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Old January 15, 2009, 18:19   #1
NeoWizard
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3.1.0, My 2 cents!

I like the new V, although I only had a handful of games. My deepest dive was DL32. Not much to say beyond I hate the {magical}, but it's only for a time until you get ego+ items, having to id bad items to know if they're good is not my thing. Having average item automatically ided is ok.

But it feels more like a new variant than a new version to me, so I'll probably do as I did before, firing up my VC and coding the things I like back into 3.0.9. Adding back what I had to my 3.0.6. Notes files, Monster recall color coding. And some others.

Some of the objects I like. But to me it's a whole new game.

As I said, to me, this is a new variant, not a new version.

This is my 2 cents!

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Old January 15, 2009, 18:55   #2
Lebannen
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I'm curious - what's the tipping point that makes it feel like a new variant? Is it all the interface changes, or object changes, or pseudo/id changes?
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Old January 15, 2009, 19:13   #3
NeoWizard
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Quote:
Originally Posted by Lebannen View Post
I'm curious - what's the tipping point that makes it feel like a new variant? Is it all the interface changes, or object changes, or pseudo/id changes?
The point that makes it look like a new variant is all the objects changed. The interface is just that, an interface, so this one I don't count. I haven't yet found a standard 309 ring, and half of those I found were generated cursed, becoming useless.

One 309 ring I found was slow digestion {cursed}, a couple of turns later I found another one, but it stacked with the cursed one, becoming useless too.

But since it's still in beta, I'll wait and see.
For now I exclusively play this beta so I might get used to it, and I haven't tried the mage yet, which was the only char I was playing up until I got my hands on competition 62.

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Old January 15, 2009, 19:16   #4
Donald Jonker
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Quote:
Originally Posted by Lebannen View Post
I'm curious - what's the tipping point that makes it feel like a new variant? Is it all the interface changes, or object changes, or pseudo/id changes?
To put it vaguely, I feel like a variant is a different piece by the same composer, while a different version is the same piece - repetition with a difference. Major race, object, combat and magic system changes tend to characterize variants, while UI changes are version differences. From what I gather though, it's mostly a matter of feel - ask twenty different people and you'll get twenty different answers. Obviously the OP has a very particular opinion. Eddie's patch to vanilla is an interesting borderline case.

All this is moot, however. The person who really decides what constitutes Vanilla is the person who maintains it. The people who decide what constitute variants are the people who write them. End of story.
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Old January 15, 2009, 19:16   #5
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Just noticed that OOD monsters appear in red in the monster list, cool!!
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Old January 15, 2009, 19:57   #6
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...I thought it were monster you don't know yet?
Like, unknown-flavoured items appear red in the object list.
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Old January 15, 2009, 20:37   #7
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Cursed rings aren't useless - you just need to find a remove curse scroll to be able to take them off. Other than that, they behave like they do uncursed.
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Old January 15, 2009, 21:22   #8
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All right, I'm gona take back what I said concerning the Variant/Version thing. Since over the years this one is not the first Major change concerning the Vanilla version of Angband. So, I'll get used to it but when the official version is released some changes I will do if not done include the following,( this list might change over time. So, here goes:

1. The monster recall coloring. In 309, the reduce stat attacks were easily spotted, been colored red. I'm used to this, so my stats get lowerd because I dont see any red in the corner of my eye. I dont see any red so I rarely look if it does.
2. The pseudo-ID {magic}. But this one will probably go anyway.
3. Squelching of weapon types,(sword, trident, dagger...)
4. For now, I don't like the distance limit of ammo. But thats just me.
5. The ratio of a ring being generated cursed, versus uncursed should be changed. I almost always get my fisrt few rings of a new type being generated cursed.

Last edited by NeoWizard; January 15, 2009 at 21:26. Reason: Added point no. 5
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Old January 15, 2009, 22:05   #9
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Quote:
Originally Posted by NeoWizard View Post
5. The ratio of a ring being generated cursed, versus uncursed should be changed. I almost always get my fisrt few rings of a new type being generated cursed.
As soon as you find eg. an uncursed ring of slow digestion, all cursed rings of slow digestion are automatically junk, so they might as well not exist. The only reason someone would ever consider using the cursed version if they've never found an uncursed version: this means that the cursed version have to show up first.

(Slow digestion was just picked as an example ring type - I'm ignoring any debates about the actual usefulness of it.)
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Old January 15, 2009, 23:01   #10
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For now I tend to explore a bit more before going down to the next level, I tend to not dive as fast. I dont know if this is intended behavior or if its just me.

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