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Old December 31, 2010, 18:59   #1
camlost
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Sangband 1.0.2

Sangband 1.0.2 Beta
  • Ents, Druadan (Woses), and Beornings.
  • Shapechanging skill
  • New warrior talents

Project website
Windows executeable
Source
Please note that this is actually a beta. Expect some bugs, especially regarding shapechanging.


Major changes since 1.0.1
  • Savefile INCOMPATIBLE! (again)
  • Significant increase in talents for warriors -- press 'p'.
  • Removal of bowmaking -- all functionality merged with weaponsmithing.
  • Addition of Shapechanging skill - press ']'. Nature lore and blood dominion will open up additional forms.
  • Now able to dual wield multiple weapon types.
  • Weapon skills will increase each others skill (applies less across martial arts and weapon-based).
  • Clearing out store will now cost significantly more.
  • Brand damage will scale with skill.
  • Blessed weapons now use player's best weapon skill.
  • Sauron tougher.
  • Improve pack AI when cover is blown.
  • Add beorning, druadan (woses), and Ents.
  • Monsters can abuse LOS against player using ball spells.
  • Much easier to loot traps.
  • Druids and mages can now cast in the dark also.
  • Increased mana and HP at lower levels.
  • Hindrance trains skills now.
  • Allow skill reduction
  • Utility magic devices easier to use
  • Quiver will return ammunition to it on pickup
  • Can no longer target ranged attacks beyond their maximum distance.
  • Significant increase in pseudo-id rate and power

Bugfixes
  • Empty wands will stack with known-charges wands
  • Traps with (nothing) will no longer crash the game when disarmed.
  • Overmind spell works
  • Characters can now be restarted without crashing
  • Shops no longer leak flavors
  • Character display subwindow will function properly now
  • Returning property will now display in 'I'nspect and in dumps, and on detailed item screen.
  • Color code hunger messages
  • Gauntlets will brand martial arts.
  • Talents will now be acquired at the proper level, regardless of oaths.
  • Prevent crash when activating palantir.
  • Improve monster trap interface
  • Display temporary poison resistance on screen.
  • Players can now ID items on ground with infravision.

Gameplay changes
  • Athelas will now wilt, but monsters will have to be deeper to drop it.
  • Additional ego items and jewelry
  • Cure medium wounds at 15%
  • Easy swap dual-wielded weapons command '|' (requires a turn)
  • User option to raise skills beyond power cap (100 power)
  • All characters recieve some innate spell resistance, skill increases saving throw less, but also costs less.
  • Low level monsters generate less experience, high level monsters more. (as defined relative to your power)
  • Ironman characters can commit suicide.
  • Gnomes better with crossbows, elves better with melee weapons
  • Storm Crows, manticores, nruling, and lighting jaws made less awesome
  • Martial arts will receive its resist and free action earlier.
  • Physical damage resistance (or immunity) will reduce damage instead of stopping damage, and is less potent. It also now properly applies to thrown and fired weapons.
  • Quests will be more spread out to prevent problems with too-difficult quests.
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Last edited by camlost; March 31, 2011 at 07:00.
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Old December 31, 2010, 19:43   #2
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Awesome. Will I ever play a caster again?
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Old December 31, 2010, 21:22   #3
camlost
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Quote:
Originally Posted by Magnate View Post
Awesome. Will I ever play a caster again?
Casters get lots of nice things. It was time for non-casters to have some toys also. I'm a little worried about making the game too easy with all these new options, though.
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Old December 31, 2010, 21:38   #4
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Quote:
Originally Posted by camlost View Post
Casters get lots of nice things. It was time for non-casters to have some toys also. I'm a little worried about making the game too easy with all these new options, though.
Well if that happens, come to the support group at #angband-dev ... we have lots of remedies!
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Old December 31, 2010, 22:20   #5
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Awesome announcement post!

Just one technical point - V has taken the ']' command for object list, so it may be a good idea at some point to move shapechanging to another key. I am aware of this issue because I get occasional complaints from people who come to FA from V ...
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Old January 1, 2011, 14:48   #6
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Great announcement; by "good luck" my latest character has just died, so I'll give the new version a go straight away...

For me, making the game easier is not necessarily a bad thing; I haven't had a winner since 1.01 came out, though I put this mostly down to stupid deaths caused by playing the game when I'm too tired to concentrate properly, rather than the game being too hard or the RNG being unkind.
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Old January 1, 2011, 14:50   #7
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The two best pieces of news for me are:
- no enhanced quiver yet, so I don't need to fret about having started a thrower in a save-incompatible version
- no muzzle on skill reduction yet, so it's not time yet to get used to not being cheesy
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Old January 1, 2011, 15:23   #8
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[
Quote:
[*] Addition of Shapechanging skill - press ']'.
Could you give a few details on this? True, I can "play and see," but a bit of documentation is nice sometimes.

Quote:
[*] Weapon skills will increase each others skill (applies less across martial arts and weapon-based).
Is this charged to the power cap? (Or to see the glass half-full: is the player blessed with a power-level boost based on this?)

Quote:
[*] Clearing out store will now cost significantly more.
Much-needed. I'm a little afraid this could, in extreme cases, lead to *manual* buyouts, which would be a very undesirable effect... on the other hand, perhaps that's too pessimistic, especially when I consider that I, for one, couldn't be bothered to do that. I suppose in the worst case a restocking fee (with an "are you sure") could be charged upon purchase of the last item in stock.

Quote:
[*] Sauron tougher.
Damn, the secret got out.

Quote:
[*] Traps with (nothing) will no longer crash the game when disarmed.
THANK YOU!!

Quote:
[*] Athelas will now wilt, but monsters will have to be deeper to drop it.
This one is why I posted, really. "Problem for the player, butworse problem for the player?" Did you accidentally a word somewhere?

Quote:
[*] Cure medium wounds at 15%
Is this the famous nerf, or a rebuff?

Quote:
[*] Easy swap dual-wielded weapons command '|' (requires a turn)
Yayyy!

Quote:
[*] Ironman characters can commit suicide.
Why only Ironman? Bad shop contents have prompted many a suicide in normal games for me as well. They're worth solving in their own right (by this I mean guaranteeing a non-enchanted weapon of the cheapest type in its class in the shops at the start of play) but I suspect that other examples of suicide-worthy starts could be found.
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Last edited by Bostock; January 1, 2011 at 16:27.
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Old January 1, 2011, 16:21   #9
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Quote:
Originally Posted by Bostock View Post
Could you give a few details on this? True, I can "play and see," but a bit of documentation is nice sometimes.
Have you not grokked the Sangband Way yet? Bung in a fabulous load of features, and then put one or two lines of atmospheric but content-free help text ... Sangband is the most Crawl-esque of *bands in its opacity ....
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Old January 1, 2011, 16:34   #10
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A few bugs/typos/weirdnesses I have come across...

In the documentation (manual.html) dwarves are still shown as having +2 wis and -2 int. I also think the change in melee weapon aptitudes for elves has not been updated.

In the in-game help, Druedain are called 'Dredain' - I don't know if this is caused by a typo or by some character not being recognised on my computer.

The first time I went into the dungeon, there was a glyph of warding on the dungeon floor, something I have never seen before. What's more, I could 'see' it from across the dungeon in an otherwise-black unexplored area.
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