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Angband 4.1.0
Angband 4.1.0 is officially complete. It is available on rephial.org, and here are direct links to Windows build, macOS build, source zipfile, and source tarball.
This has release has been a massive team effort by many people over a long time. The wonderful community on these forums has been a big part of that team. This is your game, I hope you like it. This version has the first major gameplay changes since 3.5.0. Some of these changes have significant impact on the game, and affect longstanding parts of the game quite radically. Given that aver 750 individual changes have been pushed to the main game repository since the last release, what is presented here will be more of a summary than a detailed changelog. Traps
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Nice!!!! Congrats to all you devs <3!!!!
my favourite change: Quote:
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Awesome - thanks to you and all developers for all this great work.
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Great stuff :)
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Excellent---onward to a better future.
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This looks very,very interesting. Thanks guys!
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Nice to see this out. 1st "bug" - rings of the mouse are free when they show up in the BM
2nd - the curse where weapons turn on you, doesn't show up when I inspect the weapon 3rd? - fired a sling pebble at a door that was out of light radius (closed as far as I know). It turned into a blank square |
Glad to see the FA-ing of V continues apace. Please add Crows of Durthang/Udun next, and maybe storm of the night and Udun-spells for the late game?
Another thing that would be nice, given that moria type levels are already on their way in, would be adding theme levels. Those are always such great fun. |
Great. Trying out now. :D
First thing noticed: There is now sound (yes, I have sound enabled in options) |
Great to see this officially launched! And wow, I've been keeping up with the incremental changes in the nightlies for so long I'd forgotten just how much of this was all-new for 4.1.
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Kudos!
Feature request: Make it easier to count the number of kills it takes to reach each CL, by including total kills in the "Reached level N" messages. This idea is inspired by Sky's thread about low HP in a starting character. I find recording this info helpful, but I usually forget. And with this feature there's the possibility of a "pacifist" style Angband competition. |
Love the Identify changes
The old identify system really used to bug me. It seemed like I could never identify all of the stuff I found. This still looks like it's a possibility, but at least I'll get partial identification on things that have runes I've seen before. Very cool!
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Awesome! Now to test it.
- Did you really remove the priestly identify spell or just forget to list it ? |
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Will check on the treacherous weapon curse. The pebble one is interesting - I guess it's a bug, but if you had some way of knowing the pebble had gone through the door it wouldn't be. |
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Great job on getting 4.1 out the door. Looking forward to where things go from here. (That means you're not allowed to give up yet.) |
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Congratulations, Nick, and all the Development Team! |
Congratulations! I'm really looking forward to playing this.
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nice effort guys, way to go~!
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Adding my thanks to the already long list. Now I can clear down all my nightly installs and replace with 4.1 (and get ready for the next load of nightlies)
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Congratulations!
Congratulations to the whole devteam, and especially to Nick, for successfully bringing this new version to the world!
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Thanks Nick, and all the people who contributed! :D
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Many thanks to Nick and everyone else who helped for your continuing hard work on Angband!
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Thanks to Nick and everyone! This looks amazing!
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My first cursed item...a steelskin torch that makes me hallucinate. Awesome!
I squelched so many ego weapons thinking they must be the problem. Never thought about the torch. FAngtastic! |
I've been out of the loop for a while now, but I want to congratulate Nick & co. for another release!
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Ah...first run this year and killed by a brown beetle. It's okay - it's still Angband!
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so after playing maybe 20 characters, i feel that my main issue with angband is to overcome the early game. i just find it very boring, but i also know that it's an issue that many roguelikes have, but with angband the boredom is higher for me at least. I really love many things about the game but for it repeats itself so fast. For me the floors are too huge, it kind of takes so long until the next meaningful situation.
That's of course a newbie speaking :) The experienced player has probably found ways to overcome this by playing better than i am. Anyway i felt like sharing this here, also because i love to see that you are embracing change in the game, so maybe that feedback helps. Thanks for all your work on Angband people!!! |
In before Pete recommends diving past the early levels. :)
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@joemaro--HINT: you are really, really not expected to clear levels. In early levels, the game mostly consists of finding the down staircase. And yes, clearing levels is a common newbie error. Later on, clearing levels becomes actively dangerous, not just boring. You have to actively try to find interesting targets.
Edit: @derakon haha! I feel this really belongs in the help pages. |
Loving it!
Just a quick note to say I haven't played much other than an old 3.x version I had for years and in the last few days I switched to 4.1 and wanted to say thanks to all who put it together.
Really loving the changes from cool level layouts, awesome rune system, happy s button that isn't getting hammered on full time, and graphics (who knew graphics and animations in an ansi game would resonate in 2017!) Still sucks to die too! Cheers, P |
Belated congratulations! :) I've only tried one character so far, but I'm mostly sure all the major changes make sense. No selling by default, simplified search for traps and secret doors, rune-based identification... All of these make the game more streamlined while maintaining the fun IMO. Only I'm rarely tempted to use cursed equipment, but that's fine with me. So far I'd only like to suggest that, when you spot a trap, the game should tell you what kind of trap it is, so you can estimate at once how dangerous a disarm attempt would be.
By the way, I also appreciate that you leave open whether food rations contain meat or not. I think this can be quite an important role-playing aspect - even more so as even some of the dark ones prefer a meatless (and bloodless) diet [1] [2]. |
I liked the cursed items. My favorite to wear are Steelskin. 20 extra AC is nice early on when electricity vulnerablity doesn't matter, and later also very welcome when you have electricity immunity. I also like that there is always the chance that you may find something to remove the curse with if it's an item you really want that has a curse. Sometimes wearing a helm of seeing is worth the poison curse. I agree, 4.1 is quite nice. And I also love the level layouts. I have an idea for a level layout from Doom 1 that I'd like to try to realize at some point. It's been itching at me for a few months now. I'm just not sure how I'd go about drawing it. Maybe I'd just edit the original doom map that and save a screenshot.
Here is a doom map made by Emil Brundage that I think has some interesting ideas that could be incorporated into Angband (some already have been in a "convergent evolution" sort of way: https://doomwiki.org/w/images/1/1c/N...t_E3M5_map.png Here is e3m5 Unholy Cathedral map from which I'd like to develop a level idea for angband: https://doomwiki.org/w/images/thumb/...doom_map20.png Basically the idea is a level that is a giant circular outer corridor (or corridors) or rooms and corridors that make up a giant circle and then there are passages and rooms/caverns inside the circular area. I'm not suggesting make a carbon copy of E3M5, but use it loosely as inspiration for a circular layout. |
Reminds me a bit of Morgoth's level in Sil.
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