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#1 |
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Veteran
Join Date: Sep 2010
Posts: 1,071
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FayAngband 1.1, "Tough but Fairy"
Hello, Angbanders!
I'm proud to announce... FAYANGBAND 1.1 "TOUGH BUT FAIRY" Not so hard anymore!
Downloads available on the FayAngband homepage: Windows, Mac OS X, Linux 32-bit, Linux 64-bit, source code. (Later edits: updated links to 1.1.1 which fixed a bug. Added the OS X version.) Read on for details. Proficiencies This release has probably as many changes as Fay 1.0 had compared to EyAngband. I didn't want to release until it was "done". Let's start with proficiencies. Fay 1.0 was too hard, and proficiencies is one of the changes that addresses this. It was particularly frustrating to return to dungeon after you had spent all your scrolls and potions in a big fight -- and lost. In Angband you could just start slowly accumulating resources again on easier dungeon levels, but that's not really an option in Fay. Proficiencies are designed to make you less dependant on resources. The second reason for proficiences is that I wanted to make INT and WIS still more important for non-casters. (Charisma too, but see "spell range", below, for that.) Why do I call them proficiencies? Because after I had removed the (p)lace traps command, I had letter p available on the keyboard. To use proficiencies, just press p and choose: "Use which proficiency: (i)dentify, (c)ave lore, (r)ecover, (s)hift?" You can see your Reserves, Escapes, and Lore points on the left side of the screen below HPs and SPs. The proficiency points are refreshed each time you go down a staircase. Let's handle Reserves and Escapes first.
The in-game flavour for Shift is that the Realms of Angband and the Faery Realm are very close. If you know where to look, you can find a small portal (a "mouse-hole") and enter through it to the Faery Realm. Then you shift back to the Realm of Angband, in a different location. Faery races are obviously best at shifting, but all characters will eventually learn the secret. Reserves and Escapes accumulate as you gain levels: Code:
LEVEL RESERVES LEVEL ESCAPES 10 1 15 1 20 2 25 2 30 3 35 3 40 4 45 4 50 5 55 5 65 6
Ok, now the Lore table. Lore points and available proficiencies are derived from your Intelligence and Wisdom like this: Code:
INT+WIS LORE POINTS AVAILABLE PROFICIENCIES 22+ Lore 1 Identify, Cave Lore 33+ *Lore* 1 Dungeon Lore, Identify Pack, Analyse Item 44+ *Lore* 2 55+ *Lore* 3
INT+WIS 33+ gives access to Greater Lore (aka *Lore*). At first, you don't get any extra Lore points.
To give more relevance for Lore, I removed scrolls and staves of Detect Treasure, spells and staves of Detect Doors and Stairs, and Identify spell. I made scrolls of Identify rarer in shops and more expensive. Scrolls of *Identify* are also rarer. Note that peeking at artifact.txt is cheating. Play fair and use your *Lore*! ![]() Critical wounds below 0 HP You no longer necessarily die when your hitpoints fall under zero! Instead, you suffer a random wound that hurts two of your abilities. Internal wound hurts Vigor (STR & CON), brain damage hurts Wit (INT & WIS), and broken back hurts Grace (DEX & CHR). One point of damage to each ability is substracted from your racial bonus, so it is *truly permanent damage*, but sustain protects from this. Note that wounds have the same ability pairs as Restore potions and Sustain rings. After being wounded, your hitpoints are set to 50 % of the new maximum. Adrenalin surge then cures all poison, cuts, stunning, confusion, blindness, paralyzation, and slowing. If you already have the same type of wound, you die. Faery races (elf, dwarf, and gnome) have a 1/2 chance of dying when wounded. "Your half-faery constitution can't handle the system shock. You die." This is to balance their shifting skills. Angels and demons have a 1/4 chance of getting banished when wounded. "Your spirit abandons this dying body. You return to Heaven." This is mostly for flavour. I like it that humans and animalistic races are a bit tougher than the "special" races. Let me know what you think of wounds. Is -1/-1 permanent penalty to abilities too bad, or just right? Did you continue playing after being wounded? I might introduce a mega-rare mushroom that cures wounds... I find that mostly I'm happy to continue playing after a stupid mistake, even with slightly reduced stats. More information, less guesswork I want FayAngband to be a game full of interesting tactical choices. You can't really make good choices unless you know what's happening inside the game. So I decided to give the player access to lots of new information. You no longer have to depend on guesswork.
Changed level size There are no more tiny levels (too dangerous) or normal huge levels (boring in Fay because you are supposed to clear levels completely before diving). Half of the levels are now square-shaped (2x2), and the other half are narrow (1x3 or 3x1). Greater vaults don't fit in these small levels. I decided to have Fay occasionally generate a huge level with an almost guaranteed greater vault. Fixed a stupid bug: small levels didn't get the correct amount of monsters. Tiny levels were OK but larger ones had too few monsters. I also restored minimum monster allocation level back to 14, the EyAngband default. I had erroneusly increased this to 17 because I didn't realize there was a bug in monster allocation. These extra monsters made Star's competition (which had normal sized levels) even more difficult. Simplified character creation Standard roller is now the only stat creation method. All rolled characters have exactly the old maximum of 66 points in stats, so hopefully you don't miss the autoroller or point-based too much. Keep rolling until you are happy! Remember that many different stat combinations are viable in FayAngband for every class, and that every stat is important. Also, stats go up and down a lot in the dungeons, so precise min-maxing might not be so beneficial after all. I also removed some other birth options: birth_force_small_lev, birth_ironman, birth_autoscum. FayAngband is itself a kind of Ironman-option, so I saw no need for these. Range is much more relevant Range is now much more relevant tactically in all forms of combat. The most radical change is this: Charisma determines your spell and magical device range. Range is shorter than it used to be. (Remember that Charisma also affects your Device skill.) Monster spell range is also shorter, and random: 2d6+5 squares. It's a good idea to keep the average monster spell range in mind, it is 120 feet. Monster range is rolled every turn before the monster chooses what it is going to do. So monsters are less likely to shoot or cast attack spells at long range. Monsters are still able to cast some spells, like healing, outside spell range. I changed almost every bow and arrow to make equipment choices more interesting and range more relevant. For example, Flight Arrows now have a mighty +6 bonus to range, allowing you to shoot beyond probable monster spell range. They may be worth carrying now. I also reduced thrown weapon range, and made weapon weight more important. You can't throw anything beyond short bow range (80 feet). Now you really have to pay attention to range. To make it easier, I modified the targeting interface. Now, when looking or targeting, you can see the distance between you and the target grid. You can no longer choose monsters that are out of range in the default mode. Now you first have to press 'o' to be able to target someone out of range. In the 'o' mode the description changes from "You target" to "You see" if the target square is out of range or if the line of fire is blocked by a wall. You can no longer accidentally target a monster that is out of range with targeting keymaps like "f1*". New take on hit chance and critical hits I noticed that hit chance was very often at the maximum 95%. The extra skill points were worthless, and I hated it. There are now two ways to score critical hits. The first is ambushing sleeping, confused, scared or blind monsters, which works just like in Fay 1.0. The second is overpowering your opponent with superior combat skill. When your hit chance exceeds 90%, your critical hit chance increases by (chance-90)*(chance-90). If the difference between your skill and monster's AC is huge, you will easily devastate it! I tweaked minimum to-hit chances also. The minimum chance in ranged combat is 10 %. The minimum to-hit chance in melee combat is 25 %. Other changes to critical hits:
Tweaks to melee weapons I continued rebalancing melee weapons. See also changes in 1.0.1.
Streamlined magical devices and distraction spells In order to add new information to (I)nspecting magical items and to monster lore, I had to do a lot of streamlining.
Miscellaneous changes
Last edited by Mikko Lehtinen; October 6, 2011 at 07:13. |
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#2 |
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Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,771
Donated: $8
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WOW! That's a lot to take in. We need a comp, ASAP.
__________________
www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. |
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#3 |
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Veteran
Join Date: Sep 2010
Posts: 1,071
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Comp would be very cool. If there's a comp, Rattikin Rogue would be a good choice. Rogues are fun and different in Fay.
I found a bug already: if proficiency points are below zero you are able to use proficiencies. Like when you have just started a character, before descending for the first time. Fixed in 1.1.1., coming soon. I'm not going to break savefile in any point releases, so you may go ahead and start a character. Also, some help files need updating, like stat descriptions. I've been playtesting quite heavily, and lately it has been a pleasurably bugfree ride. |
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#4 |
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Veteran
Join Date: Sep 2010
Posts: 1,071
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Fay 1.1.1 is now available, fixing the issues noted in the previous post. I've updated the links in the original post.
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#5 |
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Swordsman
Join Date: Jan 2009
Posts: 459
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This sounds very impressive!
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#6 |
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Veteran
Join Date: Sep 2010
Posts: 1,071
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Thanks!
I believe many of the new features will find their final form through some serious playing. Right now I'm thinking about making wounds a bit less evil. Some fruit bats just broke my Rattikin Mage's back on the second dungeon level (ouch). It felt really bad to have a permanent -1 to DEX and CHR at that point of the game, and I just wanted to quit and start a new character. I'm probably going to make the severity of wounds dependant on dungeon level. For each ability, if two 1d100 rolls are both greater than your current depth, you won't suffer any permanent damage to the ability. Or something like that. |
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#7 |
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Adept
Join Date: Dec 2009
Location: Dallas, Texas, USA
Posts: 215
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Minor bug: when you (accidentally) try to move into a locked closed door, you get the message "Do you really want to step on a trap? [y/n]" if you hit 'y' it seems to try to unlock the door. This is with the easy_direction and easy_alter options turned on.
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#8 | ||
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FAangband maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 47
Posts: 3,715
Donated: $60
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Quote:
Quote:
__________________
"There is no safety. There is no end. The word must be heard in silence. There must be darkness to see the stars. The dance is always danced above the hollow place, above the terrible abyss." - The Farthest Shore, Ursula Le Guin |
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#9 | |
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Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,771
Donated: $8
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Quote:
__________________
www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. |
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#10 | |
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Veteran
Join Date: Sep 2010
Posts: 1,071
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Quote:
I'm not going to release any new versions in October, though, unless someone uncovers a really bad bug. |
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