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#1 |
Knight
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Angband release
Any idea when 3.4 will be launched?
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http://www.rpgartkits.com/ Fantasy art kits for personal and commercial use. Commercial use requires a Developer license, also available through my website. Last edited by Shockbolt; February 27, 2012 at 20:07. |
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#2 |
Angband Devteam member
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No, but we do have our first dev meet of 2012 scheduled for .... er... quite soon now (next weekend IIRC), so we should be able to give a date soon-ish.
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"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#3 |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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#4 |
Angband Devteam member
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Well the default position is that it will look exactly like the current dev version - which ISTR is pretty substantially different from 3.3.x because of new pits and so on (and Shockbolt's tiles!). On top of that, it will have whatever any devs want to finish off and merge into it (subject to the release manager's views, and the rule about controversial stuff being tried in v4 first). Most of the remaining tickets marked 3.4 are for bugfixes rather than new features, and most of those are input or display bugs, not gameplay bugs.
__________________
"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#5 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,023
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Current Dev version has the DJA path-finding algorithms for pass-wall monsters near permanent walls. This *should* be an improvement over the current behavior, but I can come up with contrived situations where it behaves weirdly. (in moats of GVs for example)
Any feedback on this would be appreciative. As far as other gameplay changes, I believe in addition to the new vaults/moats there were changes to monster alertness values. Was object detection nerfed, or is that just v4? Putting monsters at additional speed values seems to have been pretty popular in v4, so I'll lobby for that to be ported for V for 3.5. If I have one change that I think should go for 3.4, it would be to lower the monster density in caverns (and perhaps raise the object density.) Caverns are too dangerous and have no rewards, and having them relegated to only part of the level doesn't seem like it's going to make it in. What do people think about this? |
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