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Old April 11, 2019, 19:42   #1
wobbly
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[Announce] Coffeeband v1.0.2

Last version (pending any bug-fixes & balance-fixes) before I start making more extreme changes & turn it into coffeeband-proper rather then just an edited version of angband-master. I'd like to check & get the weapon blow balance right first, as a proof of concept that you can have V-like balance with more normal weapon weights & less weirdness in the blows.

Release is here:

https://github.com/MichaelCourtney/c...ses/tag/v1.0.2

with source code & a windows binary. To use the binary download the source, copy the binary into the coffeeband folder along with the .dlls (you'll find them in /src/win/dll).

Changes:
  • Adjusted weapon weights & blow calculations
  • Adjusted stat bonuses. A small amount of the class skills have been moved into the stats.
  • Lowered racial xp penalties (I thought Nick had removed these?) - Not a fan of xp penalties but I do like humans having their quicker levelling. So non-humans are 110% & the super races 120%
  • Fix run bug that caused @ to move an extra square after disturb (hopefully)
  • Weapon now counts towards encumbrance for casters
  • Some minor tweaks
  • Smaller coffeeband town & coffeeband townies
  • A few new coffeeband critters & guests from other variants - they are all rare & not necessarily well balanced yet
  • Experimental progressive object allocations - This is an attempt to do things such as reducing early !speed drops, while increasing later !speed drops. Warning: may activate to do bizarre things
  • Rocket
Any testing & feedback is appreciated.
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Old April 16, 2019, 19:28   #2
wobbly
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Quote:
[*]Restrictions on +AC on enchanted armour with low base AC
This is bugged & I have a fix, I'm just trying to work out why my fiddling in the monster list caused a silver jelly (native to lvl 3) to spawn on dlvl 1 before uploading the new version. I'm not even sure it was me, dlvl 3 monsters seem to spawn on dlvl 1 of V-master sometimes anyway.

Somehow managed to over-ride an old post rather then start a new one. Oh well, new version soon.

Last edited by wobbly; April 18, 2019 at 20:58.
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Old April 19, 2019, 20:44   #3
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Version 1.0.4 - Mostly a bug-fix because I borked the changes to armour enchantment in the last version, though there have been other changes. There is a small amount of random turn energy which I plan to use when I get round to fiddling with paralysis. It's literally 0-2, so if you want to absolutely avoid double moves plan on another +2 speed.

https://github.com/MichaelCourtney/c...ses/tag/v1.0.4

Last edited by wobbly; April 19, 2019 at 20:56.
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Old April 21, 2019, 13:36   #4
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Changed how paralysis works. You don't get your normal turn energy, but you do get the 0-2 random energy component. When you reach enough turn energy to get a go any remaining turns are shifted to slowed (slowed, stunned & confused for knockout). This equates to around 11 turns against a normal speed enemy like a ghoul. Tested against old man willow & I was coming out alive. Still needs some tidying up. It currently doesn't print a message & I couldn't find a good place to set the turn energy to 0 on paralysis or knockout. I'd prefer not to have to change it for every attack source.
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Old April 21, 2019, 22:12   #5
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okay I got it to zero the energy in player timed.c & I actually had to turn random energy up to 0-4 before it was outpacing the standard timer. A naked warrior took 150 to 2 carrion crawlers & 300 to a plasma vortex. Presumably I could of done the same thing by just halving the timer, but oh well. Anyway looks like paralysis doesn't stack, not sure when that changed. Stun seems to? Pretty sure if you're knockout they just keep wailing on you building it up quicker then it can count down.

Edit: worked out why I thought it can chain. Your not necessarily at 100 energy when you recover, so they often get next go & paralyze you again

Last edited by wobbly; April 21, 2019 at 22:26.
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