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#1 |
Ironband/Quickband Maintainer
Join Date: Nov 2007
Posts: 1,010
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Ironband new release
Hi all
There is a new Ironband beta release out. It is savefile compatible with the previous beta and I recommend updating. The new release includes some bugfixes, some balance improvements and some documentation improvements. In particular, - different races get different starting equipment, - tiles are now assigned correctly to the new monsters and objects, - cursed ammo can now be worth using sometimes, and isn't as annoying - some useful objects are more common - some nasty monsters are immune to Teleport Away. Ironband is rapidly becoming stable and I hope to go to a full release soon. A. |
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#2 |
Ironband/Quickband Maintainer
Join Date: Nov 2007
Posts: 1,010
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#3 |
Rookie
Join Date: Jun 2007
Posts: 7
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Ironband new release
No longer have easy floor option.
No longer have option to have running interrupted by doors/etc. Definitely more useful stuff lying around. Even so, combat potions/scrolls end up getting depleted since there is no infinite magic. Game seems meant to be played avoiding battles, got to take one's chances until detect evil? |
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#4 | |
Ironband/Quickband Maintainer
Join Date: Nov 2007
Posts: 1,010
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Quote:
Yes you will have to avoid some battles, which is dicey until you get a means of detection. Either that or play a HT Warrior and just kill everything you meet ![]() If you find yourself using all your consumables up in the early game then you are probably doing something wrong. A. |
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#5 |
Rookie
Join Date: Jun 2007
Posts: 7
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Thanks! It would be super to get those options back.
Easy floor makes it easy to confirm picking up stuff with the left hand on keyboard. There are a bunch of different options of places to interrupt running; I turn them all on. But I think doors are the important one. You might ask around about defaulting the door option to on. IIRC, with this setup -+-+- --*-- where +/* are doors it will run you past the door (*) that you haven't opened yet. Obv it will also run you past a place where you might want to search for another door too. (Added: Trying to duplicate this, but I can't.) Talking about running, and sand, riddle me this - why can you run through sand when it is dark? Added: Oh, if it's convenient, the flavor text in the inventory display is really irritating. Last edited by flight2q; January 19, 2008 at 06:09. |
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#6 |
Rookie
Join Date: Nov 2007
Posts: 11
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Hi,
Thanks for the updating. I tried to compile it under xubuntu (using both Makefile.std and Makefile.gtk) and I got the binary, but the game stops responding upon character generation (when it says I can press [ENTER] to confirm and start the game). Also I need to run mkfontdir in lib/xtra/fonts to get the game launched. Looking forward to the solution. Thanks! |
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#7 | |
Ironband/Quickband Maintainer
Join Date: Nov 2007
Posts: 1,010
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Quote:
You could also try posting the same comment on rec.games.roguelike.angband, someone there may be able to help A. |
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#8 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 58
Posts: 9,532
Donated: $60
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Looks like in this line (from get_name() in files.c):
Code:
put_str("Select Name Using Random Name Generator? (y/n)", 24, 10);
__________________
One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#9 |
Rookie
Join Date: Nov 2007
Posts: 11
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Thanks, Nick, making this change does the trick!
![]() Antoine, it seems only the old (8x8) tiles work at the moment, is that true? I tried Adam Bolt's but the dungeon itself remains ascii. Now diving to lvl3 ... |
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#10 | |
Ironband/Quickband Maintainer
Join Date: Nov 2007
Posts: 1,010
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Quote:
Will put Nick's fix into next release... A. |
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