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#1 |
PosChengband Maintainer
Join Date: Jan 2008
Posts: 702
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[Announce] PosChengband 6.1.0 Released
A new release (6.1.0) is up in the usual spot. Enough gameplay changes, some fairly major, have accrued to warrant a new minor version.
Changes this release include: [1] Quest sequence in Angband is now random. You won't know what levels contain quest monsters. But, you can safely leave a quest level if you like and the quest monster will patiently await your return. You decide how to play this, but the game is more fun if you try to complete quests on the first attempt, only backing out if the foe is ridiculously OP (e.g. Malekith on DL35 before you have nether resistance). [2] Rune Knight redesigned and even playtested. They are strong, but no more than many other classes (unless I am missing something?). [3] Major changes to devices. End game devices are much harder than before to use, and the high device classes (mage, sorcerer, device master) will finally see some need for their high class device skills. Charmed Pendant restored to its original +2 status. [4] Changes to melee and spell proficiency systems to smooth out level restrictions. Some players won't like any sort of spell proficiency system, so there is a new birth option to turn it off. [5] Reforging: The game now uses slot-based power ratings. For example, melee weapons vs light sources. No longer can you reforge powerful slots into weak slots with impunity. This also applies when reforging strong items into weak weapons like daggers and falcon swords (e.g. ninjas). However, you might try reforging Vilya into a Blade of Chaos or even Diamond Edge and like the results, so it is not all bad. [6] Rand/Replacement Arts: These also will use slot-based power ratings. Fixed a major bug with rand-art scoring after noticing how ridiculous end game rand-arts were becoming. [7] Archery: Shots per round is completely determined by your base shooting skill (class *and* race/personality). [8] Devices now have much better allocation. You can get lower level stuff in the end game rather than having effects just cut off abruptly. You should find 1 or 2 -Rockets in a normal game, but will never find more than 3 or 4. No longer will you get annoyingly frequent Beams of Disintegration (and others). [9] Lots of oook requests addressed. You can do a git shortlog v6.1.0...v6.0.5 to see the details, but the following is worth mentioning: Press '@' at an object prompt to temporarily stop using inscriptions to override label choices. [10] Stat sustains now help protect against nexus scrambles. [11] Archery: Slings shoot slightly faster (1.40 vs 1.25). |
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#2 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 56
Posts: 9,319
Donated: $60
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Quote:
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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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#3 |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,392
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Why would an artist like chris look at the pedestrian commits of a game like Angband?
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Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.' |
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#4 |
Veteran
Join Date: Jan 2012
Location: Linux
Age: 39
Posts: 1,206
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6.1.0 released already while I'm too busy with RL. Sigh...
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My best try at PosChengband 7.0.0's nightmare-mode on Angband.live: https://www.youtube.com/watch?v=rwAR0WOphUA If I'm offline I'm probably in the middle of maintaining Gentoo or something-Linux or other. As of February 18th, 2022, my YouTube username is MidgardVirtuoso |
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#5 |
Scout
Join Date: Apr 2017
Posts: 48
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I have downloaded it and started a new game.
The one thing I like from the start it the addition of '@' in menus. [9] on the list. It solves a whole bunch of problems when I inscribe items using letters instead of numbers. |
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#6 |
Adept
Join Date: Jul 2015
Posts: 144
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#7 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 56
Posts: 9,319
Donated: $60
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Same reason I read your character dumps - everyone needs a laugh occasionally
__________________
One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#8 |
Swordsman
Join Date: Jun 2012
Posts: 258
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I'm really not a fan of this device skill change, magic device skill was already incredibly important and staves of healing are *required* to win without going insane farming !healing. Do you really want all characters to have to equip amulets of magi for magic device skill? Even with reasonable device skill trash devices like nexus ball and dispel undead fail for 30%, they will see even less use (not that you can get less than zero). This makes undesirable races with poor device skill even worse, who would ever play a race like barbarian or zombie? There's a reason races with high HP and good device skill are the best. If you really really hate people using wands of rockets against the Serpent then give it rShards and make them use lower damage disintegration.
The thing is, this makes race/classes that were good only slightly worse, while making ones that were already bad far far worse. Last edited by clouded; May 12, 2017 at 10:59. |
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#9 |
Adept
Join Date: Jul 2015
Posts: 144
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One thing which is really bothering me is that ammo breakage is given this blood red colour, something which should probably be reserved for dangerous stuff or fire. Same with the "All items are identified" message.
Nuisances shouldn't be in DANGER EMERGENCY BE CAREFUL red. Last edited by nikheizen; May 17, 2017 at 11:02. |
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#10 |
Adept
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Loving this flurry of progress on poschengband of late---fine work!
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