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Old November 24, 2007, 01:50   #11
The GP Fury
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Yet another release...major weapon, priest, and such balance changes.

http://www.furytech.net/furybandgold.zip

Class/race changes

Increased the level at which Jedi get AutoID and Precognition
Increased the level at which Berserkers get AutoID
Decreased the level at which Berserkers get Berserkers Recall
Jedi cannot have gods or pray
Dragons get -200 to sneakiness modifier
Berserkers now Aggravate
Jedi can ONLY wield lightsabers now as weapons
Non-jedi characters can't wear jedi robes or lightsabers
Mutants get -2 to speed at start
Mutants now have 4 ring slots
Easterlings start with antimagic
Berserkers get stunning blows skill
Jedi get to pick their choice of lightsaber at start
Phase-warriors get Wraith at level 15 instead of level 25
Nightwalkers get a a little more intelligence and wisdom at start
Ettins only have 2 arms, not 4
Gugs get boulder throwing
Nagas have 1 set of arms, 2 heads, and only -2 to speed
2 Headed Hydras now have Hydra-combat as their melee rather than barehand
War Mages don't get flags now...
Priests get the god amulet for their respective gods.


Skill Changes

Increased the Basilisk Kill power level to 40, and Kill Monsters power to 50
Jedi-Dodge now increases the Jedi skill
Jedi no longer given by FF
Glowing Orb o' Light increased to Level 25, since it's pretty devestating a level 1 power
Increased the mana usage and failrate for the Basilisk kill monsters power
Jedi Lightening bolt has a chance to fire a beam
Force Push and Pull now to BALL instead of BOLT
Decreased the fail rate of Force Kill
Minor adjustment to spider-combat
Constructer Dismantle Trap no longer has a beam mode
Removed Manastorm and Glowing Orb of Light for the time being
Various other minor adjustments to the Jedi powers


Object Changes

Most of the objects now have a description
Staffs of Wings of the Winds and Wands of the Essence of Speed no longer give bonuses to speed when wielded
Removed the Map of Forodwaith
Greatly increased the rarity and depth of Deathly, Light, and Chargeable items
Increased the depths of some of the randart powers
Jedi items are now found much deeper and are rarer
Increased the depth of Psychoactive skins
Chargeable items have been temporarily disabled
Removed the mithril/yew/magic bows and crossbows
Reduced weapon damage dice to original value, except for a few artifacts
God amulets are now never generated.

Bug Fixes

Battle Scarred Veteran and Mean Looking Mercenary now have proper hitpoints. No more UBERnasty Town monsters
Most monsters now give the correct experience, no more mega xp from killing simple monsters (Thanks to Zop)
Various other bugs and nuisances fixed by Zop

Engine Fixes

ALL weapons now attack for multiarmed characters (Thanks to Zop)
New Module "Furyband G", one dungeon, uber-classes, no towns, how deep can you go?
The ADJUST_LEVEL_PLAYER flag for dungeons works now. Makes all monsters Player Level * 2.
No longer uses tome as the path internally
Furyband G can now load saved games
Fixed crash with hyrda-combat
Damages for weapons now show up correctly in the character sheet and the compare weapons screens
Leveling to level 75 should work correctly now (thanks to Zop)

Monster Fixes

Chiokovos no longer have : in front of the name
Only one Utgard-Loke now
Giant Tan Bats are now Tan
Fundin Bluecoat is now Royal Blue
Ancient Obese Dragon is now Ancient Vile Dragon
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Old November 26, 2007, 22:26   #12
DaveMan
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Nice! I'm testing my x11 build under debian eabi on Sharp Zaurus. It compiles without any issue, although I need to change the default x11 font in config.h from 9x15 to 8x16 to accommodate the small 640x480 display (the 9x15 font will leave 1 tile off the right edge). The game runs very smoothly. Will keep playing with it these days (with a newbie Jedi ).

A small question: how to activate sound? I launch the game with -v option but there is no sound. Or is sound limited to certain modes (other than x11) only?

Thanks.

Dave
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Old November 26, 2007, 22:32   #13
The GP Fury
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Hi,

There's no sound support at the moment...besides that, any other bugs?

Running it on a Zaurus? Nice.....
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Old November 26, 2007, 22:53   #14
DaveMan
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Just start playing for an hour. Will report any bug here for sure.
The in-game guidance is really nice. Overall the game feels very polished and thoughtful. Will keep on playing it from now on.
And many thanks again for your archive!

Dave
PS. my zaurus is now running debian (sid, armel).
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Old November 26, 2007, 23:03   #15
The GP Fury
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That's great, glad you like it.

What other *bands do you enjoy?

The help files are slightly out of date, but they should be updated by the time of the final release.
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Old November 26, 2007, 23:31   #16
DaveMan
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Before trying Furyband I used to play Sangband a lot (and V a little bit). I like its skill development which is no simple stat gains and makes spending each exp point a strategic decision. Also its display and sound support are gorgeous. the 32x32 tiles look great on the vga screen on the zaurus. Unfortunately I didn't manage to post my victory dump -- the only rare one after dozenS of deaths -- here as I forgot to back it up before installing debian ...
Nothing against ascii mode itself, but the display hurts the eyes on a 3.7-inch display.
And now Furyband is a brand new roguelike experience to me.
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