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#1 |
PosChengband Maintainer
Join Date: Jan 2008
Posts: 702
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[Announce] Poschengband 3.1.0 Released
I've just release a new beta update to Poschengband here. There are substantial changes to Archery and Extra Attacks in melee, so I think this update warrants a new minor release (3.0 -> 3.1). You may update savefiles if you like, but, as always, I recommend making a backup first. I definitely updated my characters from 3.0 to 3.1 without issue, but that doesn't mean I didn't mess up something obvious.
Source code is available here. A full diff of changes can be found here. So, what changed? [1] Archery: * The bow multipliers are now specified in the edit files rather than being inferred. * The game supports fractional bow multipliers. * Ego bows of Velocity get +.25x to the multiplier. * Extra Might now "dice boosts" the bow on item generation (Warning: Upgrading will only give +.75x for ego bows) * Extra Shots now always use the object's pval, and grant +.25 shots per plus (Warning: Upgrading will give a pval of 3 if one is not present). * Equipment combat bonuses now mostly apply to archery as well as melee. Exceptions include all gloves (except sniper), rings of combat (of course) and a few combat helms like Terror Mask and Hammerhand. * Pickup preferences now treat dice boosted shooters like dice boosted melee weapons, so you can see these at a glance in map mode or with the object list command (']'). * Various shooting classes have had their extra shot values toned down. * Rings of Archery are less likely to grant both Extra Might and Extra Shots. [2] Melee changes * Extra attacks are now fractional, and you get +.5 attacks per round per plus. * Many items have had their pvals shuffled to compensate. [3] Device changes * Magic Mastery no longer gives device power. Instead, there is a new Device Power flag and it is currently extremely rare. * Magic Mastery can now spawn on some of the wizard amulets. * Wands of Rockets are more rare (and deeper) * Wands of Disintegrate are also more rare (and deeper). [4] Miscellaneous * Death Swords now gain fractional blows for extra attacks. The number of blows possible is open ended, but in general, the final form will have a limited number of extra attacks. * Death Sword retaliation for the Death Scythe form now only triggers 1 in 3. * Scouts got some minor adjustments and an improved character dump. Scout terrain effects to AC and Saving Throw now scale with level. * Mariliths get a usable starting weapon and their Enchantment power is now super cheap and easy (since they must eat corpses for food). * Monsters with Pass/Kill Wall will no longer spam spells when a player is hiding out of line of sight. * The out of bounds wilderness bug has been fixed. * Rand-art helms/crowns are more likely to gain ESP. Last edited by chris; March 25, 2014 at 19:13. |
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#2 |
Veteran
Join Date: Jan 2012
Location: Linux
Age: 39
Posts: 1,206
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Awesome. Just in time for my next "Hugo$oul" Possessor.
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#3 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 56
Posts: 9,319
Donated: $60
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Can't be long until Hugo$oul 2011, surely
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#4 |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,392
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rip rockets
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Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.' |
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#5 |
Knight
Join Date: Jan 2008
Posts: 526
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Hugo$oul would be an amazing rapper name, I'm just saying
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My Chiptune music, made in Famitracker: http://soundcloud.com/patashu |
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#6 |
Veteran
Join Date: Jan 2012
Location: Linux
Age: 39
Posts: 1,206
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I think Hugo$oul would be an awesome DJ name.
![]() BTW, I upgraded my "Clunk-Clunk" Cyberdemon dude to v3.1.0 without a hitch with ABSOLUTELY NO decreases in melee or rocket damage! Looks like v3.1.0 Cyberdemon characters are still viable. |
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#7 |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,392
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I just built 3.1.whatever and I'm getting a parse error on startup when it tries to read a_info.txt:
Code:
Error 1 at line 235 of 'a_info.txt'. Record 16 contains a 'parse error' error. Parsing 'P:0:0d0:20:20:0'. EDIT: nvm I think it has a local copy of my 3.0.x a_info -- checking EDIT2: Interesting, `make install` isn't copying edit files over to my local install directory. Not sure if makefile changed or if I was supposed to configure again.
__________________
Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.' |
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#8 |
Veteran
Join Date: Jan 2012
Location: Linux
Age: 39
Posts: 1,206
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Bug:
I took my v3.1.0 Cyberdemon into Angband and Anti-magic cave and [nothing] happens when "dungeon trembles" ...not that I'm complaining. ![]() |
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#9 |
Apprentice
Join Date: Jan 2014
Location: Sufficient for living and internet.
Posts: 69
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Flost Bland ruined.
Also, thanks for fixing mine. I don't know if it was tiredness or unfamiliarity (I have never gone to or examined the arena dungeon). ... The "min_level = 1" part was to prevent this thing where if you enter 0 while in Angband you end up in a place that mostly acts like the wilderness except there's an upstaircase to wilderness level 0 there. I'm guessing this niggling bit should be fixed in the levelport code instead? Can Deathswords actually get extra dice essences? I see an entry for it, but I've never seen it happen, on my own or in dumps. Finally, thanks you for doing what you can to make debug/wizard mode less of a pain. (Ok P.S. did you change rockets depth partly by changing the depth of all devices?) |
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#10 | |
Rookie
Join Date: Jan 2014
Posts: 8
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Cool! Still playing my ninja, i am not sure any of these changes affect her much.
A quick question that I am unclear on. I have been trolling through the ladder a lot trying to pick up tips on ninjas. I have seen several comments like this one: Quote:
![]() I just spent 200k on my first reforge, and the results were not very exciting. I ended up with: The Dagger of Merry (1d4) (+11, +7) (+3) {StCh} Here is my latest ladder in case anyone else has suggestions: http://angband.oook.cz/ladder-show.php?id=15787 |
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