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#11 |
Apprentice
Join Date: May 2007
Posts: 66
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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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#12 |
Rookie
Join Date: Nov 2007
Posts: 11
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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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#13 |
Apprentice
Join Date: May 2007
Posts: 66
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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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#14 |
Rookie
Join Date: Nov 2007
Posts: 11
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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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#15 |
Apprentice
Join Date: May 2007
Posts: 66
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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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#16 |
Rookie
Join Date: Nov 2007
Posts: 11
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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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