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Old April 2, 2019, 15:54   #1
Flambard
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[Announce] MAngband 1.5.0 released

10 years in the making, the next major MAngband version is finally here.

Since this is oook, I'll list features that may interest Vanilla players:

- UI is synchronized with V3.0.6 (that's old), all things that were previously missing, like extra windows that display monster list, are now present; also all options (from the '=' menu) were updated to their V306 meanings and in fact work.
- Wand/Staff/Rod behavior is now matching V3.12 (and above).
- Time-bubbles AKA Bullet-time. Now, when you Run or Rest, time speeds up. When you're critically injured (below the "low hit-point warning" setting) time slows down. This allows for very V-like, resting-is-instant, battle-is-turn-based behavior. I believe that was the last missing piece in the whole "online roguelike" concept!

Thus, if you have dismissed the whole idea in the past ("I don't want this to be a game of reflexes"), now might be a good day to try it out!
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Old April 2, 2019, 17:54   #2
emulord
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I actually liked the reflex aspect of it but I can see how others might not. Good to know I can disable it by having no hit point warning set.

If someone is wounded on the other side of the map does it slow down for everyone on the level?
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Old April 2, 2019, 18:21   #3
tangar
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Great release This is awesome update with a lot of cool features Thank you for your work!

Also wanna add that full changelog is there:

https://github.com/mangband/mangband...leaseChangeLog

Cya in-game!
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Old April 3, 2019, 08:21   #4
PowerWyrm
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Quote:
Originally Posted by emulord View Post
I actually liked the reflex aspect of it but I can see how others might not. Good to know I can disable it by having no hit point warning set.

If someone is wounded on the other side of the map does it slow down for everyone on the level?
Bubbles only overlap when in LoS. And yes, when I play I always put hitpoint warning to 0 so I benefit from the resting feature without the slowing down.
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Old April 3, 2019, 08:29   #5
PowerWyrm
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Note that everything from MAngband 1.5 is pretty much implemented in PWMAngband 1.2 except the network code which would take forever to port and the latest stuff (post 1.4) which I still didn't look at. Currently working on porting the post 4.1.3 stuff from V, which will take a long time (need to rebalance all class/monster changes for PWMAng).
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