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Old August 7, 2012, 19:15   #1
Malak Darkhunter
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old angband and modern angband comparison

So ive been playing pc angband 1.4 angband again and thought it would be interesting to compare the old version to the new version and what seems different. Ive got right now a level 32 high elf(Gil-Galad) and currently at dl38. The first major notice is how considerably stupid the monsters are, orc pits are easily fooled into following character behind walls, so you can in effect fight a couple run in opposite direction and the hord folkows you down the opposite halkway, giving player time to rest, this makes game easier. Also their seems to be generaly more piwerful items dropped at earlier levels, i fiund the star of elendil by dl 30, and chaos dragon scail mail and a few artifacts. Ego items dropped at about same rate as v 3.4. There seems to be about a 50/50 chance between good items and cursed items. Some cursed items are unique (boots of great mass) which slows character, i find this aspect thrilling and dangerous. Stores are similar but with different prices.Now character generation is a little more interesting, i like seeing high elf prince/king in background generation. Dwarves with glowing red eyes pretty cool, this has been carried over from moria. Their is no easy object inspection the game literaly tells you nothing about your items. Artifacts books are very common by dl30. Dangerous uniques can appear a little earlier i found kavalax on d l38. Other than that monster depth is pretty close to modern angband. Their are many groups of hounds yet they dont breathe nearly as much, this is alright to me. The targeting code seems kind of buggy to me, i cant get it to work properly. Overall game is easier to outsmart weakness in monster ai, i will report more as i go deeper.
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Old August 8, 2012, 01:51   #2
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To further add to this, in pc angband 1.4 rogues are a major pain, they steal lots of gold, I had over 200,000 in my pocket and each time 1 of them touched to steal gold he stole over 9000 gp! And killing them dosen't get your money back as in modern V. On the plus side monsters dropped more money than current V, so at Dl 30 it's easy to rack up gold, the average is about 300gp a pile. Some spectator's dropped a couple 15,000gp gems! Ancient Dragons Drop much more. The problem with 1.4 is the need to lure monsters into rooms, once a space is used up in 1.4 the item drops disappears, this is prevalent all the through the versions to 2.7.8, an annoying bug, but doable in this older version, in modern vanilla luring monsters into rooms would quickly get you killed.
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Old August 8, 2012, 06:39   #3
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Comparison or competition? Because we could do that.
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Old August 8, 2012, 07:58   #4
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Quote:
Originally Posted by Malak Darkhunter View Post
The problem with 1.4 is the need to lure monsters into rooms, once a space is used up in 1.4 the item drops disappears, this is prevalent all the through the versions to 2.7.8, an annoying bug, but doable in this older version, in modern vanilla luring monsters into rooms would quickly get you killed.
Items not stacking is not a bug, it is a feature in old angband. It is how the game has been designed. You can still turn stacking off in 3.4 if you wish (birth_no_stacking).

Boots of great mass I don't remember. Must have been quite rare.

Phial, Star and Arkenstone are all quite a lot earlier items in old vanilla, Phial can appear in dlvl 1 quite often.
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Old August 8, 2012, 15:23   #5
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Quote:
Originally Posted by Timo Pietilš View Post
Phial, Star and Arkenstone are all quite a lot earlier items in old vanilla, Phial can appear in dlvl 1 quite often.
My warriors in prior versions fully expected to find the Phial by 500' at the latest; I assumed it would be available to use to light up rooms. These days my warriors have to rely on Rods of Illumination instead. But at least the rods stack nicely now -- in the old days every time you zapped one, it'd unstack.
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Old August 8, 2012, 15:35   #6
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My warriors in prior versions fully expected to find the Phial by 500' at the latest; I assumed it would be available to use to light up rooms. These days my warriors have to rely on Rods of Illumination instead. But at least the rods stack nicely now -- in the old days every time you zapped one, it'd unstack.
Same with wands, identical charges stacked, zap one and you have two stacks. Staves didn't stack even with identical charges.
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Old August 8, 2012, 17:22   #7
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Comparison or competition? Because we could do that.
I wanted to report on how different the gameplay is from then and now, there is probably many players who havent played the old versions, its interesting to see what has changed over the years besides from what is read from the change list.

By the way competition would be cool, Timo might even join in for that one.
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Old August 9, 2012, 07:05   #8
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By the way competition would be cool, Timo might even join in for that one.
I have actually played quite a few competition chars, but I find "turncount win" rather boring way to play so I always fail to reach anywhere close to winning turncount. For me the journey is far more important than the destination. I also don't play as much anymore so playing one char thru takes forever now (like months, not days).
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Old August 11, 2012, 06:57   #9
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Does anyone know what the earliest version of Vanilla is compatible with Mac OS X?
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Old August 11, 2012, 07:29   #10
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I used to play MacAngband 1.0 (I think that's what it was called), in what was probably System 8 or System 9. I bet you could run that under Rosetta. It was equivalent to the first public release of Angband, which elsewhere was known as 2.4 frog-knows.

I don't have that any more though. And if you don't have Rosetta, you'd probably have better luck tracking down a Windows build and running it in VirtualBox or some other virtualization or dual-boot setup.
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