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Old December 15, 2019, 04:49   #1
EpicMan
Swordsman
 
Join Date: Dec 2009
Location: Dallas, Texas, USA
Posts: 429
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[Announce] Oposband 0.1.0

Just what the world needed, another Poschengband variant. I've been working on this off and on for a while and its time to put out a version before returning to my unending tinkering. Note that this is a beta release and there are probably many balance issues.

This is a variant of FrogComposband 7.1.Chocolate

Oposband has a lot of small changes and a few big ones (full changelog below):
-Blue Mages and Imitators return from Hengband!
-Instead of clicking File->New or File->Open, you just type 'n' or 'o' to start or load a game (Windows interface change only, should work same as before on other platforms but that hasn't been verified)
-Item hit and dam pluses have been merged into a single plus that does both, so weapons look like Broad Sword (2d6, +0) instead of Broad Sword (2d6) (+0, +0). This makes them similar to armor displays. This should also make magic ammo stack more readily.
-Replaced old 18/XXX stat numbering with a simpler linear system (17,18,19,20 ..., 39, 40 is the old 18/***).
-Most caster classes no longer need to learn spells via the 'G' command, they are able to cast all spells of appropriate level provided they have the book.
-Soft Easy ID: Average and Good items are auto-IDed on walkover, anything else is instantly pseudo-IDed.

Source repository on Github:
https://github.com/EpicMan/Oposband

Precompiled Windows Zip: https://github.com/EpicMan/Oposband/...band.0.1.2.zip

Full Changelog from FrogComposband.7.1.Chocolate:
-Removed many unnessary if_savefile_older_than calls as we won't be converting those
-Removed 18/* notation for stats. Old 18/10 is now just 19, 18/100 is 28, 18/*** is 40, etc
-Adjust many Charisma values to pre-PosChengband values.
-Fear saves now work off of best of Strength and Charisma, to make strong but poor CHR monsters like zombies and balrogs better at fear.
-Identify acts as *Identify* and the latter is being phased out
-Psuedo-ID items on walkover, and Average/Good items IDed on walkover.
-Sorceror reverted to using INT for casting. CHR was thrown in because DND sorceror's are CHR-casters, but they are a completely different creature from the Zangband sorceror, who is just an uber-mage. Sorceror INT now +6 and CHR now -2
-Added Hexblade and Chaos Mage from Composbad
-Removed Chaotic personality, chaos patrons are reserved for the two chaos classes.
-Many monsters are more affected by doors than before: felines, dragon flies, canines, snakes, and ants
-Reversed pack AI settings for animals and sentient beings, so the latter will try to lure healthy players into rooms while the latter will hunt you down. Idea from Sil
-Player now receives full HP and SP restore when levelling up
-Objects now have a single attack plus instead of split to-hit and to-dam values. Generally to_h was always much less important than to_d to players and having them different (and randomly rolled) just made stacking ammo, etc harder. Scrolls of enchant to-hit and enchant to-dam have been replaced with a single Enchant Weapon scroll.
-Can now create new characters or load savefiles with keystrokes from news screen, without having to use the File menu. High scores list viewing has been moved to this screen as well.
-Streamlined character creation by compressing screens to character creation. Removed beginner mode and moved normal/monster mode selection to the race/class UI, so you can easily switch between them.
-Prayer class group had a single class, Priest, and even when the alternative priest class, Disciple, was added it wasn't put there. So Priest has been moved to the Magic class group and Prayer group has been removed.
-Orc shamans now have SP like other casters. I see no reason for them to use HP to cast.
-Needless opaque and polemical no_chris option renamed no_nexus_warp
-Removed some unneeded options
preserve_artifacts - Artifacts always give a special feeling in FrogComposband, removing main advantage of no_preserve.
empty_lore - just use a new savefile. With full monster knowledge no downside other than quickstart.
allow_friendly_mons - minor feature that does not need to be allowed. Just attack friendly monsters to make them hostile.
allow_hostile_monst - integral feature that does not need to be toggled
allow_pets - Integral feature that does not need to be toggled
allow_spoilers - moved to debug command z.
-Changed the display of weapons bonuses to be more similar to armor displays: From "Dagger (1d5) (+0,+0)" to "Dagger(1d5,+0)."
-Re-Added the Blue Mage and Imitator classes from Hengband, which had been removed with the monster spell revamp in Poschengband 7.0
-Added many monsters from Vanilla
-Buffed dragons (hp, ac, and melee) and moved deeper / increased xp, based on Vanilla 4.2.0 levels. Also added great wyrms for the missing elemental types.
-Added Greater elementals: take earth/air/fire/water elemental, move twice as deep and boost HP/AC/speed and damage.
-Player elemental characters get a thematic reward from the thieves quest (a magical version of their starting weapon)
-Player life rating now stored as a number, and player_hp array replaced with a simple hp= 5 + (5 * level * life_rating / 100). Older savefiles will be converted;
-Samurai gain their spell attacks as they level, and no longer need to learn their spells from books. Books of Kendo nhave been removed
-Most book casters no longer need to learn spells, they can just cast any from their books they are high enough level for. Gray Mages and Rage Mages still learn spells due to their unique mechanics.
-'C'haracter display now lists the percentage of physical damage reduction from AC.
-Players receive a full HP/SP restore upon levelling up, like in many other games. Could be a birth option but there are so many alreay. Mostly it allows more extended fighting in the early levels when level ups come frequently.
-Added many monsters from Vanilla Angband 4.2.X (Blood Falcons!)
-First town renamed Rampart (from Omega) - Outpost was always a silly name
-Can now see/browse what race/class powers the character will get at what level.

Last edited by EpicMan; December 17, 2019 at 20:08. Reason: Updated precompiled link to latest version
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