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		<title>Angband Forums</title>
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			<title>Angband Forums</title>
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		<item>
			<title>Permafraid????</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6098&amp;goto=newpost</link>
			<pubDate>Tue, 21 May 2013 08:26:51 GMT</pubDate>
			<description><![CDATA[Hi there, 
 
my current character appears to be permanently afraid for some reason (he's a half troll warrior for crying out loud!). 
 
Whenever I...]]></description>
			<content:encoded><![CDATA[<div>Hi there,<br />
<br />
my current character appears to be permanently afraid for some reason (he's a half troll warrior for crying out loud!).<br />
<br />
Whenever I try and attack anything it tells me that I am too afraid, irrespective of whether the afraid/terror flag is showing on the screen.<br />
<br />
I suppose I could pick enough locks to gain 6 levels to get the rfear bonus at clvl30...<br />
<br />
Has anyone come across this before?<br />
<br />
Thanks in advance.</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>MattB</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6098</guid>
		</item>
		<item>
			<title>New item changed name, what gives?</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6097&amp;goto=newpost</link>
			<pubDate>Mon, 20 May 2013 19:43:02 GMT</pubDate>
			<description><![CDATA[Okay, the scenario is this, I found one of my custom items, the giant lolipop: 
N:566:& Giant Lollipop~ 
G:\:P 
I:21:15 
W:5:2:180:500 
A:20:20 to...]]></description>
			<content:encoded><![CDATA[<div>Okay, the scenario is this, I found one of my custom items, the giant lolipop:<br />
N:566:&amp; Giant Lollipop~<br />
G:\:P<br />
I:21:15<br />
W:5:2:180:500<br />
A:20:20 to 100<br />
P:0:9d1:0:0:0<br />
<br />
But it was a giant lollipop of lightning. That's awesome. So I used a couple of scrolls  to enchant it's damage. And then it changed it's name too &quot;great hammer of lightning&quot;. What gives? :mad:</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>Zambaku</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6097</guid>
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		<item>
			<title>StrangeBand</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6096&amp;goto=newpost</link>
			<pubDate>Mon, 20 May 2013 19:12:51 GMT</pubDate>
			<description><![CDATA[Well, I'm doing a variant I'd like to call StrangeBand for the time being. It's an edited version of Vanilla Angband. 
 
So far 3 new races has been...]]></description>
			<content:encoded><![CDATA[<div>Well, I'm doing a variant I'd like to call StrangeBand for the time being. It's an edited version of Vanilla Angband.<br />
<br />
So far 3 new races has been added:<br />
Half-Dragon<br />
Half-Rabbit<br />
Minotaur<br />
<br />
Many new items are to be found. These are just a few of them:<br />
Rat Flail<br />
Turban<br />
Loincloth<br />
Boneclub<br />
Tuxedo<br />
<br />
Also, many new monsters are plotting to stop your quest for glory and gold. These are just a few of them:<br />
Possessed Pillow<br />
 - A pillow possessed by a ghost. It lures adventures to lay their heads on it<br />
and when they do, the pillow will eat their face.<br />
<br />
3-Headed Monkey<br />
- Look! A 3-headed monkey!<br />
<br />
Stained Glass Golem<br />
- Made out of stained glass, this is a 2 dimensional replica of living beings. When it moves it produces a tinkling sound like that made by delicate crystal.<br />
<br />
<br />
--------------------------------------------------------------------------<br />
<br />
If you'd like to test it and see if you find any bugs, download it here:<br />
DOWNLOAD - <a href="http://www.speedyshare.com/4VXTf/angband.zip" target="_blank">http://www.speedyshare.com/4VXTf/angband.zip</a><br />
<br />
--------------------------------------------------------------------------<br />
This will be updated from time to time with new things.<br />
--------------------------------------------------------------------------<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
This is my current Half-Rabbit thief who is suprisingly good at what she does. Only drawback is the species weak strength:<br />
<br />
  [Angband 3.4.1 Character Dump]<br />
<br />
 Name   Cottontail The Swift                     Self  RB  CB  EB   Best<br />
 Sex    Female       Age             42   STR:     17  -3  +0  +0     14<br />
 Race   Half-Rabbit  Height          35   INT:     10  +3  +1  +0     14<br />
 Class  Rogue        Weight          58   WIS:     10  +0  -3  +0      7<br />
 Title  Filcher      Social     Unknown   DEX:     18  +3  +3  +3  18/90<br />
 HP     149/149      Maximize         Y   CON:     10  +3  -1  +0     12<br />
 SP     25/25                             CHR:     10  +0  -1  +3     12<br />
<br />
 Level               26   Armor    [32,+64]     Saving Throw         55%<br />
 Cur Exp          23090   Fight     (+3,+3)     Stealth        Legendary<br />
 Max Exp          23090   Melee    (+10,+6)     Fighting          Superb<br />
 Adv Exp          31250   Shoot     (+5,+3)     Shooting          Superb<br />
 MaxDepth   1350' (L27)   Blows    2.0/turn     Disarming           100%<br />
 Game Turns      996002   Shots      1/turn     Magic Device          65<br />
 Standard Turns   87736   Infra       50 ft     Perception       1 in 21<br />
 Resting Turns        0   Speed          -3     Searching            47%<br />
 Gold              7411   Burden  128.1 lbs<br />
<br />
 You where kissed by an enchanted rabbit and was then transformed into<br />
 a half human, half rabbit hybrid.You have smooth brown fur and red<br />
 eyes.You are trying to hide your long ears.<br />
<br />
<br />
rAcid:.......+..... Nexus:.............<br />
rElec:+...+.+...... Nethr:.............<br />
rFire:.......+..... Chaos:.............<br />
rCold:.......+..... Disen:.............<br />
rPois:............. Feath:.............<br />
rLite:............. pFear:.............<br />
rDark:............. pBlnd:.............<br />
Sound:............. pConf:.............<br />
Shard:............. pStun:.............<br />
<br />
Light:.....+....... Tunn.:............+<br />
Regen:............+ Speed:.............<br />
  ESP:............. Blows:.............<br />
Invis:............. Shots:.............<br />
FrAct:.......+..+.. Might:.............<br />
HLife:............. S.Dig:.............<br />
Stea.:............. ImpHP:.............<br />
Sear.:.............  Fear:.............<br />
Infra:............+ Aggrv:.............<br />
<br />
<br />
  [Character Equipment]<br />
<br />
a) a Giant Lollipop of Lightning (9d1) (+7,+3)<br />
     Found lying on the floor at 1300 feet (level 26).<br />
     <br />
     Branded with lightning.<br />
     Provides resistance to lightning.<br />
     Cannot be harmed by electricity.<br />
     Can be destroyed by acid, fire.<br />
     <br />
     Combat info:<br />
     2.0 blows/round.<br />
     With +7 STR and +0 DEX you would get 2.3 blows<br />
     With +0 STR and +1 DEX you would get 2.3 blows<br />
     Average damage/round: 70.4 vs. creatures not resistant to<br />
     electricity, and 31.8 vs. others.<br />
     <br />
b) a Light Crossbow (x3) (+2,+3)<br />
     Found in a chest from 900 feet (level 18).<br />
     <br />
     Can be destroyed by acid, fire.<br />
     <br />
c) a Ring of Protection [+12]<br />
     Found lying on the floor at 600 feet (level 12).<br />
     <br />
     Can be destroyed by electricity.<br />
     <br />
d) a Ring of Protection [+8]<br />
     Found lying on the floor at 1100 feet (level 22).<br />
     <br />
     Can be destroyed by electricity.<br />
     <br />
e) an Amulet of Resist Lightning<br />
     Found lying on the floor at 700 feet (level 14).<br />
     <br />
     Provides resistance to lightning.<br />
     Cannot be harmed by electricity.<br />
     <br />
f) the Phial of Galadriel &lt;+2&gt;<br />
     Dropped by Mughash the Kobold Lord at 500 feet (level 10).<br />
     <br />
     Cannot be harmed by acid, electricity, fire, cold.<br />
     <br />
     When activated, it lights up the surrounding area, hurting<br />
     light-sensitive creatures.<br />
     Takes 7 to 14 turns to recharge at your current speed.<br />
     Your chance of success is 94.7%<br />
     <br />
     Radius 2 light.<br />
g) Blue Dragon Scale Mail (-2) [12,+11]<br />
     Found lying on the floor at 250 feet (level 5).<br />
     <br />
     Provides resistance to lightning.<br />
     Cannot be harmed by acid, electricity, fire, cold.<br />
     <br />
h) the Cloak of Thingol [1,+18] &lt;+3&gt;<br />
     Found lying on the floor at 650 feet (level 13).<br />
     <br />
     +3 dexterity, charisma.<br />
     Provides resistance to acid, fire, cold.<br />
     Cannot be harmed by acid, electricity, fire, cold.<br />
     Prevents paralysis.  <br />
     <br />
     When activated, it tries to recharge a wand or staff, destroying<br />
     the wand or staff on failure.<br />
     Takes 49 turns to recharge at your current speed.<br />
     Your chance of success is 94.7%<br />
     <br />
i) a Leather Shield [8,+1]<br />
     Found lying on the floor at 950 feet (level 19).<br />
     <br />
     Can be destroyed by acid.<br />
     <br />
j) a Hard Leather Cap [2,+0]<br />
     Dropped by a Hill orc at 400 feet (level 8).<br />
     <br />
     Can be destroyed by acid.<br />
     <br />
k) a Set of Caestus of Free Action (+0,+3) [5,+7]<br />
     Dropped by an Orc shaman at 1350 feet (level 27).<br />
     <br />
     Can be destroyed by acid, fire.<br />
     Prevents paralysis.  <br />
     <br />
l) a Pair of Iron Shod Boots [4,+2]<br />
     Found lying on the floor at 800 feet (level 16).<br />
     <br />
     Cannot be harmed by fire.<br />
     Can be destroyed by acid.<br />
     <br />
<br />
<br />
  [Character Quiver]<br />
<br />
n) 10 Bolts (1d5) (+0,+0)<br />
     Bought from a store.<br />
     <br />
     Can be destroyed by acid.<br />
     <br />
     Combat info:<br />
     Hits targets up to 120 feet away.<br />
     Average damage/round: 18.1.<br />
     25% chance of breaking upon contact.<br />
     <br />
o) 6 Bolts (1d5) (+9,+2)<br />
     Found lying on the floor at 1200 feet (level 24).<br />
     <br />
     Can be destroyed by acid.<br />
     <br />
     Combat info:<br />
     Hits targets up to 120 feet away.<br />
     Average damage/round: 24.4.<br />
     25% chance of breaking upon contact.<br />
     <br />
p) (nothing)<br />
q) (nothing)<br />
r) (nothing)<br />
s) (nothing)<br />
t) (nothing)<br />
u) (nothing)<br />
v) (nothing)<br />
w) (nothing)<br />
<br />
<br />
  [Character Inventory]<br />
<br />
a) a Book of Magic Spells [Magic for Beginners]<br />
     Can be destroyed by fire.<br />
     <br />
b) a Book of Magic Spells [Conjurings and Tricks]<br />
     Can be destroyed by fire.<br />
     <br />
c) a Book of Magic Spells [Incantations and Illusions]<br />
     Can be destroyed by fire.<br />
     <br />
d) a Book of Magic Spells [Sorcery and Evocations]<br />
     Bought from a store.<br />
     <br />
     Can be destroyed by fire.<br />
     <br />
e) 11 Rations of Food<br />
     <br />
     <br />
f) 5 Potions of Cure Light Wounds<br />
     Can be destroyed by cold.<br />
     <br />
g) 4 Potions of Cure Serious Wounds<br />
     Can be destroyed by cold.<br />
     <br />
h) 19 Potions of Cure Critical Wounds<br />
     Can be destroyed by cold.<br />
     <br />
i) 3 Potions of Heroism<br />
     <br />
     <br />
j) 5 Potions of Boldness<br />
     Bought from a store.<br />
     <br />
     Can be destroyed by cold.<br />
     <br />
k) 6 Potions of True Seeing<br />
     <br />
     <br />
l) 7 Scrolls of Phase Door<br />
     Can be destroyed by acid, fire.<br />
     <br />
m) a Scroll of Detect Invisible<br />
     Found lying on the floor at 900 feet (level 18).<br />
     <br />
     <br />
     <br />
n) 3 Scrolls of Identify<br />
     Bought from a store.<br />
     <br />
     Can be destroyed by acid, fire.<br />
     <br />
o) 2 Scrolls of Word of Recall<br />
     Can be destroyed by acid, fire.<br />
     <br />
p) a Wand of Confuse Monster (7 charges)<br />
     Can be destroyed by electricity.<br />
     <br />
q) a Lead-Filled Mace of Slay Giant (4d3) (+9,+7)<br />
     Found lying on the floor at 800 feet (level 16).<br />
     <br />
     Slays giants.<br />
     Can be destroyed by acid, fire.<br />
     <br />
     Combat info:<br />
     2.0 blows/round.<br />
     With +7 STR and +0 DEX you would get 2.3 blows<br />
     With +0 STR and +1 DEX you would get 2.3 blows<br />
     Average damage/round: 72.6 vs. giants, and 38.4 vs. others.<br />
     <br />
<br />
<br />
  [Home Inventory]<br />
<br />
a) 4 Mushrooms of Second Sight<br />
     Found lying on the floor at 1000 feet (level 20).<br />
     <br />
     <br />
     <br />
b) 2 Mushrooms of Stoneskin<br />
     Dropped by an Acolyte at 750 feet (level 15).<br />
     <br />
     <br />
     <br />
c) 30 Potions of Cure Light Wounds<br />
     <br />
     <br />
d) 10 Potions of Cure Critical Wounds<br />
     Can be destroyed by cold.<br />
     <br />
e) 7 Potions of Neutralize Poison<br />
     Can be destroyed by cold.<br />
     <br />
f) 2 Potions of Nimbleness<br />
     Can be destroyed by cold.<br />
     <br />
g) 2 Potions of Toughness<br />
     Found lying on the floor at 1000 feet (level 20).<br />
     <br />
     Can be destroyed by cold.<br />
     <br />
h) 12 Potions of Boldness<br />
     Can be destroyed by cold.<br />
     <br />
i) 16 Scrolls of Phase Door<br />
     Can be destroyed by acid, fire.<br />
     <br />
j) a Scroll of Teleportation<br />
     Can be destroyed by acid, fire.<br />
     <br />
k) 4 Scrolls of Enchant Weapon To-Dam<br />
     Bought from a store.<br />
     <br />
     Can be destroyed by acid, fire.<br />
     <br />
l) 11 Scrolls of Identify<br />
     Can be destroyed by acid, fire.<br />
     <br />
m) 3 Scrolls of Word of Recall<br />
     Can be destroyed by acid, fire.<br />
     <br />
n) a Scroll of Holy Chant<br />
     Found lying on the floor at 900 feet (level 18).<br />
     <br />
     Can be destroyed by acid, fire.<br />
     <br />
o) 2 Wands of Confuse Monster (23 charges)<br />
     Can be destroyed by electricity.<br />
     <br />
p) a Ring of Light &lt;+1&gt;<br />
     Dropped by a Snaga at 700 feet (level 14).<br />
     <br />
     +5% to searching.<br />
     Provides resistance to light.<br />
     Can be destroyed by electricity.<br />
     <br />
     Radius 1 light.<br />
q) a Ring of Protection [+10]<br />
     Bought from a store.<br />
     <br />
     Can be destroyed by electricity.<br />
     <br />
r) a Small Metal Shield [5,+0]<br />
     Found lying on the floor at 900 feet (level 18).<br />
     <br />
     Can be destroyed by acid.<br />
     <br />
s) a Sling (x2) (+5,+4)<br />
     Found lying on the floor at 250 feet (level 5).<br />
     <br />
     Can be destroyed by acid, fire.<br />
     <br />
t) a Long Bow (x3) (+0,+0)<br />
     Found lying on the floor at 850 feet (level 17).<br />
     <br />
     Can be destroyed by acid, fire.<br />
     <br />
u) a Light Crossbow (x3) (+0,+0)<br />
     Bought from a store.<br />
     <br />
     Can be destroyed by acid, fire.<br />
     <br />
v) 15 Bolts (1d5) (+0,+0)<br />
     Bought from a store.<br />
     <br />
     Can be destroyed by acid.<br />
     <br />
     Combat info:<br />
     Hits targets up to 120 feet away.<br />
     Average damage/round: 18.1.<br />
     25% chance of breaking upon contact.<br />
     <br />
w) 32 Arrows (1d4) (+0,+0)<br />
     Found lying on the floor at 200 feet (level 4).<br />
     <br />
     Can be destroyed by acid, fire.<br />
     <br />
<br />
<br />
==================================================  ==========<br />
                   CHAR.<br />
|   TURN  | DEPTH |LEVEL| EVENT<br />
==================================================  ==========<br />
         1      0'    1   Began the quest to destroy Morgoth.<br />
       525     50'    2   Reached level 2<br />
     10583     50'    3   Reached level 3<br />
     24173    100'    4   Reached level 4<br />
     39768    100'    4   Killed Fang, Farmer Maggot's dog<br />
     39768    100'    5   Reached level 5<br />
     71109     50'    6   Reached level 6<br />
     90129    100'    7   Reached level 7<br />
    123084    100'    8   Reached level 8<br />
    154976      0'    8   Killed Farmer Maggot<br />
    164383    150'    9   Reached level 9<br />
    189169    150'   10   Reached level 10<br />
    222593    200'   11   Reached level 11<br />
    254254    650'   12   Reached level 12<br />
    286857    300'   13   Reached level 13<br />
    351323    600'   13   Killed Grip, Farmer Maggot's dog<br />
    351518    650'   13   Found the Cloak of Thingol<br />
    358552    800'   14   Reached level 14<br />
    389356    450'   15   Reached level 15<br />
    421103    400'   16   Reached level 16<br />
    447093    900'   17   Reached level 17<br />
    491639    750'   18   Reached level 18<br />
    498404    750'   19   Reached level 19<br />
    499183    750'   19   Killed Orfax, Son of Boldor<br />
    540814    450'   19   Killed Lagduf, the Snaga<br />
    550781    500'   19   Killed Mughash the Kobold Lord<br />
    550882    500'   19   Found the Phial of Galadriel<br />
    566123    650'   20   Reached level 20<br />
    573613    700'   20   Killed Brodda, the Easterling<br />
    592834    450'   21   Reached level 21<br />
    602763    700'   21   Killed Wormtongue, Agent of Saruman<br />
    636208    400'   22   Reached level 22<br />
    671332    750'   22   Killed Bullroarer the Hobbit<br />
    713700    800'   23   Reached level 23<br />
    721389    900'   23   Killed Grishn&#195;&#161;kh, the Hill Orc<br />
    751712    750'   23   Killed Boldor, King of the Yeeks<br />
    798946    850'   24   Reached level 24<br />
    877363    700'   24   Killed Ufthak of Cirith Ungol<br />
    877363    700'   25   Reached level 25<br />
    987728   1300'   26   Reached level 26<br />
<br />
<br />
  [Options]<br />
<br />
Maximise effect of race/class bonuses        : yes (birth_maximize)<br />
Randomise the artifacts (except a very few)  : no  (birth_randarts)<br />
Restrict the use of stairs/recall            : no  (birth_ironman)<br />
Halve view and spell distances               : no  (birth_small_range)<br />
Restrict creation of artifacts               : no  (birth_no_artifacts)<br />
Don't stack objects on the floor             : no  (birth_no_stacking)<br />
Lose artifacts when leaving level            : no  (birth_no_preserve)<br />
Don't generate connected stairs              : no  (birth_no_stairs)<br />
Don't show level feelings                    : no  (birth_no_feelings)<br />
Items always sell for 0 gold                 : no  (birth_no_selling)<br />
Use previous set of randarts                 : yes (birth_keep_randarts)<br />
Monsters chase recent locations              : yes (birth_ai_smell)<br />
Monsters act smarter in groups               : yes (birth_ai_packs)<br />
Monsters learn from their mistakes           : no  (birth_ai_learn)<br />
Monsters exploit player's weaknesses         : no  (birth_ai_cheat)<br />
Monsters behave more intelligently (broken)  : no  (birth_ai_smart)</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=4">Variants</category>
			<dc:creator>Zambaku</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6096</guid>
		</item>
		<item>
			<title><![CDATA[Tales of Maj'Eyal 1.0.4 aka "Cabalistic Gesture"]]></title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6095&amp;goto=newpost</link>
			<pubDate>Mon, 20 May 2013 18:20:51 GMT</pubDate>
			<description><![CDATA[My minions, I am happy and pround to give you Tales of Maj'Eyal 1.0.4 ! See http://te4.org/ 
Your launcher should automatically update your game so...]]></description>
			<content:encoded><![CDATA[<div>My minions, I am happy and pround to give you Tales of Maj'Eyal 1.0.4 ! See <a href="http://te4.org/" target="_blank">http://te4.org/</a><br />
Your launcher should automatically update your game so no need to redownload it all.<br />
Enjoy and have fun in Eyal!<br />
<br />
Don't forget to help ToME by with donations ( <a href="http://te4.org/donate" target="_blank">http://te4.org/donate</a> ) !<br />
And do not forget to vote for ToME on Steam Greenlight!<br />
 <br />
Release highlights:<br />
    Performance improvements<br />
    Many bugfixes and improvements<br />
<br />
Expanded changelist:&#65279;<br />
    Zones can now be defined inside an addons /data folder and called upon like that: &quot;addonname+zonename&quot;<br />
    Preternatural Senses now provide stealth and invisibility vision<br />
    Corrosive Seeds use mindpower<br />
    Removed eidolon protection as it was not really working anyway<br />
    Fixed underwater door tiles<br />
    New option (on by default) to make the immediate melee targetting mode autoselect when there is only one foe<br />
    In immediate melee targetting mode '5' will select self<br />
    Huge Sandworm Tunneler will try very very hard to get to the exit. It truly is relentless !<br />
    Timed died/lifes left are shown on textual chardump<br />
    Psibalde mindpower &amp; stats bonus work correctly when first activated<br />
    Conduit damage from Mindlash respects range<br />
    Fixed Acid Wave rune description<br />
    Trap cost is not refunded if the trap was triggered<br />
    Reload can be used while stealthed<br />
    The Possessed correctly drops an artifact<br />
    Entering the Iron Council from the worldmap places the player correctly<br />
    Adventurers start with a bow, sling and ammo for both<br />
    Reverted binaries to 1.0.1 ones to fix slugishness<br />
    Bone Shield does not deactivates when empty, instead bones regenerate slowly<br />
    Retribution goes on cooldown when it explodes<br />
    Fixed zero hp creatures sometimes not dying<br />
    Fixed Morrigor<br />
    Norgos the Frozen should be a bit more dangerous<br />
    Fixed Shadow Blindeside tooltip<br />
    Worn items in the hotkeys toolbar will be outlined as yellow<br />
    Fixed some randart powers not being applied<br />
    Clarified that Corrupted Negation requires a spell save check<br />
    Achievements are now classified in three kinds (important, first time, others) which can be filtered independantly<br />
    Achievements filtering config reseted to account for the new classification<br />
    Movement infusions and Lightning Speed can not be used while pinned down<br />
    Learning Flash Bang Trap from the merchant correctly removes gold<br />
    Fixed Gravitic Trap after a reload<br />
    Burning Hex doesnt make you explode on the levelup screen<br />
    Distortion effects now reduce physical resist<br />
    Reduced Forge Bellows and Dream Forge damage<br />
    Reduced Dream Forge radius<br />
    Solipsism now reduces a percentage of psi damage taken<br />
    Psinic channeling does not break on item or talent use anymore<br />
    Time Shield changed to heal you instead of damage you<br />
    Fixed Abyssal Horror tile<br />
    Syntax errors in superloaded files will correctly report in the log<br />
    Resting will wait for Bone Shield to replenish<br />
    Morrigor is now a one handed weapon<br />
    Whips have a 80% attack speed; also added whipping sounds for them<br />
<br />
Have fun!</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=9">ToME</category>
			<dc:creator>DarkGod</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6095</guid>
		</item>
		<item>
			<title>New items appear, but not monsters?</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6094&amp;goto=newpost</link>
			<pubDate>Mon, 20 May 2013 13:45:08 GMT</pubDate>
			<description><![CDATA[I've found several of my custom items in game now. But still none of my monsters has shown up. I'm starting to think I did something wrong. Any...]]></description>
			<content:encoded><![CDATA[<div>I've found several of my custom items in game now. But still none of my monsters has shown up. I'm starting to think I did something wrong. Any thoughts?<br />
<br />
<br />
<br />
N:548:Crawling Hand<br />
T:Crawling Hand<br />
C: o<br />
I:100:60:0:50:70<br />
W:10:1:0:20<br />
B:HIT:HURT:1d5<br />
B:HIT:HURT:1d5<br />
F:FRIENDS<br />
F: DROP_60<br />
F:TAKE_ITEM<br />
D:A disembodied hand that crawls along the floor.<br />
<br />
N:549:Giant Head<br />
T:Giant Head<br />
C: o<br />
I:110:55:2:7:10<br />
W:1:1:0:1<br />
B:BITE:EAT_ITEM<br />
F:NEVER_MOVE<br />
F:HURT_LIGHT | NO_FEAR<br />
D:A disembodied giant human head.<br />
<br />
N:550:Giant Dwarf<br />
T:Giant Dwarf<br />
C:m<br />
I:9:65:20:24:30<br />
W:10:1:0:50<br />
B:HIT:HURT:1d5<br />
B:HIT:HURT:1d8<br />
F:MALE | EVIL<br />
F: DROP_60<br />
D:A giant dwarf, he's as tall as a human.<br />
<br />
# Max is currently N:616</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>Zambaku</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6094</guid>
		</item>
		<item>
			<title>blunt priest weapons</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6093&amp;goto=newpost</link>
			<pubDate>Mon, 20 May 2013 13:28:12 GMT</pubDate>
			<description>My priest just found a lucerne hammer of westernesse and he is not comfortable with it. War hammers count as blunt weapons, though. Is that intended...</description>
			<content:encoded><![CDATA[<div>My priest just found a lucerne hammer of westernesse and he is not comfortable with it. War hammers count as blunt weapons, though. Is that intended behaviour? or has the westernesse something to do with it?</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>quarague</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6093</guid>
		</item>
		<item>
			<title>something makes a strange noise</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6092&amp;goto=newpost</link>
			<pubDate>Mon, 20 May 2013 13:01:46 GMT</pubDate>
			<description><![CDATA[what does the message in the title mean? I've seen it a few times, usually I loose somewhere between 5 and 10 hitpoints. I casted detection spells...]]></description>
			<content:encoded><![CDATA[<div>what does the message in the title mean? I've seen it a few times, usually I loose somewhere between 5 and 10 hitpoints. I casted detection spells but I still have no idea what causes this?</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>quarague</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6092</guid>
		</item>
		<item>
			<title>Comparison View</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6091&amp;goto=newpost</link>
			<pubDate>Sun, 19 May 2013 12:29:44 GMT</pubDate>
			<description>Does anybody else think that some sort of comparison readout should exist?(Is it possible that this is already possible?) 
 
Whenever I have to...</description>
			<content:encoded><![CDATA[<div>Does anybody else think that some sort of comparison readout should exist?(Is it possible that this is already possible?)<br />
<br />
Whenever I have to compare 2 powerful artifacts, I find myself breaking out my designated Angband workbook, which I use for these exact occasions. (and a few others) <br />
<br />
Aside from simply just being able to display 2 items side by side, it could also display the various final statistics as would result from each choice. <br />
<br />
If this is already possible, my faux pas :) <br />
If so, how so?</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>OOD Town drunk</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6091</guid>
		</item>
		<item>
			<title>OS X Window Scaling</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6090&amp;goto=newpost</link>
			<pubDate>Sat, 18 May 2013 21:04:05 GMT</pubDate>
			<description><![CDATA[I've been poking around the source to fix the window resize issue (1743). While the basic fix is easy, getting it to work with the existing drawing...]]></description>
			<content:encoded><![CDATA[<div>I've been poking around the source to fix the window resize issue (1743). While the basic fix is easy, getting it to work with the existing drawing code is turning out to be a pain. I was wondering if there was a rationale for drawing the views in that manner; I don't want to rip out a lot of code if there was a purpose for it.<br />
<br />
I'm a Cocoa developer, so I'm seeing a lot of other things that could be cleaned up. Should I file tickets or should I just make changes and issue pull requests? I don't want to muck up any workflows you guys have.</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=10">Development</category>
			<dc:creator>molybdenum</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6090</guid>
		</item>
		<item>
			<title><![CDATA[Few ideas fo 50' dungeon level]]></title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6089&amp;goto=newpost</link>
			<pubDate>Sat, 18 May 2013 14:51:16 GMT</pubDate>
			<description><![CDATA[I think 50' should be a little bit different from other dungeon levels just like 5000' is different. 
 
- no OOD monsters 
- no monster packs...]]></description>
			<content:encoded><![CDATA[<div>I think 50' should be a little bit different from other dungeon levels just like 5000' is different.<br />
<br />
- no OOD monsters<br />
- no monster packs (jackals), maybe no more than two monsters per room<br />
- no traps<br />
- no good/egos/special/OOD items or maybe no items at all<br />
- all lit or start always in rooms<br />
<br />
Why? Currently there are too many things that can lead to insta death of low HP characters (let say we play with disconnected stairs)</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>eMeM</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6089</guid>
		</item>
		<item>
			<title>Earliest Morgoth Murking</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6088&amp;goto=newpost</link>
			<pubDate>Fri, 17 May 2013 20:01:46 GMT</pubDate>
			<description><![CDATA[What is the lowest level you have had after defeating Morgoth?? Any variant. I myself am a Vanilla player, and my personal record is CLVL 50. :) I've...]]></description>
			<content:encoded><![CDATA[<div><font size="4"><font color="lime">What is the lowest level you have had after defeating Morgoth??</font> Any variant. I myself am a Vanilla player, and <font color="Lime">my personal record is CLVL 50</font>. :) I've only beat it once. It's flippin hard!</font></div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=6">Idle chatter</category>
			<dc:creator>OOD Town drunk</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6088</guid>
		</item>
		<item>
			<title>DUNGEON_HGT considered harmful</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6087&amp;goto=newpost</link>
			<pubDate>Fri, 17 May 2013 07:52:27 GMT</pubDate>
			<description>With cavern_gen existing, it is potentially the case that the map as a whole has a height other than DUNGEON_HGT, and a width other than DUNGEON_WID....</description>
			<content:encoded><![CDATA[<div>With cavern_gen existing, it is potentially the case that the map as a whole has a height other than DUNGEON_HGT, and a width other than DUNGEON_WID. And not just &quot;if level is zero, it could be TOWN_HGT&quot;.<br />
<br />
Two options suggest themselves:<br />
<br />
1. Modify cavern_gen to use DUNGEON_HGT and DUNGEON_WID for caverns, too, even if the actual cavern is then centered inside that.<br />
2. Track down basically all uses of DUNGEON_HGT and fix them.</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=10">Development</category>
			<dc:creator>seebs</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6087</guid>
		</item>
		<item>
			<title>The trouble with tilesets</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6086&amp;goto=newpost</link>
			<pubDate>Thu, 16 May 2013 22:09:35 GMT</pubDate>
			<description><![CDATA[I'm really wanting to make a custom tileset. But I'm not having much luck. I tried editing an excisting one by simply replacing some sprites. But...]]></description>
			<content:encoded><![CDATA[<div>I'm really wanting to make a custom tileset. But I'm not having much luck. I tried editing an excisting one by simply replacing some sprites. But when I try it out Angband says it can't find that tileset. Hm, what gives?<br />
<br />
<br />
P.S: Trying to do an Ultima 5 tileset :D</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>Zambaku</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6086</guid>
		</item>
		<item>
			<title>Random map generator.</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6085&amp;goto=newpost</link>
			<pubDate>Thu, 16 May 2013 20:05:59 GMT</pubDate>
			<description>I am currently making random wilderness generator for my simple roguelike. 
If somebody will look at it and say if it looks too ugly, I will be...</description>
			<content:encoded><![CDATA[<div>I am currently making random wilderness generator for my simple roguelike.<br />
If somebody will look at it and say if it looks too ugly, I will be happy.<br />
<br />
draugr.exe file should run in Windows. Source should compile and run on linux.<br />
It currently does nothing but map generation.<br />
1--9 keys can be used to scroll the map, anything else will exit, and make a screenshot.<br />
<br />
Btw how can I attach html screenshots to a message ?</div>


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			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=10">Development</category>
			<dc:creator>LostTemplar</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6085</guid>
		</item>
		<item>
			<title>Elemental rings and brands...</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6084&amp;goto=newpost</link>
			<pubDate>Thu, 16 May 2013 19:41:14 GMT</pubDate>
			<description>Problem: Damage multipliers are unbalancing, especially on a hypothetical weapon that does 9d6 damage. 
 
Suggested solution:...</description>
			<content:encoded><![CDATA[<div>Problem: Damage multipliers are unbalancing, especially on a hypothetical weapon that does 9d6 damage.<br />
<br />
Suggested solution: BRAND_WEAK_FIRE/BRAND_WEAK_FROST/etc.<br />
<br />
Since we now have two values available for an item, what if a ring of Fire had a random +AC bonus, and then a +1-+3 modifier which was &quot;d6 of extra fire damage&quot;? Or maybe +1-+2. So instead of multiplying the raw damage dice, it's a fixed-size multiplier. +2d6 fire damage on a whip is amazing; +2d6 fire damage on the glaive of pain is sort of mediocre. But it would give the rings some interesting effect, without the huge balancing problem.</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=10">Development</category>
			<dc:creator>seebs</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6084</guid>
		</item>
		<item>
			<title>Item design: I like it.</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6083&amp;goto=newpost</link>
			<pubDate>Thu, 16 May 2013 19:38:44 GMT</pubDate>
			<description>I just wanted to say: 
 
I have been playing Angband since a long time ago. And some time back, I started up an old game, and I found a new kind of...</description>
			<content:encoded><![CDATA[<div>I just wanted to say:<br />
<br />
I have been playing Angband since a long time ago. And some time back, I started up an old game, and I found a new kind of amulet. Trickery. And I was amazed, because suddenly the amulet slot wasn't stupid anymore. I've been playing a -dev angband a bunch (recent enough to have no Charisma anymore), and I've been finding the most amazing items.<br />
<br />
A lot of them, I don't want. I don't want a ring of the mouse with -5 damage, but... It's conceivable to me that I might. The ring of the dog would actually be sort of cool if I were on a different build. The ring of open wounds? Brilliant. I love the idea of an item which impairs hit point recovery, but which I might actually want. Ring of digging? Yes, please!<br />
<br />
I am a little sad about the elemental brand rings being gone, although I see why they had to go from a balance perspective. I have notions of proposing a weak elemental brand which, say, adds a fixed level of typed damage (like 1d6-2d6 or something) regardless of weapon damage dice. But even without that, I still think things like combined ring stats are interesting and worthwhile.<br />
<br />
Equipment choices in a roguelike are often trivial. Angband's doing a really nice job, from my point of view, of providing genuinely interesting trade-offs and choices.</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>seebs</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6083</guid>
		</item>
		<item>
			<title>Smeagol the stealther</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6082&amp;goto=newpost</link>
			<pubDate>Thu, 16 May 2013 16:20:20 GMT</pubDate>
			<description>Last night I noticed some strange behavior when fighting Smeagol.  I lured him into a large, empty, fully lit room.  I was fighting him as I tend to...</description>
			<content:encoded><![CDATA[<div>Last night I noticed some strange behavior when fighting Smeagol.  I lured him into a large, empty, fully lit room.  I was fighting him as I tend to do, phasing around and shooting spells and missiles so he can't get close enough to steal from me and port away.  <br />
<br />
The strange thing was, several times when his erratic movement would move him away from me rather than toward me, he would disappear.  I would wait 1 turn and he would move towards me and become visible again.  I can't say for sure, but it seemed to me that even though he was in a fully lit room, I could only see him if he was within my infravision range.<br />
<br />
Unfortunately I didn't think too much of it until after I had already killed him, so I don't have a save file to show this behavior, assuming it's not intended.  If not, perhaps tonight I'll make another character and try to find him and recreate it and upload that save file.</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>Raajaton</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6082</guid>
		</item>
		<item>
			<title>3.5-dev error on startup</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6081&amp;goto=newpost</link>
			<pubDate>Wed, 15 May 2013 19:26:41 GMT</pubDate>
			<description>Playing the most recent nightly.  Whenever I load up my save file I get the following error :  
 
Parse error in \lib\pref\graf-shb.prf line 157...</description>
			<content:encoded><![CDATA[<div>Playing the most recent nightly.  Whenever I load up my save file I get the following error : <br />
<br />
Parse error in \lib\pref\graf-shb.prf line 157 column 5 : unrecognized tval<br />
<br />
After the game loads it loads up with tiles, except the player is represented by the @ still.  I got this error when I first made this character, switched over to no graphics, which is how I play anyway, and everything was fine.  It reverted back to tiles again when loading it up the second time, but it seems I can switch it back to no graphics, and play again as usual.<br />
<br />
It also seems that a few of the keybinds I made last play session didn't save, although others did.</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>Raajaton</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6081</guid>
		</item>
		<item>
			<title>Spell book thoughts...</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6080&amp;goto=newpost</link>
			<pubDate>Tue, 14 May 2013 02:21:51 GMT</pubDate>
			<description>Long story short: 
 
I would like to solve the problem where there is a magical connection between x-spell.c and spells.txt. I would also like to...</description>
			<content:encoded><![CDATA[<div>Long story short:<br />
<br />
I would like to solve the problem where there is a magical connection between x-spell.c and spells.txt. I would also like to clean up some of the interactions and/or parsing. Really, ideally, what I think would be nice would be to have books list spells, rather than spells listing books.<br />
<br />
More generally, it might be nice to add slightly improved support for symbolic names to the *.txt parsing, so that instead of having to compare tval/sval values, we could do something like:<br />
<br />
N:470:[Mordenkainen's Escapes]<br />
SOMETHING_GOES_HERE:BOOK_ESCAPES<br />
<br />
and then later:<br />
<br />
N:34:Word of Recall<br />
B:BOOK_ESCAPES<br />
<br />
instead of &quot;I:90:6:3&quot;.<br />
<br />
This, then, leads into the OTHER thing I want to do, which may be broken-as-designed but sounds really fun to me:<br />
<br />
Scribable spellbooks.<br />
<br />
Basic idea: A spellbook is given a capacity in some unit. You can find blank or incomplete spellbooks. You can learn a spell you don't know, and if you have a spellbook with sufficient space, you can scribe the spell there. Spells cannot be removed from books, or reordered, so if you want spells in a given order, you write them that way.<br />
<br />
What makes this cool: You could find some but not all of the spells from, say, Resistances. You might have Resist Fire but never have seen Resist Cold, say. This makes finding spells a little smoother in some ways (you don't get an entire dungeon spellbook at once, necessarily), but possibly more annoying if you just happen to never find a given spell.<br />
<br />
What makes it possibly broken: A mage with four blank dungeon spellbooks that have been inscribed with all the spells that the mage ever wants to cast, thus using four slots and 12 lbs. to make up for what would normally take 9 slots some of which had to have multiple items in them...</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=10">Development</category>
			<dc:creator>seebs</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6080</guid>
		</item>
		<item>
			<title>3.5-dev bug</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6079&amp;goto=newpost</link>
			<pubDate>Mon, 13 May 2013 23:55:12 GMT</pubDate>
			<description><![CDATA[I was fighting Sauron and decided to leave the level because I was unprepared. I've read scroll of teleport level and... I went to 100th level...]]></description>
			<content:encoded><![CDATA[<div>I was fighting Sauron and decided to leave the level because I was unprepared. I've read scroll of teleport level and... I went to 100th level without killing Sauron.</div>


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			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>eMeM</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6079</guid>
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			<title>3.5-dev crash on chaos breath</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6078&amp;goto=newpost</link>
			<pubDate>Mon, 13 May 2013 18:49:08 GMT</pubDate>
			<description>Just had an unfortunate occurrence.  I just got finished killing Ancalagon.  After he was dead I was cleaning up some of the mess that he summoned,...</description>
			<content:encoded><![CDATA[<div>Just had an unfortunate occurrence.  I just got finished killing Ancalagon.  After he was dead I was cleaning up some of the mess that he summoned, and a great wyrm of balance breathed chaos on me.  As soon as I saw the message that he breathed chaos, angband crashed.  Looks like I'll be doing that fight over again.<br />
<br />
It might be important to note that although I've had chaos breathed on me before this game, it's possible that might be the first chaos breath I've had hit me while I was actually wearing resist chaos.  Perhaps that has something to do with it?</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>Raajaton</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6078</guid>
		</item>
		<item>
			<title>More details on when to use inscriptions?</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6077&amp;goto=newpost</link>
			<pubDate>Mon, 13 May 2013 01:28:52 GMT</pubDate>
			<description><![CDATA[I read most/all the docs, but one page says 'see below' yet it's the end of the page. 
 
The only use I know is how to name my weapon and pick both...]]></description>
			<content:encoded><![CDATA[<div>I read most/all the docs, but one page says 'see below' yet it's the end of the page.<br />
<br />
The only use I know is how to name my weapon and pick both to <b>@1</b>, then I can toggle between them using <b>w1</b><br />
<br />
The file mentioned several formats, I don't know how to use:<br />
<ol style="list-style-type: decimal"><li>!x</li>
<li>!*</li>
<li>@x#</li>
</ol><br />
And are there any other uses?</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>ninmonkey</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6077</guid>
		</item>
		<item>
			<title>how to view really old posts?</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6076&amp;goto=newpost</link>
			<pubDate>Mon, 13 May 2013 00:04:07 GMT</pubDate>
			<description><![CDATA[I've noticed that when reviewing my own posts, that I'm only able to recall the last 500 (20 pages). How do i get access to even earlier stuff.]]></description>
			<content:encoded><![CDATA[<div>I've noticed that when reviewing my own posts, that I'm only able to recall the last 500 (20 pages). How do i get access to even earlier stuff.</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=7">Oook!</category>
			<dc:creator>buzzkill</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6076</guid>
		</item>
		<item>
			<title><![CDATA[[Sil] Recorded Edain game]]></title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6075&amp;goto=newpost</link>
			<pubDate>Sun, 12 May 2013 08:22:28 GMT</pubDate>
			<description>Spoilers: it ends in me dying in an extremely anticlimactic way, so look forward to that. It is in .ttyrec form, you need a tty player to watch it,...</description>
			<content:encoded><![CDATA[<div>Spoilers: it ends in me dying in an extremely anticlimactic way, so look forward to that. It is in .ttyrec form, you need a tty player to watch it, <a href="http://angband.pl/termrec.html" target="_blank">termrec</a> is an easy option. It is in two parts.<br />
<br />
<a href="http://wikisend.com/download/354666/SilEdainTTY.zip" target="_blank">http://wikisend.com/download/354666/SilEdainTTY.zip</a><br />
<br />
Link is temporary, I should probably try and find somewhere that will host it permanently.</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=2">AAR</category>
			<dc:creator>clouded</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6075</guid>
		</item>
		<item>
			<title>Competition 139</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6074&amp;goto=newpost</link>
			<pubDate>Sun, 12 May 2013 04:47:13 GMT</pubDate>
			<description>Competition 139 is now available from the competition page (http://angband.oook.cz/competition.php?showcompo=139); it is an Oangband 110u High-Elf...</description>
			<content:encoded><![CDATA[<div>Competition 139 is now available from the <a href="http://angband.oook.cz/competition.php?showcompo=139" target="_blank">competition page</a>; it is an Oangband 110u High-Elf Necromancer.<br />
<br />
Note that comp 138 still has 4 days to go.</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=8">Competition</category>
			<dc:creator>Nick</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6074</guid>
		</item>
		<item>
			<title>NPP-Moria and NPPAngband 7.0.0 Beta 2 uploaded</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6073&amp;goto=newpost</link>
			<pubDate>Sat, 11 May 2013 10:48:31 GMT</pubDate>
			<description>NPPMoria 700 Beta-2 has been uploaded.  This fixes multiple bugs with Beta-1.  So far the biggest bug has been that the game crashed when attempting...</description>
			<content:encoded><![CDATA[<div>NPPMoria 700 Beta-2 has been uploaded.  This fixes multiple bugs with Beta-1.  So far the biggest bug has been that the game crashed when attempting to start a new character based on a previous one.  Unfortunately, part of that bug lingers in the savefiles from Beta-1, so the game will still crash if the previous character was created in Beta-1, but for characters started in Beta-2, that feature will work now.  Character file dumps now show the game as Moria instead of Angband, and they can be uploaded at the .oook ladder.  <br />
<br />
The links are:<br />
<br />
Souce Code:<br />
<a href="http://download.nppangband.org/npp-7.0.0beta-2-src.zip" target="_blank">http://download.nppangband.org/npp-7.0.0beta-2-src.zip</a> <br />
<br />
Windows Binary:<br />
<a href="http://download.nppangband.org/npp-7.0.0beta-2-win.zip" target="_blank">http://download.nppangband.org/npp-7.0.0beta-2-win.zip</a><br />
<br />
Github respository:<br />
<a href="https://github.com/nppangband/NPPAngband" target="_blank">https://github.com/nppangband/NPPAngband</a>  (work-in-progress branch)</div>

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			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=4">Variants</category>
			<dc:creator>nppangband</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6073</guid>
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		<item>
			<title>Rogue Legacy and Chasm</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6072&amp;goto=newpost</link>
			<pubDate>Fri, 10 May 2013 18:22:47 GMT</pubDate>
			<description>Am I a sucker for getting excited about Rogue Legacy and Chasm? 
 
http://www.youtube.com/watch?v=Kquqtkascg0 
Some dude playing Rogue Legacy. 
There...</description>
			<content:encoded><![CDATA[<div>Am I a sucker for getting excited about Rogue Legacy and Chasm?<br />
<br />
<a href="http://www.youtube.com/watch?v=Kquqtkascg0" target="_blank">http://www.youtube.com/watch?v=Kquqtkascg0</a><br />
Some dude playing Rogue Legacy.<br />
There is also some recent Rock Paper Shotgun coverage too.<br />
<br />
Chasm has a demo which I enjoyed. I don't have an Xbox controller, but I do have a couple of pc controllers that I use joy2key with for stuff like this. It was fun.<br />
<br />
<a href="http://www.kickstarter.com/projects/discordgames/chasm" target="_blank">http://www.kickstarter.com/projects/discordgames/chasm</a><br />
<br />
I didn't actually like Spelunky, but these two I might be able to get into.</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=6">Idle chatter</category>
			<dc:creator>HallucinationMushroom</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6072</guid>
		</item>
		<item>
			<title>Making graphics</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6071&amp;goto=newpost</link>
			<pubDate>Fri, 10 May 2013 10:33:29 GMT</pubDate>
			<description><![CDATA[I'm in the mood for doing a graphics set, and I was wondering, how would I go about it? How do I link the sprites up with the things ingame,...]]></description>
			<content:encoded><![CDATA[<div>I'm in the mood for doing a graphics set, and I was wondering, how would I go about it? How do I link the sprites up with the things ingame, especialy for custom monsters and items?</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>Zambaku</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6071</guid>
		</item>
		<item>
			<title>Sil: Smithing (observations)</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6070&amp;goto=newpost</link>
			<pubDate>Thu, 09 May 2013 18:39:53 GMT</pubDate>
			<description>Sceptres: Can have all the melee abilities, but not e.g. Majesty. 
 
Arrow: Artifice arrows are pointless, as you can only have up to +4 bonus (when...</description>
			<content:encoded><![CDATA[<div>Sceptres: Can have all the melee abilities, but not e.g. Majesty.<br />
<br />
Arrow: Artifice arrows are pointless, as you can only have up to +4 bonus (when you can make almost as good ego items in bunches of two dozen w/o using 3 forge uses). Oh, wait with Artistry it is possible to make an up to +7 arrow if you start with the +3 arrows as the base. Easy to miss the option, but I guess this is ok. But it definitely is odd that it is more difficult to put a slay on a single arrow than to put the slay on a bow.<br />
<br />
UI: When you switch between Artifice menu and Numbers menu and back again selected skills are not shown anymore in the artifact description, but are still selected in the menu. If you try to deselect / reselect the skill it shows twice in the artifact description (+ and is calculated as such in the difficulties).  Basically I have to redo the whole selection process again.<br />
<br />
Accessibility: Smithing is far less accessible than any other feature of Sil. Everything else is either explained in the manual or accessible in the text files, but before you have all the base abilities and artifice you never see how awesome smithing really is (especially if you bought enchantment and thought artifice is just a somewhat extended version of enchantment).<br />
<br />
Forges: It really helps to dive faster (if you survive) as you get more of the useful staffs (Revelation / Treasure) that are so very important for a smith. It is very much possible - for a slow player like me - that you don't find enough forges after you finished your smithing kit. Without changing overall number of forges, having a guaranteed forge at 900 or 950' in one of the &quot;palace&quot; blocks upon first entering the depth would relieve me of quite a bit of pressure. (I had a smith once going up and down between 950-900' until his only staff of revelations was empty without revealing a forge if I remember correctly.)<br />
<br />
Especially in the middle game with already large floors, but no staffs for autoexploration I spent a lot of time walking around (with a stealthy smith w/o chance to make much equipment I felt very much underpowered for a very long time and then suddenly - apart from being killed by Morgoth in the official run - nothing could withstand me, but in the private rerun it sure was cool to kill Morgoth and all his creatures while wearing literally no armor, singing and shooting - I had a warding glyph though :))<br />
<br />
Power: Smithing is still tremendously powerful - especially for people who don't engage in lengthy melee and can afford to wear robes and crowns, but have the killing power to claim the forges. I had +9 archery and +5 song modifiers (and additionally +2 grace, +1 strength) and a whopping +13 (-1) stealth modifier (this one mostly found items, but I wouldn't wear a +4/+5 shadow cloak if not smithing had increased my light level) when I geared up for the throne room (+ some useful abilities on the items). All this despite having Maeglin run away when I tried to carefully pick off his entourage and not using the 2nd hand (I wasn't sure I find enough forges) and not draining my skill, so I ended w/ 30 max.difficulty in the final normal forge (more in the enchanted).<br />
<br />
Perception / smithing: The possibility to get loremaster for cheap (500xp and no cost increase for other abilities) is a big help for all chars that rely on perception abilities, i.e. hunters + assassins. But of course as 1st time player my 1st smith was a no-stealth Naugrim. Another benefit for hunters and assassins is that they can benefit from robes and crowns as they are not as much relying on helms and armor.<br />
<br />
Artifact weapons / artifice: The abundance of artifacts in the game (especially swords) makes smithing artifact weapons look quite pointless to me. Many have a level out of reach for all but or even the most experienced smith. As opposed to the collection of artifact swords I invariably end with (last time I had both Amras, Amrod - both very good for hunters + Glamdring, could have been more if I not dived past the 700-800' range quickly) I never even once found the one of the major jewellery artifacts (Melian's Ring, Nymphelos etc.) although I have been lucky with stat-raising ego-items sometimes. Can something be done with the rarity scores of the different items?</div>

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			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=4">Variants</category>
			<dc:creator>taptap</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6070</guid>
		</item>
		<item>
			<title><![CDATA[Tales of Maj'Eyal 1.0.3 aka "A New Dawn"]]></title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6069&amp;goto=newpost</link>
			<pubDate>Thu, 09 May 2013 01:06:37 GMT</pubDate>
			<description><![CDATA[My minions, I am happy and pround to give you Tales of Maj'Eyal 1.0.3 ! See http://te4.org/ 
Your launcher should automatically update your game so...]]></description>
			<content:encoded><![CDATA[<div>My minions, I am happy and pround to give you Tales of Maj'Eyal 1.0.3 ! See <a href="http://te4.org/" target="_blank">http://te4.org/</a><br />
Your launcher should automatically update your game so no need to redownload it all.<br />
Enjoy and have fun in Eyal!<br />
<br />
Don't forget to help ToME by with donations ( <a href="http://te4.org/donate" target="_blank">http://te4.org/donate</a> ) !<br />
And do not forget to vote for ToME on Steam Greenlight!<br />
 <br />
Release highlights:<br />
    Rebalancing of many races and classes<br />
    Addons will stay active if the game's patch version is over the required one. So addons for 1.0.1 will work on 1.0.2 (but would not on 1.1.0)<br />
    Most tier1/2 zones can now have alternate layout/stories/... brings some fresh air<br />
    Rak'Shor pride looks more .. necromancy, and is more interresting<br />
    More direct melee-range talent UI<br />
    Many bugfixes and improvements<br />
<br />
Expanded changelist:&#65279;<br />
    Made sure the transmo chest always spawn<br />
    Creepding Darkness will try harder to disappear<br />
    Psychic Lobotomy no longer ignores confusion immunity<br />
    Fixed Conduit when used by a NPC<br />
    Moss now use mindcrit for duration instead of spellcrit<br />
    Fix for OpenGL rendering bug on release builds<br />
    Using a Moss talent will correctly put other Moss talents on cooldown even if they were at 1 or 2 CD already<br />
    Antimagic indicator debuff doesnt prevent worldmap access anymore<br />
    Thalore exp penalty back to 35% (from 30%)<br />
    All Moss talents can not crit their durations anymore (still can crit their damage)<br />
    Nourishing Moss healing factor reduced a little<br />
    Reduced Slippery Moss fail chance a little<br />
    Reduced Slime Roots range<br />
    Number of bloated oozes limited to the Mitosis talent level<br />
    Reabsorb damage reduction reduced to 40%<br />
    Mitosis chance increases with talent level<br />
    Call of the Ooze max life is dependent on Mitosis level<br />
    Upgraded to LuaJIT 2.0.1<br />
    Lowered Shalore exp penalty to 25%<br />
    Increased Call of the Ooze cooldown<br />
    Golem's starting equipment comes identified<br />
    Alchemist potion reward are identified<br />
    Vor Armoury main room is a no teleport zone<br />
    Fixed Shadow's Blindside description<br />
    Buffed Shaloren: Grace of the Eternals scales with dex or mag, Magic of the Eternals also increase crit power, Secrets of the Eternals triggers more easily, Timeless also reduces cooldowns<br />
    Willful Combat correctly states it affects physical power<br />
    New Game:idling(focus) method to detect gaining/losing OS focus<br />
    Ego inscriptions are suffixes, so they all sort by inscription kind<br />
    Fixed alchemist golem resurect<br />
    Rogue poisons can be applied with slings too<br />
    Level 5 Trap Launcher also lets traps be placed without breaking stealth<br />
    Increased Bear Trap and Nigthshade Trap damage<br />
    Reduced Lure cooldown<br />
    Dexterity now also gives a chance to shrug off all kinds of critical damage (just like the oozemancer maleable body talent)<br />
    Sticky Smoke does not affect the rogue anymore<br />
    Fixed online charsheet ESP<br />
    Temporal Form paradox boost reduced to 400<br />
    Fixed blindness on NPCs<br />
    Siding with the Assassin Lord also teaches you the Flash Bang Trap, if you know trapping<br />
    If siding with the merchant you can still get the Flash Bang Trap, only the merchant will sell it .. for a price<br />
    Fixed psiblades<br />
    Oozemancer rares are .. rarer<br />
    Solipsists rare are back !<br />
    Running and resting are stopped when a dialog pops up<br />
    Off-balance reduces damage by 15% instead of global speed<br />
    Fixed Blunt Thrust description<br />
    Big bad popup after the ambush to direct the player to Last Hope<br />
    Limmir will not cry too early<br />
    Lightning daze, acid blind, ice damage now use either spellpower or mindpower for power application<br />
    Fixed Coral Spray gfx effect when blocking a ranged attack<br />
    Low level npcs should be a little more interresting<br />
    Fixed a weird death bug<br />
    Born into Magic arcane damage bonus replaced with a proc on spell damage to buff the damage type<br />
    Overseer of Nations increases blindness resist<br />
    Higher's Bloom duration increased<br />
    You Shall Be My Weapon! starts cooling down even if it missed or kill the target<br />
    Ruined dungeon guardians can not be preset uniques<br />
    Some factions now have symbols, which you can see in store &amp; chats in towns<br />
    Many new artifacts<br />
    Fix errors when running/resting with special events that make you switch characters<br />
    Last Stand won't heal when auto-reactivated by leveling up<br />
    New option to change the speed of flying texts<br />
    Randboss/randelites kills are not recorded in the uniques kill list<br />
    Autouse talents will not trigger sounds<br />
    Echoes from the Past description correctly displays temporal damage bonus<br />
    Naga and Fearscape portals will always popup when walked/rushed/teleported/... on<br />
    Dreamscape can not happen on random bosses<br />
    Addons will stay active if the game's patch version is over the required one. So addons for 1.0.1 will work on 1.0.2 (but would not on 1.1.0)<br />
    Maelstrom will not destroy the stairs from killing the assassin lord<br />
    Breeding pits reduced to entrance + 2 levels<br />
    Psi-wielding a twohanded weapon does not prevent dual-wielding<br />
    Damage Affinity is displayed on charsheet<br />
    The rhaloren camp is sometimes partly overground<br />
    Walls will not look weird when near trees<br />
    Doors will not look weird when near trees<br />
    Sometimes the last level of Nur will be flooded by a failing barrier<br />
    Sometimes the Old Forest is overrun by crystals<br />
    The Grand Corruptor leaves the mark of the spellblaze when you go to Zigur<br />
    Sometimes the Maze will have been destroyed by a quake, leaving holes in the floor leading to deeper maze levels<br />
    Sometimes the scintillating caves hold too much magic which distort them into weird angles<br />
    Sometimes Murgol Lair is being attacked by nagas from the Vargh Republic<br />
    Rungof got his own artifact!<br />
    Sometimes the trollmire is flooded by the rain, leaving it filled with muddy water and some aquatic life<br />
    Norgos lair is sometimes invaded by shivgoroth<br />
    Levitation correctly makes you immune to pinning instead of making you more vulnerable to it<br />
    Sometimes the ruins of Kor'Pul have been invaded by a group of thieves and bandits<br />
    Sometimes an old volcano erupts at the center of the Daikara<br />
    All resource cost for talents can now be functions<br />
    Sometimes the Heart of the Gloom has been purified from the corruption, only to fall pray to a powerful solipsist<br />
    Changed Rak'Shor pride tileset to be more .. flavorful<br />
    Sometimes the sandworm lair has a different layout and a different &quot;guide&quot; .. don't fall of the trail !<br />
    Melee range talents that require a target will now react to direction keys directly instead of using the classic targetting cursor<br />
    Slime Roots can not reset passives or ubers<br />
    Acid Splash radius reduced by 1<br />
    Indiscernible Anatomy lost confusion resistance<br />
    Speeds are always limited to 10% (can never go to 0)<br />
    Game options are now organized by tabs<br />
    Rak'Shor Pride now has some new layout and new &quot;fun&quot; monsters inside !<br />
    Dark Portal correctly triggers on teleport effects<br />
    Electric Eels do not fire lightnings at low level but are buffed<br />
<br />
Have fun!</div>

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			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=9">ToME</category>
			<dc:creator>DarkGod</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6069</guid>
		</item>
		<item>
			<title>Minor versioning issue with 3.5-dev</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6068&amp;goto=newpost</link>
			<pubDate>Wed, 08 May 2013 18:20:56 GMT</pubDate>
			<description><![CDATA[I recently posted a dump to the competition ladder, but the line at the top of the dump that should have said "[Angband 3.5-dev Character Dump]"...]]></description>
			<content:encoded><![CDATA[<div>I recently posted a dump to the competition ladder, but the line at the top of the dump that should have said &quot;[Angband 3.5-dev Character Dump]&quot; instead said only &quot;[Angband  Character Dump]&quot;.  This is only an issue because that meant that the competition ladder software had trouble digesting the dump.  I am building from source on a gentoo linux box.<br />
<br />
I looked into this, and the problem seems to be that  src/Makefile  includes<br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">&nbsp; CFLAGS += -DBUILD_ID=${VERSION}&nbsp; ...</code><hr />
</div>Which in turn forces buildid.c / buildid.h  to use the VERSION from the command-line.  However, VERSION doesn't seem to have a value.<br />
<br />
I'm using just the simple commands recommended in the &quot;compliing.txt&quot; file, e.g.:<br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">&nbsp; &nbsp; ./autogen.sh<br />
&nbsp; &nbsp; ./configure --with-no-install --disable-x11 --prefix=`pwd`<br />
&nbsp; &nbsp; make</code><hr />
</div>I was able to fix my problem by removing the -DBUILD_ID from CFLAGS, so the buildid.c/buildid.h will just use the defaults.  I don't know the &quot;right&quot; way to deal with this (admittedly very minor) issue, or even if it is worth anybody's time to do anything about it.</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=10">Development</category>
			<dc:creator>bron</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6068</guid>
		</item>
		<item>
			<title>potion of slowness bugged?</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6067&amp;goto=newpost</link>
			<pubDate>Tue, 07 May 2013 14:23:16 GMT</pubDate>
			<description><![CDATA[So from the description I thought that a potion of slowness gives you -10 speed for some turns. 'When drunk, it slows you for 1d25+15 turns.'...]]></description>
			<content:encoded><![CDATA[<div>So from the description I thought that a potion of slowness gives you -10 speed for some turns. 'When drunk, it slows you for 1d25+15 turns.'<br />
Character is in town, I first quaffed an unidentified one, and it just said 'tried' with no status effect. I then use an id?, and then quaffed another, still no effect, playing v3.3.2. No change to speed nor any other visible difference. Intended or bug?</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>quarague</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6067</guid>
		</item>
		<item>
			<title>Tutorial contents</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6066&amp;goto=newpost</link>
			<pubDate>Tue, 07 May 2013 09:36:37 GMT</pubDate>
			<description>So, I want to make an in-game tutorial for V.  At the moment my plan is to start in a custom dungeon, take the player through combat, running away,...</description>
			<content:encoded><![CDATA[<div>So, I want to make an in-game tutorial for V.  At the moment my plan is to start in a custom dungeon, take the player through combat, running away, picking up items, 'u'sing them (universal use command), Word of Recall and then the shops.<br />
<br />
I'm looking for suggestions for other things to include.  What was confusing when you started playing?  Do you have experience of showing Angband to new players and what did they find unintuitive?</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>takkaria</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6066</guid>
		</item>
		<item>
			<title>Strange error?</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6065&amp;goto=newpost</link>
			<pubDate>Mon, 06 May 2013 12:41:25 GMT</pubDate>
			<description><![CDATA[I lost the term windows and can't get them back up, I recheck them and they appear, but they dissapear as soon as the main angband window is...]]></description>
			<content:encoded><![CDATA[<div>I lost the term windows and can't get them back up, I recheck them and they appear, but they dissapear as soon as the main angband window is selected, also the main angband window is now fullscreen, how do I go about fixing this?</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>Zambaku</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6065</guid>
		</item>
		<item>
			<title>NPPAngband and NPPMoria 7.0.0 beta-1 released!</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6064&amp;goto=newpost</link>
			<pubDate>Mon, 06 May 2013 00:08:46 GMT</pubDate>
			<description>NPPMoria 700 Beta-1 has been uploaded. 
 
This is a re-creation of Moria 5.5.2 with the many Angband ui improvements over the last 20+ years, such as...</description>
			<content:encoded><![CDATA[<div>NPPMoria 700 Beta-1 has been uploaded.<br />
<br />
This is a re-creation of Moria 5.5.2 with the many Angband ui improvements over the last 20+ years, such as targeting, monster health bars, multiple windows, color display, mouse support, etc.  It also has NPPAngbands 4GAI, themed chests, and some other features from NPPAngband.  It should be a fairly bug-free and playable beta, but by no means a polished version.<br />
<br />
Besides de-bugging, the two biggest things on the NPPMoria to-do list are to update the help files and change the bow slot to a swap weapon.  I held off doing this just because it is the change that is most likely to cause alot of problems.  So I wanted to be confident in all the other changes before I worked on the swap weapon slot.<br />
<br />
The links are:<br />
<br />
Souce Code:<br />
<a href="http://download.nppangband.org/npp-7.0.0beta-1-src.zip" target="_blank">http://download.nppangband.org/npp-7.0.0beta-1-src.zip</a> <br />
<br />
Windows Binary:<br />
<a href="http://download.nppangband.org/npp-7.0.0beta-1-win.zip" target="_blank">http://download.nppangband.org/npp-7.0.0beta-1-win.zip</a><br />
<br />
<br />
<br />
Github respository:<br />
<a href="https://github.com/nppangband/NPPAngband" target="_blank">https://github.com/nppangband/NPPAngband</a><br />
<br />
The complete changelist for NPP 7.0.0 Beta-1 is:<br />
Add moria game mode, based on Moria 5.5.2.<br />
Added opportunity to do a shield bash on a monster as in Moria.<br />
Bugfix:  Fix inconcistency when describing damage from ammo.<br />
Bugfix:  Fix display of equipment flags on equipment screen.</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=4">Variants</category>
			<dc:creator>nppangband</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6064</guid>
		</item>
		<item>
			<title>Monster mana alternatives</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6063&amp;goto=newpost</link>
			<pubDate>Sun, 05 May 2013 20:40:38 GMT</pubDate>
			<description><![CDATA[Hi everyone, long-time-no-see. 
 
I was talking about monster AI with Derakon on IRC and thought it'd be interesting to open up the conversation to a...]]></description>
			<content:encoded><![CDATA[<div>Hi everyone, long-time-no-see.<br />
<br />
I was talking about monster AI with Derakon on IRC and thought it'd be interesting to open up the conversation to a wider audience. This isn't necessarily limited to what should go in V (although that was the original context).<br />
<br />
Right now, V's monsters are powerful but dumb. There's nothing stopping a monster from (randmoly) choosing its most powerful attack N times in a row, although it's very unlikely. Of course, if we improve the AI, V's tougher monsters could easily become unbeatable.<br />
<br />
Many variants have introduced monster mana to solve this problem. From what I understand, monsters in these variants are incredibly tough until they run out of mana, and then are much easier. Monsters that can heal or teleport are particularly hard--you pretty much have to get them to use up their mana before trying to kill them.<br />
<br />
An alternative would be cooldown timers. This is similar to what a lot of MMOs have ended up doing. It'd mean that you'd never have to worry about two breath attacks (or mana storms or whatever) in a row, and would allow things like healing to be pretty rare. Unfortunately, I think it would also make monster battles very predictable. For instance, a teleporting monster would always teleport once when hurt. You'd have to track them down and kill them before the timer reset, or they'd do it again. I think this could get pretty tedious. (Healing has the same problem.) As I said, it also makes some unpredictably dangerous monsters less dangerous (if they only have one strong breath attack).<br />
<br />
Combining timers and mana might work. I think you'd still get the same kinds of predictable behavior, but it would be easier to &quot;wear down&quot; a monster by waiting until its mana was exhausted. Monsters could still teleport away to let their timers and mana reset though.<br />
<br />
One option I found really interesting was the option of having monsters use HP as mana, instead of a separate quantity. This would make building the AI a bit more interesting--spamming powerful spells might be the most efficient way to try to kill the PC, but would also bring the monster closer to death. And running out of mana would more obviously be fatal. The one big problem here is that healing doesn't totally make sense--if the monster could heal that would also reset the mana, which would be really powerful. But I do like the fact that with monster HP instead of mana, the player has a stronger incentive to damage the monster early on (to limit available HP for spells and attacks).<br />
<br />
None of these seem perfect, and its possible that a hybrid approach (mana + timers, HP + timers, something even more complicated) might work best. Since there is already huge asymmetry between the player and monsters, I don't think it's a problem to have very different systems here as well.<br />
<br />
What do you all think?</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=10">Development</category>
			<dc:creator>d_m</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6063</guid>
		</item>
		<item>
			<title>Beleriand Status</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6062&amp;goto=newpost</link>
			<pubDate>Sun, 05 May 2013 17:53:25 GMT</pubDate>
			<description><![CDATA[I've heard about the Beleriand project Nick has been working on and I'm hugely interested in it/excited for it, but after some searching I haven't...]]></description>
			<content:encoded><![CDATA[<div>I've heard about the Beleriand project Nick has been working on and I'm hugely interested in it/excited for it, but after some searching I haven't seen anything about it later than around June '12.  Is this project still being worked on?<br />
<br />
If it is, one question on something I'm assuming: will the monster types be strictly Tolkien-appropriate?  I love FAangband, but the kobolds and harpies and yeeks are a little jarring for a Tolkien nut.</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=4">Variants</category>
			<dc:creator>Whelk</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6062</guid>
		</item>
		<item>
			<title>p_hist problem</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6061&amp;goto=newpost</link>
			<pubDate>Sun, 05 May 2013 15:54:54 GMT</pubDate>
			<description><![CDATA[I'm trying to make a second race for my angband variety since my latest race was a success. But I'm having problems getting the history to work for...]]></description>
			<content:encoded><![CDATA[<div>I'm trying to make a second race for my angband variety since my latest race was a success. But I'm having problems getting the history to work for it. It picks history bits from the previous race for a reason I don't really get.<br />
Anyone have any idea what I've done wrong? This race is the Half-Rabbit<br />
<br />
p_hist:<br />
#   Half-Dragon   --&gt; 27 --&gt; 28 --&gt; 29 --&gt; 70 --&gt; 71 --&gt; 72<br />
#   Half-Rabbit   --&gt; 30 --&gt; 31 --&gt; 32 --&gt; 73 --&gt; 74 --&gt; 75<br />
<br />
<br />
<br />
<br />
N:30:28:30:30<br />
D:As a child you made fun of a witch who cursed you into a half human, half rabbit.<br />
N:27:28:55:40<br />
D:You where cursed by a wizard as a teenager for stealing his last apple-pie.<br />
N:30:28:75:45<br />
D:You ate a cursed carrot once and got transformed into a half human, half rabbit creature.<br />
N:27:28:90:55<br />
D:You where kissed by an enchanted rabbit and was then transformed into a half human, half rabbit hybrid.<br />
N:30:28:100:70<br />
D:Your mother was gang raped by a hoard of rabbits.<br />
<br />
N:31:29:25:43<br />
D:You have smooth<br />
N:31:29:50:46<br />
D:You have short<br />
N:31:29:70:49<br />
D:You have soft<br />
N:31:29:85:52<br />
D:You have curly<br />
N:31:29:100:55<br />
D:You have strange<br />
<br />
N:32:70:25:55<br />
D: white fur, and<br />
N:32:70:50:65<br />
D: black fur, and<br />
N:32:70:60:75<br />
D: brown fur, and<br />
N:32:70:75:60<br />
D: white fur with black spots, and<br />
N:32:70:90:70<br />
D: white fur with brown spots, and<br />
N:32:70:100:80<br />
D: brown fur with white spots, and<br />
<br />
N:73:71:25:40<br />
D: red eyes.<br />
N:73:71:50:42<br />
D: blue eyes.<br />
N:73:71:70:44<br />
D: green eyes.<br />
N:73:71:85:46<br />
D: strange eyes.<br />
N:73:71:100:48<br />
D: black eyes.<br />
<br />
N:74:72:15:35<br />
D:You are proud of your<br />
N:74:72:45:40<br />
D:You are trying to hide your<br />
N:74:72:75:42<br />
D:You hate your<br />
N:74:72:90:45<br />
D:You are loathed because of your<br />
N:74:72:100:50<br />
D:You shamelessly flaunt your<br />
<br />
N:75:0:15:40<br />
D: long ears and fluffy tail.<br />
N:75:0:35:42<br />
D: twitching nose.<br />
N:75:0:55:42<br />
D: whiskers.<br />
N:75:0:70:44<br />
D: long ears.<br />
N:75:0:80:44<br />
D: tail.<br />
N:75:0:90:46<br />
D: hind legs.<br />
N:75:0:100:48<br />
D: paws.</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>Zambaku</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6061</guid>
		</item>
		<item>
			<title>Yanotavar, formerly knwon as Iso-Angband</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6060&amp;goto=newpost</link>
			<pubDate>Sun, 05 May 2013 11:40:14 GMT</pubDate>
			<description><![CDATA[My successor project for Iso-Angband doesn't feature an isometric display anymore, so it seemed wrong to keep developing under the name of...]]></description>
			<content:encoded><![CDATA[<div>My successor project for Iso-Angband doesn't feature an isometric display anymore, so it seemed wrong to keep developing under the name of Iso-Angband. Since I'm bad at inventing names, I gave the project the working title Yanotavar - Yet Another Angband Variant.<br />
<br />
I opened a new thread under the new title to continue the discussion from Iso-Angband ( <a href="http://angband.oook.cz/forum/showpost.php?p=79661&amp;postcount=96" target="_blank">http://angband.oook.cz/forum/showpos...1&amp;postcount=96</a> ) under the new project name<br />
<br />
The project goals are much the same which I had before, just without the requirement of using an isometric display:<br />
<br />
- World representation by shape+color combinations<br />
- Depth illusion by stacked graphics<br />
<br />
The idea the close to traditional text mode, where colored ASCII symbols are used to display the game's world, just that I want to replace the ASCII symbols by shapes which resemble the shape of the represented objects. I want to keep it quite abstract, and &quot;realistic&quot; graphics are not a primary goal (although I have to admit, the screenshot below isn't looking very abstract - monsters and items will be outlined shapes though, and much less detailed that the rooms and walls). &quot;Good looking&quot; is a goal though, whatever this means :p<br />
<br />
To give the illusion of depth, these shapes will partially overlap. This also allows to condense the map display in one direction, offering more information in the same space.<br />
<br />
At the moment the map display looks like this:<br />
<br />
<div align="center"><a href="http://yanotavar.sourceforge.net/screens/alpha-004.png" target="_blank"><img src="http://yanotavar.sourceforge.net/screens/alpha-004_t.png" border="0" alt="" /><br />
Click for full size<br />
</a><br />
</div><br />
There are almost all graphics missing, but I have a lot of reusable graphics from Iso-Angand, which I can adjust and include, it will just need a while.<br />
<br />
The project now also got a home at Sourceforge:<br />
<br />
<a href="http://sourceforge.net/projects/yanotavar/" target="_blank">http://sourceforge.net/projects/yanotavar/</a></div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=10">Development</category>
			<dc:creator>Hajo</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6060</guid>
		</item>
		<item>
			<title>OOP ahoy?</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6059&amp;goto=newpost</link>
			<pubDate>Sun, 05 May 2013 04:21:01 GMT</pubDate>
			<description><![CDATA[I'm finally rewriting the unmaintainable mess that is Neoband's bookless spell system.  
 
This time around, I've opted for a vaguely OOP-like...]]></description>
			<content:encoded><![CDATA[<div>I'm finally rewriting the unmaintainable mess that is Neoband's bookless spell system. <br />
<br />
This time around, I've opted for a vaguely OOP-like approach. Spell effects are named functions, spells are structs that include a function pointer. Realms are arrays of spells, and are declared with the function pointer for each spell pointing to the requisite effect function.<br />
<br />
It's a bit verbose, but (if it works!) it will allow for a kind of polymorphism; in that I can use one function for all of the bookless realms, invoking each spell effect through the spell's function pointer.<br />
<br />
Thus far I've implemented the required functions and reimplemented the original Pyromancer class, with some modifications. The other classes should follow soon, though also with modifications.<br />
<br />
Doing this loses me some flexibility in the handling of the different realms. OTOH it cuts out a lot of duplicated code, and lets me add new realms much more easily... Which I suppose is a good thing.<br />
<br />
Anyway, just note that I'm still working on this variant, and it should be more playable, more balanced, and less buggy in the near future. :)</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=10">Development</category>
			<dc:creator>Therem Harth</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6059</guid>
		</item>
		<item>
			<title>Examining my character?</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6058&amp;goto=newpost</link>
			<pubDate>Sat, 04 May 2013 18:58:19 GMT</pubDate>
			<description><![CDATA[My half-dragon thief is now at level 26, and I wish to examine him and find out his immunities etc. What is the command for that? I tried "l" for...]]></description>
			<content:encoded><![CDATA[<div>My half-dragon thief is now at level 26, and I wish to examine him and find out his immunities etc. What is the command for that? I tried &quot;l&quot; for looking&quot; but it didn't do much, and &quot;x&quot; for examine don't do anything at all what so ever on anything.</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>Zambaku</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6058</guid>
		</item>
		<item>
			<title>Strange monsters from the imagination!</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6057&amp;goto=newpost</link>
			<pubDate>Fri, 03 May 2013 20:56:45 GMT</pubDate>
			<description>Just curious what strange monsters you people have done in your game :D 
 
I have made: 
Crawling hand: A disembodied hand that crawls along the...</description>
			<content:encoded><![CDATA[<div>Just curious what strange monsters you people have done in your game :D<br />
<br />
I have made:<br />
Crawling hand: A disembodied hand that crawls along the floor.<br />
Kind of nasty, they live in groups and steal stuff.<br />
<br />
Giant Head: A disembodied giant human head.<br />
It's just a giant human head that sits there. If you get to close it will lick up an item.<br />
<br />
Giant Dwarf: A giant dwarf, he's as tall as a human.<br />
<br />
Hypnotoad: A toad with hypnotic eyes. (From Futurama)<br />
Confuses you and makes you hallucinate<br />
<br />
Lard Golem: A shambling humanoid monster made of lard.<br />
It's poisonous to touch. Think nasty rancid lard.<br />
<br />
Giant Baby: A giant crying baby, waking all that is near.<br />
It crawls around and cries.<br />
<br />
Centaur Archer: It is a horse with a human upper body where the horses head should be.</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>Zambaku</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6057</guid>
		</item>
		<item>
			<title>The Pits of Angband</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6056&amp;goto=newpost</link>
			<pubDate>Fri, 03 May 2013 10:41:27 GMT</pubDate>
			<description>Since I have not read the Tolkien books, I have no real idea what the Pits of Angband are like. The game has granite walls, magma veins, quartz...</description>
			<content:encoded><![CDATA[<div>Since I have not read the Tolkien books, I have no real idea what the Pits of Angband are like. The game has granite walls, magma veins, quartz veins, and one can tunnel into the walls. This seems to tell that it is a roughly constructed place, maybe natural caves expanded and connected.<br />
<br />
Is this right? Or are the granite walls masoned from garnatie blocks, and the magma and quartz veins are leftovers from partialy cleaned and repaired cave-ins?<br />
<br />
How's the floor like? Is it tiled, or natural rock and earth? The depth increments of 50' could mean that there is a lot of rock or earth between the levels, but also that the halls are high (dragons are big).<br />
<br />
So what's the place like? Is it a natural systzem of caves, somewhat fortified, or is it an underground fortress of evil, just slightly damaged from old age? Is it even glamourous, or did it be in former times?<br />
<br />
Please let me know :)</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=6">Idle chatter</category>
			<dc:creator>Hajo</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6056</guid>
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			<title>question on sucess/failure rates</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6055&amp;goto=newpost</link>
			<pubDate>Fri, 03 May 2013 08:01:48 GMT</pubDate>
			<description>For spellcasting your failure rate is bounded below by 5% (or 0% if you have advanced spell casting) and most characters reach these limits for most...</description>
			<content:encoded><![CDATA[<div>For spellcasting your failure rate is bounded below by 5% (or 0% if you have advanced spell casting) and most characters reach these limits for most spells at sufficiently high levels.<br />
For melee and ranged attacks success rates are capped at 90% ?? but in practice most characters don't actually hit this threshhold, at least not for monsters where it would be interesting.<br />
Is there a bound for rods/staves/wands/artifacts? Your success rate is influenced by your characters innate device rating and by char level, anything else? Spellcasting stat? How about warriors? Do these 4 item classes use the same game mechanic or are there differences?<br />
Recently found a rod of healing with a HT Paladin at char level 45 or so, he only got a little under 90% success rate with it, so it seemed strictly inferior to just casting the heal spell. Would have been a great find for a warrior or arcane caster though.</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>quarague</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6055</guid>
		</item>
		<item>
			<title>Is Zangband being maintained?</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6054&amp;goto=newpost</link>
			<pubDate>Fri, 03 May 2013 03:19:38 GMT</pubDate>
			<description><![CDATA[Just wondering if Zangband is still being maintained, doesn't specifically say it isn't anywhere, it's just that I haven't noticed any activity for a...]]></description>
			<content:encoded><![CDATA[<div>Just wondering if Zangband is still being maintained, doesn't specifically say it isn't anywhere, it's just that I haven't noticed any activity for a long while.</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=4">Variants</category>
			<dc:creator>Monkay</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6054</guid>
		</item>
		<item>
			<title>Custom weapon questions</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6053&amp;goto=newpost</link>
			<pubDate>Thu, 02 May 2013 18:07:25 GMT</pubDate>
			<description><![CDATA[I'm working on my first piece of custom weapon. A giant lollipop as a club. 
And my first question is : what are tval and sval?]]></description>
			<content:encoded><![CDATA[<div>I'm working on my first piece of custom weapon. A giant lollipop as a club.<br />
And my first question is : what are tval and sval?</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>Zambaku</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6053</guid>
		</item>
		<item>
			<title>Happy to see v4</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6052&amp;goto=newpost</link>
			<pubDate>Thu, 02 May 2013 15:10:25 GMT</pubDate>
			<description><![CDATA[I'm just back from a long Angband break, and I've just discovered this forum, and read the v4 changelog linked in the introductionary thread. Many of...]]></description>
			<content:encoded><![CDATA[<div>I'm just back from a long Angband break, and I've just discovered this forum, and read the v4 changelog linked in the introductionary thread. Many of the changes listed there are exactly what I've tried to do in my own attempts to create RPGs, and which I considered good features for an cRPG, so it's cool to see this happening for Angband :)<br />
<br />
So I can actually stop coding any RPG attempts now and fully focus on the display and interface side of Angband which was my most active field in Angband related works in the past :D</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=11">v4</category>
			<dc:creator>Hajo</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6052</guid>
		</item>
		<item>
			<title>Extraneous typedefs in PosChengband</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6051&amp;goto=newpost</link>
			<pubDate>Thu, 02 May 2013 12:53:27 GMT</pubDate>
			<description><![CDATA[With 1.0.21: 
 
 
Code: 
--------- 
$ make -f makefile.linux  
gcc -Wall -O2 -fno-strength-reduce -pipe -g -D"USE_X11" -D"USE_GCU"...]]></description>
			<content:encoded><![CDATA[<div>With 1.0.21:<br />
<br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">$ make -f makefile.linux <br />
gcc -Wall -O2 -fno-strength-reduce -pipe -g -D&quot;USE_X11&quot; -D&quot;USE_GCU&quot; -I/usr/X11R6/include&nbsp;  -c -o archaeologist.o archaeologist.c<br />
In file included from angband.h:57:0,<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  from archaeologist.c:5:<br />
fear.h:4:29: error: redefinition of typedef &#8216;monster_type&#8217;<br />
types.h:589:29: note: previous declaration of &#8216;monster_type&#8217; was here<br />
In file included from angband.h:58:0,<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  from archaeologist.c:5:<br />
equip.h:71:16: error: redefinition of typedef &#8216;object_p&#8217;<br />
externs.h:1325:16: note: previous declaration of &#8216;object_p&#8217; was here<br />
make: *** [archaeologist.o] Error 1</code><hr />
</div>There are unnecessary typedefs in fear.h (line 4), equip.h (71), and bldg.c (3296 IIRC) that will prevent the game from compiling (at least on Linux). Removing those extra typedefs makes it compile normally.<br />
<br />
Note BTW that this is 32-bit Linux, not 64. I'm also using a custom GrSecurity kernel, though I don't think that matters in this case.</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=4">Variants</category>
			<dc:creator>Therem Harth</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6051</guid>
		</item>
		<item>
			<title><![CDATA[[3.5-dev] Possible crash on cavern levels]]></title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6050&amp;goto=newpost</link>
			<pubDate>Thu, 02 May 2013 08:39:52 GMT</pubDate>
			<description><![CDATA[Since the removal of the in_bounds macros, I think it's possible to crash the game on cavern levels because the layout doesn't generate permanent...]]></description>
			<content:encoded><![CDATA[<div>Since the removal of the in_bounds macros, I think it's possible to crash the game on cavern levels because the layout doesn't generate permanent walls outside of the cavern bounds.<br />
<br />
See init_cavern():<br />
<br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">/* Fill the edges with perma-rock, and rest with rock */<br />
draw_rectangle(c, 0, 0, DUNGEON_HGT - 1, DUNGEON_WID - 1, FEAT_PERM_SOLID);<br />
fill_rectangle(c, 1, 1, DUNGEON_HGT - 2, DUNGEON_WID - 2, FEAT_WALL_SOLID);</code><hr />
</div>compared to the same code for the town:<br />
<br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">/* Start with solid walls, and then create some floor in the middle */<br />
fill_rectangle(c, 0, 0, DUNGEON_HGT - 1, DUNGEON_WID - 1, FEAT_PERM_SOLID);<br />
fill_rectangle(c, 1, 1, c-&gt;height -2, c-&gt;width - 2, FEAT_FLOOR);</code><hr />
</div></div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>PowerWyrm</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6050</guid>
		</item>
		<item>
			<title>Sil: stealth melee assassin</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6049&amp;goto=newpost</link>
			<pubDate>Thu, 02 May 2013 03:33:24 GMT</pubDate>
			<description><![CDATA[I've been trying this. There are a few skills that seem to go well with it: 
 
Melee: Finesse (+1 crit chance), subtlety (+2 crit chance w/o shield)...]]></description>
			<content:encoded><![CDATA[<div>I've been trying this. There are a few skills that seem to go well with it:<br />
<br />
Melee: Finesse (+1 crit chance), subtlety (+2 crit chance w/o shield)<br />
Stealth: Disguise, Assassin, cruel blow<br />
Perception: Focused attack<br />
Song: Lorien<br />
<br />
But I'm having a hard time keeping this guy alive if I take stealth or perception or song over evasion and melee, in the early game (&lt;400 ft)<br />
<br />
I think maybe an &quot;assassin&quot; needs to start out as your typical brawler with melee and evasion. Am I wrong? Maybe I'm just not playing well enough?</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=4">Variants</category>
			<dc:creator>BlueFish</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6049</guid>
		</item>
		<item>
			<title>Need help with custom race</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6048&amp;goto=newpost</link>
			<pubDate>Wed, 01 May 2013 15:26:55 GMT</pubDate>
			<description><![CDATA[I'm currently doing a custom race. A Half-Dragon 
This is what I have done so far: 
N:11:Half-Dragon 
S:6:4:3:2:2:-5 
R:-7:4:3:-5:3:0:0:-10:-5:0...]]></description>
			<content:encoded><![CDATA[<div>I'm currently doing a custom race. A Half-Dragon<br />
This is what I have done so far:<br />
N:11:Half-Dragon<br />
S:6:4:3:2:2:-5<br />
R:-7:4:3:-5:3:0:0:-10:-5:0<br />
X:15:150:20:5<br />
I:25:200:100<br />
H:100:15:90:10<br />
W:200:50:170:40<br />
<br />
Where can I find a list of the racial flags?<br />
<br />
Also, is it possible to make a race that can't wear/wield certain things. Like footwear, helmets, axes etc? And is there a guide on how to make custom entry in the history file?</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>Zambaku</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6048</guid>
		</item>
		<item>
			<title>Creating an Angband Variant</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6047&amp;goto=newpost</link>
			<pubDate>Wed, 01 May 2013 13:08:07 GMT</pubDate>
			<description>Can anybody recommend a source for learning Angband Variant creation? Whether it be a .doc, .txt, .pdf, or a YouTube video?  
I have a bit of...</description>
			<content:encoded><![CDATA[<div>Can anybody recommend a source for learning Angband Variant creation? Whether it be a .doc, .txt, .pdf, or a YouTube video? <br />
I have a bit of programming experience, (I taught myself QBasic from a text book when I was about 11, and I took about 3 months of VisualBasic before I dropped out of high school) I have also been using computers for as long as I have been making memories, so I can handle it :)<br />
<br />
Anyway, I just have some really cool ideas that I wanna try out. Any suggestions on where I can get started?</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=10">Development</category>
			<dc:creator>OOD Town drunk</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6047</guid>
		</item>
		<item>
			<title>V 3.5-dev crash</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6046&amp;goto=newpost</link>
			<pubDate>Wed, 01 May 2013 08:18:54 GMT</pubDate>
			<description>Windows XP, MinGW build 
latest sources from github 
 
I read Word of Recall in dungeon, rest until recall and then: 
 
Assertion failed in cave.c,...</description>
			<content:encoded><![CDATA[<div>Windows XP, MinGW build<br />
latest sources from github<br />
<br />
I read Word of Recall in dungeon, rest until recall and then:<br />
<br />
Assertion failed in cave.c, line 3143, cave_in_bounds (c, y, x)</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=10">Development</category>
			<dc:creator>eMeM</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6046</guid>
		</item>
		<item>
			<title>The magic of the unknown</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6045&amp;goto=newpost</link>
			<pubDate>Tue, 30 Apr 2013 19:39:31 GMT</pubDate>
			<description><![CDATA[Or, "ignorance is fun." 
 
(Inspired by this thread. (http://angband.oook.cz/forum/showthread.php?p=79582#post79582)) 
 
Over time, Angband has lost...]]></description>
			<content:encoded><![CDATA[<div>Or, &quot;ignorance is fun.&quot;<br />
<br />
(Inspired by <a href="http://angband.oook.cz/forum/showthread.php?p=79582#post79582" target="_blank">this thread.</a>)<br />
<br />
Over time, Angband has lost a lot of its &quot;magic&quot; for me.<br />
<br />
Pretty simple reason for that - I went from being an ignorant kid to a computer nut. (For which Angband is partly to blame. :) ) What I think is interesting is that I got to see a different side of it back then than I see now.<br />
<br />
e.g.<br />
<br />
When I started playing Angband I had no clue how the combat and magic systems worked. Magic items, oddball weapons, etc. were things I would mentally goggle at, thinking &quot;What does this do?&quot; Whereas my current knowledge of the game says there's no practical difference between a broadsword and a long sword, and that the silver wand I found on dlvl 1 is going to be Magic Missile at best.<br />
<br />
Also, I'd never seen the vast majority of monsters, so things seemed to get weirder pretty fast as I descended. Every time I saw a new monster, I approached with some trepidation, because I never knew what it might do... Especially as I also didn't know all the possible effects on my character.<br />
<br />
(One particularly memorable incident involved a Dwarf Warrior and a Green Glutton Ghost, circa 2.4.x I think. The character didn't have See Invisible, and I didn't know there were invisible ghosts, so it went something like: &quot;It hits you. It hits you. You've been slimed! Oh no, it got your rations!&quot; (x10 or so.) All the character's food was stolen, and he eventually died of starvation. That one had me thoroughly perplexed for a while.)<br />
<br />
Anyway, part of the reason I've shied away from V for a while is because it no longer has that element of mystery to it. I feel that it's gotten too simple and too obvious. I'm cool with the increased transparency, but I feel that things have gotten too predictable.<br />
<br />
What do I think can be done about this? Three things: granularity, complexity, and randomness. These are my terms, mind, not technical terms; I'm not sure if they're the correct ones.<br />
<br />
<b>Granularity</b> as I define it is more fine-grained behavior of things in the game. The most obvious examples here would be with items. If the aforementioned broadsword and  long sword differ only in terms of damage per hit and number of blows, that is not very granular. If they actually behave differently, and may therefore be more or less useful to certain characters, that is more granular, which is IMO what we want.<br />
<br />
IMO v4 has made big advances in granularity with the finesse/prowess system, and also with the new ego system. I especially like the idea of each ego item potentially doing all kinds of strange things, instead of being limited to a few sets of flags.<br />
<br />
<b>Complexity</b> to me just means more stuff. More items, more monsters, more races and classes. This is what I like about ToME 2; IMO it improves replay value if the game has aspects that you don't see on just one play through. Recent versions of Angband have improved this a little, with new level types.<br />
<br />
(Shameless plug: this is why I've been stuffing so many severely unbalanced classes into Neoband. I don't think it's working too well though. ;) )<br />
<br />
<b>Randomness</b> means you never know exactly what you'll find. Angband already covers a lot of this, with procedural dungeon generation, and more randomized ego items in v4; but maybe it could do more - e.g. boss monsters with level-appropriate random spells would be interesting...<br />
<br />
Obviously too much of any of the above factors would be bad. But I think the introduction of a bit more of each to V, in a controlled fashion, would make the game a lot more interesting. A game can't be completely unpredictable, but IMO losing some predictability would be good at this point.<br />
<br />
Any thoughts?</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=10">Development</category>
			<dc:creator>Therem Harth</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6045</guid>
		</item>
		<item>
			<title>Help getting past dlvl20-25</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6044&amp;goto=newpost</link>
			<pubDate>Tue, 30 Apr 2013 18:29:55 GMT</pubDate>
			<description>Hello, to introduce myself im a long time moria player who has just been introduced to this game by my brother and ive got to say its awesome.  I...</description>
			<content:encoded><![CDATA[<div>Hello, to introduce myself im a long time moria player who has just been introduced to this game by my brother and ive got to say its awesome.  I like the changes, the difference in AI and i like that its harder. <br />
<br />
I play with disconnected stairs (as i think stair scumming is flat out cheating, however finding other stairs up or down is fair game) and play primarily rogues and rangers.<br />
<br />
However, im completely stuck continually every time i play around dlvl20 or slightly beyond.  I got to this point, and after detections for stairs bad guys treasure etc i find im never ever going to get to the next stairs without getting gubbed.  I find my arrows/bow do nothing, even the lowest of bad guys &quot;shrug off&quot; my ranged attacks and there is no possible way for me to kill uniques.  Also, i tend to get one shot by a number of things near this level too, or things that move too quickly ill never get away with all my kit.<br />
<br />
Most of the time i find myself fairly well kitted for my depth i think, plenty of phase, teleport, clear wounds, some resists here and there but nothing that helps me get to the stairs.  If any unique gets a sniff of me im dead meat, arrows do nothing or the unique can outheal my damage and i have no chance in melee, or risk getting crippled by them stealing all my money.<br />
i get to this point nearly 100% of the time when im playing seriously, then find i cant go more than one of two levels deeper at a time without having to go to town and pick up more consumables, and inevitably end up surrounded blinded, confused stuck between trolls an umber hulk and water hounds or something<br />
<br />
Any general or specific tips for getting passed this sort of hump? i think ive got a good idea as to what i can fight and what i need to run from.  i really want to progress in this game a bit further and get to some good item depths and be able to associate with some people who just run up characters to low depths consistently.</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>Vertigo1</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6044</guid>
		</item>
		<item>
			<title><![CDATA[[Sil] Dead :(]]></title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6043&amp;goto=newpost</link>
			<pubDate>Mon, 29 Apr 2013 20:38:43 GMT</pubDate>
			<description>The best character that I had so for died just before entering the throne room. 
http://angband.oook.cz/ladder-show.php?id=14292 
He had real chances...</description>
			<content:encoded><![CDATA[<div>The best character that I had so for died just before entering the throne room.<br />
<a href="http://angband.oook.cz/ladder-show.php?id=14292" target="_blank">http://angband.oook.cz/ladder-show.php?id=14292</a><br />
He had real chances for winning the game. Combination of an artefact bow, rings of damage, strength, Dailir, 9 dex, flaming arrows and song of sharpness crushed everyone. I also had staff of warding which I planned to use in the throne room to block all entrances and shoot everyone like crazy.<br />
<br />
I mistaked Gorthaur for a werewolf and meleed him....<br />
:(</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=4">Variants</category>
			<dc:creator>andrey</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6043</guid>
		</item>
		<item>
			<title>3.5-dev randomly crashed</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6042&amp;goto=newpost</link>
			<pubDate>Mon, 29 Apr 2013 08:02:00 GMT</pubDate>
			<description>Killed Ar-Pharazon in the middle of the screen. Moved one square and crash. No stack trace-have rebuilt with debug mode. 
Will see if it repros when...</description>
			<content:encoded><![CDATA[<div>Killed Ar-Pharazon in the middle of the screen. Moved one square and crash. No stack trace-have rebuilt with debug mode.<br />
Will see if it repros when I kill him again.</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>Pete Mack</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6042</guid>
		</item>
		<item>
			<title><![CDATA[Angband 2.9.3 display problem (which wasn't there a little while ago)]]></title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6041&amp;goto=newpost</link>
			<pubDate>Mon, 29 Apr 2013 01:22:53 GMT</pubDate>
			<description>Using Angband 2.9.3 on WinXP SP3. 
 
I was playing a character, off and on, up until last September. Then real life intruded. 
 
Between then and now...</description>
			<content:encoded><![CDATA[<div>Using Angband 2.9.3 on WinXP SP3.<br />
<br />
I was playing a character, off and on, up until last September. Then real life intruded.<br />
<br />
Between then and now I had a nasty malware infection (including rootkits) which I took care of, but Internet Explorer was fubar'ed and I had to delete and reinstall. Currently using IE 8.0.6001.18702. No other hardware or software changes.<br />
<br />
No problems as of september. But when I tried to run it last night the image was all screwed up. I tried several things, figured the file was somehow corrupted, deleted it, started a new game, had the same problem, deleted the entire folder*, redownloaded from an archive, installed into a different location with a different folder name and started a new game etc. Same problem:<br />
<br />
<a href="http://tinypic.com/r/3127gvp/5" target="_blank">http://tinypic.com/r/3127gvp/5</a><br />
<br />
That's the town level btw.<br />
<br />
I am satisfied that the problem is not with the save or with the executable, but something about my WinXP system which has changed since last September. But what could that be?<br />
<br />
<br />
*in this example I am running the 10x20 font. Now when I try to delete the folder a popup appears and informs me thusly:<br />
<br />
&quot;Cannot delete 10x20.fon: Access is denied.<br />
&quot;Make sure the disk is not full or write-protected and that the file is not currently in use&quot;<br />
<br />
Nothing obvious shows up in Windows Task Manager | Processes. Rebooting into safe mode allows me to delete the folder, though.<br />
<br />
<br />
Can someone please help me with this?</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>teukros</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6041</guid>
		</item>
		<item>
			<title>Some questions</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6040&amp;goto=newpost</link>
			<pubDate>Sat, 27 Apr 2013 23:06:39 GMT</pubDate>
			<description><![CDATA[Hey all. Another newbie looking for advice, here. 
 
 I've been playing Angband for a few months now, (mostly experimenting with dwarf paladins) and...]]></description>
			<content:encoded><![CDATA[<div>Hey all. Another newbie looking for advice, here.<br />
<br />
 I've been playing Angband for a few months now, (mostly experimenting with dwarf paladins) and finally decided that I've got enough experience to actually attempt a semi-serious run, but I've still got a few things that I'm curious about.<br />
 I've heard people say that it's better to use light weapons early on, so I tend to sell my starting weapon and pick up a main gauche or dagger, but when does it start to become a good idea to move on to bigger things?  Also, is it a better idea to buy better armor, or weapons? Or should I just skip that and hope I find good stuff in the dungeon?<br />
 Honestly, I've never gotten lower than DL 15, and that's because I've managed to make a mad dash to the stairs on every level. Just feels like I'm not able to keep up with the monsters I encounter at all. I get that I need to play cautiously, but I just feel like I'm doing something wrong.<br />
<br />
 Any tips would be appreciated.</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>RedMageWolfe</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6040</guid>
		</item>
		<item>
			<title><![CDATA[[3.5-dev] Disarming unlocks jammed doors]]></title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6039&amp;goto=newpost</link>
			<pubDate>Fri, 26 Apr 2013 14:18:46 GMT</pubDate>
			<description>Using wand/rod/spell of Disarming now unlocks jammed doors instead of just locked doors (since the spell1.c de-feature-izing commit). The description...</description>
			<content:encoded><![CDATA[<div>Using wand/rod/spell of Disarming now unlocks jammed doors instead of just locked doors (since the spell1.c de-feature-izing commit). The description says &quot;unlocks all locked doors&quot;, so I'm thinking that's more a fix than a bug. Your opinion?<br />
<br />
Oh, and trap/door destruction now also destroys secret doors... This one really sounds like a fix, since it was destroying secret traps before, but not secret doors.</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>PowerWyrm</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6039</guid>
		</item>
		<item>
			<title><![CDATA[[3.5-dev] BASIC_COLORS incorrectly incremented]]></title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6038&amp;goto=newpost</link>
			<pubDate>Thu, 25 Apr 2013 12:19:47 GMT</pubDate>
			<description>BASIC_COLORS has been incremented during the addition of hybrid/solid walls when it should have not been. The new TERM_SHADE color added to deal with...</description>
			<content:encoded><![CDATA[<div>BASIC_COLORS has been incremented during the addition of hybrid/solid walls when it should have not been. The new TERM_SHADE color added to deal with hybrid/solid walls only impacts arrays like angband_color_table which have MAX_COLORS elements. It should not be used for stuff like actual colors.</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>PowerWyrm</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6038</guid>
		</item>
		<item>
			<title><![CDATA[What I've been working on]]></title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6037&amp;goto=newpost</link>
			<pubDate>Thu, 25 Apr 2013 10:51:09 GMT</pubDate>
			<description><![CDATA[Hi all 
 
I've just posted a video of my in-development game project: here (http://www.youtube.com/watch?v=_LpDUmIrG4Q). 
 
It is a dungeon adventure...]]></description>
			<content:encoded><![CDATA[<div>Hi all<br />
<br />
I've just posted a video of my in-development game project: <a href="http://www.youtube.com/watch?v=_LpDUmIrG4Q" target="_blank">here</a>.<br />
<br />
It is a dungeon adventure game written for my Samsung Galaxy phone.<br />
<br />
You control a party of up to six characters - in this case, two warriors, a rogue, two wizards (one powerful and the other subtle) and a healer.<br />
<br />
As you progress through the dungeon, you are attacked by a variety of horrible monsters. You need to counter their special attacks, launch your own special attacks and keep an eye on your characters' health and energy levels. <br />
<br />
There are over 60 types of monster. And there are about 100 character abilities (so far), so you can customise your party to work together in a lot of different ways.<br />
<br />
The beautiful tile art is, of course, the work of Shockbolt. He has licenced his tileset for use in this project (on a strictly non profit basis). I am sorry it looks so blurry over Youtube: it looks pretty good on the phone.<br />
<br />
It has been interesting getting used to coding on the phone. I am using Python with pygame and pgs4a, which is a nice environment although it doesn't do everything I want it to by a long chalk. The gameplay is designed to suit the phone hardware - i.e. a touchscreen about 2&quot; x 4&quot;. It is a challenge to present a lot of information on such a small screen. The game is also designed to be played in short bursts as I would not expect to sit down and play phone games for a half hour or more...<br />
<br />
Enjoy<br />
A.<br />
<br />
P.S. I cheated and recorded the screencast on my PC, which is why you can see the mouse pointer. It seemed easier...</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=6">Idle chatter</category>
			<dc:creator>Antoine</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6037</guid>
		</item>
		<item>
			<title>Sil: What are your least liked features of Sil?</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6036&amp;goto=newpost</link>
			<pubDate>Thu, 25 Apr 2013 09:29:32 GMT</pubDate>
			<description><![CDATA[In the other thread (http://angband.oook.cz/forum/showthread.php?t=5988), I asked for people's favourite features, but I'd also like to know what...]]></description>
			<content:encoded><![CDATA[<div>In the <a href="http://angband.oook.cz/forum/showthread.php?t=5988" target="_blank">other thread</a>, I asked for people's favourite features, but I'd also like to know what people like least about it. This would ideally be something that is fixable, but even if it is something basic and inherent to it, we'd love to know. This helps us see where Sil is in the landscape of roguelike games and who it is or is not appealing to. It should also help us to improve it.<br />
<br />
Even if you really like the game, do speak up. We are more interested in having a game that some people absolutely love than a game everyone likes, and so we are particularly likely to improve things that the fans want improved.</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=4">Variants</category>
			<dc:creator>half</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6036</guid>
		</item>
		<item>
			<title>some comments on speed</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6035&amp;goto=newpost</link>
			<pubDate>Thu, 25 Apr 2013 08:33:33 GMT</pubDate>
			<description>Getting an increase in speed is one of the most powerful improvements to a char you can make. For example, if you have +10 speed against a normal...</description>
			<content:encoded><![CDATA[<div>Getting an increase in speed is one of the most powerful improvements to a char you can make. For example, if you have +10 speed against a normal speed monster you can hit it twice for each hit of it. But you can also hit it once, back up one step, monster follows, repeat, which seems a little exploitative. It is my understanding that a monster with normal speed only has +0 speed on average but might be a little faster or slower. I think this effect should be much stronger. Say if you have a room with a dozen orcs you should expect one of them to have +3 speed (and one -3). Currently it feels like you might get one with +1. For monster that are already naturally fast, the variance should be even higher. <br />
Second if you are overburdened you can a slight penalty to to hit, which at least for me was always completely irrelevant and a -1 speed, more for more weight. For a starting char with +0 base speed this is quite important and gives a nice trade off. But once your base speed is say +10 this becomes irrelecant, it doesn't really matter if your speed reduces to +8 because you carry way to much stuff. I would therefore suggest that the speed penalties scale with your base speed, so at +10 you should get -2 for slightly overweight, -4, -6 for more etc. <br />
Finally and probably most controversially I would suggest to double the base speed, so that +10 makes you 1.5 times as fast as +0 and +20 makes you twice as fast. That would still make speed one of the most powerful improvements but it would not be quite as overpowered.</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>quarague</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6035</guid>
		</item>
		<item>
			<title>Looking to buy/build a new budget PC</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6034&amp;goto=newpost</link>
			<pubDate>Thu, 25 Apr 2013 05:39:47 GMT</pubDate>
			<description><![CDATA[Hey all, finally decided it was time to upgrade my ancient computer as it has recently started having some stability issues, and I've also taken a...]]></description>
			<content:encoded><![CDATA[<div>Hey all, finally decided it was time to upgrade my ancient computer as it has recently started having some stability issues, and I've also taken a large interest in the MMO World of Warcraft. I've been playing at 2-5 fps during empty questing areas, followed by hard drive failures. This thing is too old :)  Anyways, I've been looking around for a cheap cheap prebuilt computer, as it seems I'd have to spend just as much to build what I'm looking for myself (please show me if not!), and this is what I've come up with for specs so far:<br />
<br />
AMD A55 Chipset<br />
Processor: AMD A4-3420 Dual Core @ 2.8 GHZ, 1 MB L2 cache<br />
RAM: 6 GB DDR3 @ 1600 MHZ<br />
HDD: 500 GB 7200 RPM SATA (unknown brand)<br />
Graphics: ATI Radeon 6410D (integrated APU chip)<br />
PSU: 300w (unknown brand, I believe it's a standard ATX size)<br />
<br />
<a href="http://www.newegg.com/Product/Product.aspx?Item=N82E16883256719" target="_blank">Link</a><br />
<br />
Now my first question is, would this be good enough to run some not so modern games like WoW at decent (~30) framerates in raids/battlegrounds/groups? I'd be playing at low resolution (1024x768 SD) and low graphical settings don't bother me in the least.<br />
<br />
My second question is if the first answer is no, it's not powerful enough :)  I believe I can fit a different PSU in this box, although I'm not 110% if it has a 6 pin connector or what inside...any clues there? And if not would I be safe throwing an ATI Radeon 7750 in it? I know that only draws power from the PCI-E 16x slot, but I'd feel much safer doing that if I could throw a 350w+ PSU in it. Any input?<br />
<br />
Thank you everyone for your time! :) <br />
<br />
Oh, forgot to add, I'd really like to keep the budget under $350 if at all possible. Thanks again all!</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=6">Idle chatter</category>
			<dc:creator>plaguis</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6034</guid>
		</item>
		<item>
			<title><![CDATA[Dan's OFFICIAL Angband Question Thread]]></title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6033&amp;goto=newpost</link>
			<pubDate>Thu, 25 Apr 2013 00:23:52 GMT</pubDate>
			<description>PURPOSE: I tend to have a whole lot of little questions here and there, and have been posting new threads each time I have one, so on some excellent...</description>
			<content:encoded><![CDATA[<div><font size="2"><font color="Red">PURPOSE:</font> I tend to have a whole lot of little questions here and there, and have been posting new threads each time I have one, so on some excellent advice from one,<font color="Lime"> Pete Mack</font>, <br />
I have now started: <font size="4"><font color="Lime">Dan's OFFICIAL Angband Question Thread!</font></font></font> <br />
<br />
<font color="Red">DISCLAIMER:</font> I may sneak game development suggestions or requests in here or there, get over it. ;) Unless you don't want to. Totally your call. Also, I tend to typetalk in a fashion similar to how I mouthtalk. Which tends to be highly erratic and facetious. Also comical if you have a dry sense of humor. I think I am hilarious, however, you are entitled to your thoughts and opinions. <br />
<br />
<font size="1">also I find lots of minor bugs and typos. expect those as well</font><br />
<br />
<font size="4"><font color="Yellow">NOW FELLOW ANGBANDIANS, RIDDLE ME THIS:</font></font></div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>OOD Town drunk</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6033</guid>
		</item>
		<item>
			<title>Auto-Inscription Dumping</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6032&amp;goto=newpost</link>
			<pubDate>Wed, 24 Apr 2013 21:26:56 GMT</pubDate>
			<description>Is there a way to dump your Auto-Inscriptions? Such as you can do with your user-defined keymaps and settings? 
 
(Also: Is it preferred that one...</description>
			<content:encoded><![CDATA[<div>Is there a way to dump your Auto-Inscriptions? Such as you can do with your user-defined keymaps and settings?<br />
<br />
(Also: Is it preferred that one starts a new thread, like this, with a simple question, like this? Or is there usually a thread already written that one should just add to? This is the first internet forum I have ever used for more than a quick browsing, so yes I am noobcity covered in noobsauce. At least as far as forums and threads are concerned...)</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>OOD Town drunk</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6032</guid>
		</item>
		<item>
			<title><![CDATA[Question Regarding '~' Command]]></title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6031&amp;goto=newpost</link>
			<pubDate>Wed, 24 Apr 2013 20:21:24 GMT</pubDate>
			<description><![CDATA[Is there a reason that under the '~' command (display current knowledge) you are unable to e'x'amine items in the shops?  
 
Just one of those little...]]></description>
			<content:encoded><![CDATA[<div>Is there a reason that under the '~' command (display current knowledge) you are unable to e'x'amine items in the shops? <br />
<br />
Just one of those little things that I run into quite often, when trying to minimize my turn count. <br />
<br />
If there isn't any reason behind this, other than nobody has really thought about it, can this be changed?<br />
<br />
Thanks :)</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>OOD Town drunk</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6031</guid>
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			<title>Competition 138</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6030&amp;goto=newpost</link>
			<pubDate>Wed, 24 Apr 2013 11:21:24 GMT</pubDate>
			<description>Competition 138 is now available from the competition page (http://angband.oook.cz/competition.php); it is an Angband 3.5-dev Dunadan Paladin. 
...</description>
			<content:encoded><![CDATA[<div>Competition 138 is now available from the <a href="http://angband.oook.cz/competition.php" target="_blank">competition page</a>; it is an Angband 3.5-dev Dunadan Paladin.<br />
<br />
Special mention to the facts that<ul><li>It is the same race/class combo as comp 137, to give a good comparison between 3.0.6 and where we are now and</li>
<li>I think I have persuaded all the Angband devs to play it :)</li>
</ul></div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=8">Competition</category>
			<dc:creator>Nick</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6030</guid>
		</item>
		<item>
			<title>Vault symmetry</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6029&amp;goto=newpost</link>
			<pubDate>Wed, 24 Apr 2013 08:33:53 GMT</pubDate>
			<description><![CDATA[No, I'm not Hercule Poirot, but I like when things are symmetrical. It is not currently the case with vault #40 (huge) and #48 (GCV -- only in the...]]></description>
			<content:encoded><![CDATA[<div>No, I'm not Hercule Poirot, but I like when things are symmetrical. It is not currently the case with vault #40 (huge) and #48 (GCV -- only in the 3.5-dev nerfed version).<br />
<br />
Something like this would be nicer:<br />
<br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">N:40:huge<br />
X:8:45:17:39<br />
D:%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%<br />
D:%XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX%<br />
D:%+&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8X%<br />
D:%XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX#X%<br />
D:%X8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;X%<br />
D:%X#XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX%<br />
D:%X&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8X%<br />
D:%XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX#X%<br />
D:%X&amp;#8#&amp;#8#&amp;#8#88888888888#8#&amp;#8#&amp;#8#&amp;X%<br />
D:%X#XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX%<br />
D:%X8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;X%<br />
D:%XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX#X%<br />
D:%X&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8X%<br />
D:%X#XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX%<br />
D:%X8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;+%<br />
D:%XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX%<br />
D:%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%</code><hr />
</div><div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">N:48:Huge - Modified<br />
X:8:45:17:39<br />
D:%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%<br />
D:%XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX%<br />
D:%#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8X%<br />
D:%XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX#X%<br />
D:%X&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;X&amp;X%<br />
D:%X#XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX#X#X%<br />
D:%X8X8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8X8X8X%<br />
D:%X#X#XXXXXXXXXXXXXXXXXXXXXXXXXXX#X#X#X%<br />
D:%X&amp;X&amp;X&amp;#8#&amp;#8#&amp;#8#8#8#8#&amp;#8#&amp;#8#&amp;X&amp;X&amp;X%<br />
D:%X#X#X#XXXXXXXXXXXXXXXXXXXXXXXXXXX#X#X%<br />
D:%X8X8X8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8X8X%<br />
D:%X#X#XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX#X%<br />
D:%X&amp;X&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;X%<br />
D:%X#XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX%<br />
D:%X8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#8#&amp;#%<br />
D:%XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX%<br />
D:%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%</code><hr />
</div>I've also added a couple more &quot;8&quot; spots in the GCV to be on par with the first vault which has more &quot;8&quot; spots in the center part.</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>PowerWyrm</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6029</guid>
		</item>
		<item>
			<title><![CDATA[[3.5-dev] I know nobody plays with tiles but...]]></title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6028&amp;goto=newpost</link>
			<pubDate>Wed, 24 Apr 2013 08:18:05 GMT</pubDate>
			<description>adding back Hard Biscuits and such should bring back their tiles no?</description>
			<content:encoded><![CDATA[<div>adding back Hard Biscuits and such should bring back their tiles no?</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>PowerWyrm</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6028</guid>
		</item>
		<item>
			<title>Resist blindness question</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6027&amp;goto=newpost</link>
			<pubDate>Tue, 23 Apr 2013 15:36:51 GMT</pubDate>
			<description>I seem to recall reading at some point that if you have both light and darkness resists covered you no longer need pBlind.  After a quick search...</description>
			<content:encoded><![CDATA[<div>I seem to recall reading at some point that if you have both light and darkness resists covered you no longer need pBlind.  After a quick search today I happened across a particularly old post that seemed to confirm that, however I wanted to make sure that is still the case.  <br />
<br />
I currently am wearing a shield solely for the fact that it is presently my only source of blindness resist, but with light and dark covered elsewhere I would like to swap in Thorin.</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>Raajaton</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6027</guid>
		</item>
		<item>
			<title><![CDATA[[3.5-dev] New "small" pits prevent some monsters from appearing]]></title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6026&amp;goto=newpost</link>
			<pubDate>Mon, 22 Apr 2013 07:33:12 GMT</pubDate>
			<description>The new pit layout should be: 
 
 
Code: 
--------- 
############# 
#11000000011# 
#01234543210# 
#01236763210# 
#01234543210#</description>
			<content:encoded><![CDATA[<div>The new pit layout should be:<br />
<br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">#############<br />
#11000000011#<br />
#01234543210#<br />
#01236763210#<br />
#01234543210#<br />
#11000000011#<br />
#############</code><hr />
</div>But as coded, the result is:<br />
<br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">#############<br />
#11000000011#<br />
#01235553210#<br />
#01236763210#<br />
#01235553210#<br />
#11000000011#<br />
#############</code><hr />
</div></div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=3">Vanilla</category>
			<dc:creator>PowerWyrm</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6026</guid>
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		<item>
			<title>Editing characters</title>
			<link>http://angband.oook.cz/forum/showthread.php?t=6025&amp;goto=newpost</link>
			<pubDate>Sun, 21 Apr 2013 20:55:46 GMT</pubDate>
			<description>Well, gone back to Hengband after getting it running on the Netbook (given up on trying to compile on Mountain Lion).  As a casual player, I am...</description>
			<content:encoded><![CDATA[<div>Well, gone back to Hengband after getting it running on the Netbook (given up on trying to compile on Mountain Lion).  As a casual player, I am seriously annoyed - a level 6 character with a measly 2.5K gold, and what do I see in the Black Market?  A seriously tasty random artifact that costs over 250K gold and which I would buy in a heartbeat even at at level 50...<br />
<br />
So, there am I thinking to myself - I've never uploaded any of my scores, I just play for relaxation, so why don't I just edit my gold so I can buy it and play on.    Sigh...  If only there was a way of hacking my save file so I could afford it...  Even with preserve mode, I don't think random artifacts are preserved.</div>

]]></content:encoded>
			<category domain="http://angband.oook.cz/forum/forumdisplay.php?f=4">Variants</category>
			<dc:creator>Maddz</dc:creator>
			<guid isPermaLink="true">http://angband.oook.cz/forum/showthread.php?t=6025</guid>
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