since Moria. If (and only if) Squelch is set to on, then the player should encounter all the trash that has been removed and more: broken weapons and armors of every type, faded parchment of every scroll flavor, broken wands/staves/rods of every flavor, empty containers of potion for every flavor, skeletons/corpses of every creature type, and empty chests, etc., and the player shouldn't have a squelch memory either. That would make squelching fair.

Also, in regard to PID and Squelching, Their needs to be more granularity. Minor Brands/resists should PID to 'Good', Holy Avengers/Defenders/Westerness/Extra? Attacks/Aman/Speed? should PID to 'Supurb'.

Also more granularity in squelch types of weapons/armors. Some people play where they only use certain kinds of weapons/armors, and don't want to bother with the other type at all, especially with ammo (or weight/casting restrictions). If you've got an Artifact Bow or Ego Bow, you probably don't want to bother with slings/Iron shot/pebbles/crossbows/bolts, etc.

comment:3 Changed 11 years ago by KZK

Also, squelching is too verbose. Need to supress prompts for everything except a single "Squelching _Objectname", preferably without a more prompt for long objectnames. Currently Squelch uses three separate prompts, but if you change it so squelch passes a flag _Supress to the called functions, so they won't output the text prompts.

comment:4 Changed 11 years ago by magnate

  • Resolution set to fixed
  • Status changed from new to closed
(14:57:58) magnate1: takkaria: can #556 be closed now that squelch settings are re-set on death?
(15:03:04) takkaria: yup

comment:5 Changed 11 years ago by magnate

  • Keywords squelch added
  • Milestone changed from 3.2.0 to 3.1.1 beta
Note: See TracTickets for help on using tickets.