Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Variants

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old May 11, 2017, 16:08   #1
chris
PosChengband Maintainer
 
Join Date: Jan 2008
Posts: 702
chris is on a distinguished road
[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).
chris is offline   Reply With Quote
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
[Announce] Poschengband 5.0.5 Released chris Variants 88 March 20, 2017 14:27
[Announce] Poschengband 5.0.1 Released chris Variants 65 November 29, 2016 15:39
[Announce] PosChengband 3.5.0 Released chris Variants 71 December 17, 2015 00:38
[Announce] Poschengband 3.4.0 Released chris Variants 224 August 14, 2015 15:21
[Announce] Poschengband 2.0.0 Released chris Variants 117 October 12, 2013 21:08


All times are GMT +1. The time now is 19:21.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2018, vBulletin Solutions Inc.