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Preparing for 4.2 release
There are now new builds on the nightlies page and angband.live with the following changes:
These are the last gameplay changes (as distinct from bugfixes) that I intend before releasing version 4.2.0. The number of bugs on my list has now dropped below 30; I would appreciate any feedback on this list (things I've missed, things that are incorrect or no longer a problem). So this is now a call for complaints. What's wrong with the current state of the development version? In particular, I am interested in feedback on the new classes and the changes to the monster list, but also on other things that have changed since 4.1.3 like XP penalties (both for races and classes), artifact changes, randarts, lighting. Feel free also to re-litigate changes made from 4.0 to 4.1, or suggest lost features from even older versions or new stuff. Lack of comment will be taken as approval :) |
I'm generally very pleased with the new changes but I got few complaints now that you asked for them:
Packs of Old Forest Trees don't add anything to the game. Other than sometimes blocking a corridor. I just ignore them every time I see one. Another tree complaint is about Hasty Ent. If you wake one up, you basically want to lure it somewhere and destruct the area, because it finds you anywhere and digs walls. I'm not particularly fond of those Huorns either. Mostly because they start to appear bit too early. Wiruin is the kind of unique you just want leave it where you spotted it and never come back. Or destruct it. This, if you can detect it before it gets you. For flavors I don't tend to complain but "Etten"? Staff of Starlight and Wand of Door Destruction I never use, even though they are supposed to be beneficial. Buff em or ditch em. Also, the game has too many fights against canines. Wolves and wargs are everywhere and then come the Z's. I sometimes even let myself to get wounded under 50% HP, just so I can get the whole wolf pack to follow me in the corridor without pelting them moving on and off from doorway (EDIT: this, of course, is a very old issue. Not the new problem). These came in my mind first. Some changes are excellent, like huge buffs on mature dragons, wraith buffs. Nazguls being moved much deeper is kinda good but Uvatha wasn't nowhere near as dangerous as other dlvl70 uniques. |
+1 to this!
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I've liked most of the changes to classes and monsters, except for the big nerf to Rangers. It's bad enough that I stopped playing that class completely, but it did get me to try out the other new classes. :)
The tree monsters don't bother me as much, I think they add a neat bit of Tolkien flavor. Multi-headed hydrae seem a bit too much still. If I detect a pit, I'll avoid it at all costs, I didn't use to do that. And gorgons summoning 8-headed Hydra can get out of hand quickly. |
Ooh, I will enjoy trying the new combat damage thing. I hope weird, big damage dice weapons drop like they do in O and FA, like 2d17 lances. I can't remember much about my recent playthrough of Vanilla... sometime, last year?
Complaints? I still think lanterns should be in the general store. Carry on! |
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New builds up on the nightlies page and angband.live to fix a bug that was stopping randart files from loading.
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Both. Losing resistance and haste is huge. (Same for rogues.) Teleport other is still plenty common, so less of a loss. The supply of resistance potions--along with other utility scrolls and potions-- is way down too, now that Temple and Alchemist are combined.
Finding Scarabtrices was huge in previous releases. The new spell books don't come close to replacing it. |
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