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Old February 25, 2020, 05:01   #1
EpicMan
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Oposband 0.3 Release

Oposband 0.3.0 "Break the world"

(Latest version 0.3.6)
Windows binary: https://github.com/EpicMan/Oposband/...band-0.3.6.zip
Source on Github: https://github.com/EpicMan/Oposband/releases/tag/0.3.6

Major changes:
-Probing & ID spells and abilities replaced with other abilities.
-Can use 'x' at birth screen to fully randomize character, and 'S' to randomize sex
-Modified weapon and body armor lists. Many redundant items were removed, names were shuffled around. A few more axe and dagger weapons added.

New options (default):
-Show damage numbers in combat (on), improved message flow and no longer affects score.
-Use XP modifiers as score penalties (or bonuses for < 100%) instead of XP requirements (on). If on all players have a 150% XP modifier (which is lower than the average 190% of normal scores). Replaced smart_learn option.
-No ID (OFF): all items begin the game IDed, all flavors known, etc. All of the normal ID mechanics are still there but now useless.

Minor changes:
-Heaven dungeon is now City of Amber
-Hell dungeon is now Nether Realm (maybe should be Courts of Chaos instead? Then stairway to hell monster could be the Black Road).
-Launchers of Accuracy replaced with Infravision-granting Launchers of Keen Sight
-Priests' water potions are holy water potions and are better for them when quaffed or thrown.
-Water hounds renamed/recolored Acid hounds and new Water hounds added that resist and shoot water.

Last edited by EpicMan; June 4, 2020 at 04:37. Reason: Updating links to 0.3.6
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Old February 25, 2020, 12:16   #2
ster
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[14:58] StNightmaer: Surgol Logrus
[15:02] StNightmaer: @Gwarl didn't you see. he wants to add tik's and fastitocalons to a poslike
[15:02] StNightmaer: breaking new ground
[15:04] StNightmaer: looks like there was some effort to fix the really bad new monsters but the wyrms all still have acid auras and hasty ents still have friends
[15:07] StNightmaer: easy thalos nerfing score (lol) super-gwarlvision (lmfao)
[15:12] StNightmaer: uhhh did he remove poison needles with no replacement or do i need my coffee before posting
[15:12] StNightmaer: hopefully this means babbles go with no replacement but i doubt it
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Old February 25, 2020, 13:40   #3
EpicMan
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Quote:
Originally Posted by ster View Post
[14:58] StNightmaer: Surgol Logrus
[15:02] StNightmaer: @Gwarl didn't you see. he wants to add tik's and fastitocalons to a poslike
[15:02] StNightmaer: breaking new ground
[15:04] StNightmaer: looks like there was some effort to fix the really bad new monsters but the wyrms all still have acid auras and hasty ents still have friends
[15:07] StNightmaer: easy thalos nerfing score (lol) super-gwarlvision (lmfao)
[15:12] StNightmaer: uhhh did he remove poison needles with no replacement or do i need my coffee before posting
[15:12] StNightmaer: hopefully this means babbles go with no replacement but i doubt it
-Tik will be guarding angband 127.
-Wyrms have auras in Frogcomposband.
-Hasty ents will lose friends and regen in next version.
-Needles and babbles are both still there. Babble was supposed to be slower but that change didn't get added.
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Old February 25, 2020, 23:17   #4
EpicMan
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Oposband 0.3.1

Minor update:
-Obsolete Research monster function replaced with ferry to Thalos, replacing easy_thalos option.
-Tik'srvzllat from TOME now guards Angband level 127
-Added tomte monsters based on aquatic elves in ToME2
-Hasty Ent no longer has friends
-Metal Babble is slower
-Fixed birth stats menu showing old 18/XXX stats style
-Fixed thieves quest reward for paladins being better than it should have been

EDIT: Link in OP has been revised, new release is here: https://github.com/EpicMan/Oposband/releases/tag/0.3.1
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Old March 24, 2020, 14:31   #5
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Oposband 0.3.2

New bugfix release 0.3.2
Links in original post updated, here they are as well:
Windows binary: https://github.com/EpicMan/Oposband/...band-0.3.2.zip
Source on Github: https://github.com/EpicMan/Oposband/releases/tag/0.3.2

Renaming monsters breaks many quests it turns out. All the quests should be fixed now. Damage messages improved as well.

Weremonsters now often appear as humanoid creatures, then transform when you kill their first form.
Items that were specifically dangerous to werewolves are now equallt dangerous to wererats, werebears and wereworms too.
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Old May 11, 2020, 20:34   #6
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New Release 0.3.3
-Incorporated the many, many QOL/bugfix/English improvements from Frogcomposband-7.1.Liquorice
-Two new races:Icky Things, which can enter symbiosis with immobile monsters (works like the Ring monster, but in reverse - player is the bearer), and Ghouls (from Zangband) who have a paralyzing touch attack and can sense the living.
-Tables in some rooms (from Halls of Mist) - make a DEX check to climb onto, monsters have a % chance to climb onto it.
-Pets/friendlies can kill uniques for you, and player always is alerted when a unique dies, even offscreen.
-Blue mages and Imitators reimplemented based on Frogcomposband's Blue Mage.
-Unarmed players with hands can make a 1d2 punch attack instead of being completely helpless.
-Nagas can now wield weapons, Hobbits cannot wear shoes anymore.



(Links in OP also updated)
NOTE: Release had a bug, see below for fixed re-release

Last edited by EpicMan; May 11, 2020 at 23:15. Reason: Removed links to bugged release
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Old May 11, 2020, 20:37   #7
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Cool I put 0.3.2 on .live recently but I'll add this and I think we'll run a competition. Good shout on incorporating the ghoul.
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Old May 11, 2020, 22:17   #8
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Thanks Gwarl, I hadn't noticed the newer version up yet.
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Old May 11, 2020, 23:14   #9
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Of course I don't notice a big problem until after the release. The Imitator's class power wasn't implemented, it was just a stub.

Fixed now and a new release has been made. I am updating the links in OP.

Fixed binary is here:
https://github.com/EpicMan/Oposband/...es/tag/0.3.3v2
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Old May 12, 2020, 02:15   #10
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I have these requests, more like Hugostyle requests because they affect my playstyle or why I do certain things mostly for IRL-realism-reasons:

'Death and destruction!' This pleaseth me! *chaos patron reward*: This normally *Destructs* the non-permanent wall areas around the player inside dungeons only. But it has no effect in the wilderness. Sideways (aka rodent @ angband.live) says it shouldn't do anything in the wilderness, regardless of mountains or trees, because it would be weird. Dean Anderson's Cthangband's version of the destruction actually 'destroys' the nearby wilderness surroundings. That said, I really think it should destroy the nearby wilderness surroundings. And if not, it should auto-teleport players when it doesn't work

'Let me relieve thee of thine oppressors!' *chaos patron reward*: This either gives player the chance to genocide a monster type or mass genocides everything in the neighborhood WITHOUT causing the player to take HP damage. Sideways says players don't suffer any HP damage because it uses the chaos patron's HP (who knows much HP the chaos patrons really have --maybe make this like the Guardian Forces in FF7/FF8). I'm interested on what the Zangband devs had in mind. imo, this chaos patron action should drain the HP because that's just me. And also make this always teleport the player when it genocides - why? 1) Chaotic effect 2) kind of protective effect for player 3) #1 plus #2

Player blindness mechanics should be changed so that the player doesn't see objects on the floor. Instead, it should 'read feet knocking over a Broad Axe' for example. I tend to want to view *band as a Microsoft Simulator 2021. Hehe. I don't know if a blind-HUD is even a good idea. I've had many discussions about the player-blindness should work and this is an example.

Corpse weights and skeletons should be their true IRL-like weights, not just 4lb for corpses and 2lb for skeletons. Do this for all classes. Or at least do this for the Chaos-Warriors because they're Chaotic after all. I might be the only one who thinks this should be the case for IRL-realism reasons.

If you don't know already, Confusion has nil effect on Staves of Teleport and Staves of Curing. I think Confusion should make it harder for players to use these Staves. Though, Confusion should make the Staves of Curing somewhat harder to use, rather than straight-up make it hard to use.

I already discussed the above several times with the angband.live folks. FCPB will not incorporate these because they're aren't popular and due to QOL reasons. But I feel like Oposband can be a new ground to try such ideas to make the game much harder in intuitive ways.
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Last edited by HugoTheGreat2011; May 12, 2020 at 02:37.
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