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#1 |
PosChengband Maintainer
Join Date: Jan 2008
Posts: 702
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[Announce] PosChengband 7.0.0 Released
I've begun a substantially redesigned 7.0 version, mostly in response to monster related issues and player effects. While I am not finished playtesting, I have tested enough that what I have seems stable and playable. 7.0.0 is available in the usual spot, but only those brave and eager for design changes should attempt this. I'll keep playtesting ... I had planned to sit on this 'til November or December, but having so many local changes not pushed to github makes me nervous (and once I push, people will play, I think).
Monster Issues: Playtesting the recent monster additions revealed numerous problems, and investigation led to frustration with the existing system and, therefor, another major re-write. I've redone monster melee, monster auras, and, most aggressively, monster spells. I can go into issues if you like, but perhaps it will be better to just browse the commit history if you are curious. I tried to explain my reasoning whenever possible. Dont' browse r_info.txt unless you wish to spoil stuff ... Try playing "blind" instead! Monster spells are now lored, and you can legitimately learn damage numbers with enough experience. Try playing without easy_lore and easy_id ... The lore system is quite good, IMO. And player omniscience does make the game much easier (not to mention spoiling anything new I might add). Many monster types have been redesigned. Some new types have been added. Many of the recent 6.1 additions have been dropped (e.g. the Steam stuff) as there was just too much. For example, there is no need for new unique angels, but some work on the existing ones should do the trick. Go slay Azriel and Raphael (preferably in melee), and let me know if we really need new, harder stuff ![]() Player Effects: While working on monsters, its hard to avoid considering player effects. If the only way to improve monster difficulty is to bump up raw melee damage, then the game goes in a direction I dislike. So, player effects were changed: [1] Free Action: No longer all or nothing. FA entitles you to a saving throw: one per source. (TODO: More late game monsters need PARALYSIS, I think). [2] See Invisible: No longer all or nothing. SI entitles you to a "skill roll" to notice an invisible monster: one roll per source of SI. Which skill? Why, searching, of course! [3] Hold Life: Very interesting changes here. I won't spoil, but powerful undead monsters (especially uniques) might have something nasty in store for you! [4] Stun: Redesigned effects (for players and monsters alike). Effects are smoothed out, and more significant, I think. Monsters, on the other hand, had an off-the-wall ridiculous stun system where the least stun affect made them miss half their moves, miss half their blows and fail half their spells (non-innate). They now use the same system as the player. [5] Poison: No immediate damage. Instead, all damage is delayed. You'll see a poison counter in the current version. Poison is much harder to cure and many things only cure it partially. [6] Nether: A significant portion of nether damage has been siphoned off into ... something nasty. So there will be a bit less direct damage. I'm sure I'm forgetting major changes ... Many bugfixes and game balance issues. Oh, and a new score system. The old scores.raw was segfaulting by (1) keeping raw ids in the score table; (2) attempting to display without calling init_angband. Many monster races need a valid r_info to work. The new system is available with ~H or from the Birth Welcome Screen. It is a single user system, not designed for large concurrent access (as in the old, original VAX days). Don't delete files in the scores (apex) directory unless you know what you are doing. The system keeps dumps for you, and you can view them directly from the high score listing. Also, live characters are added to the score list so that if, like me, you have large numbers of currently active characters, there is no need to wait until they die/win to see them. Finally, I haven't been on-line for the last 4 months or so. Any issues or complaints raised on oook in that time will be addressed in a future release. Enjoy! |
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#2 |
Veteran
Join Date: Jan 2012
Location: Linux
Age: 40
Posts: 1,236
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7.0.0 already.... One word, before I even have any chance to read further...AWESOME!!!!!!!!
Here is the usual place to get PosChengband 7.0.0.
__________________
My best try at PosChengband 7.0.0's nightmare-mode on Angband.live: https://www.youtube.com/watch?v=rwAR0WOphUA If I'm offline I'm probably in the middle of maintaining Gentoo or something-Linux or other. As of February 18th, 2022, my YouTube username is MidgardVirtuoso Last edited by HugoVirtuoso; August 10, 2017 at 01:26. |
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#3 |
Veteran
Join Date: Jan 2012
Location: Linux
Age: 40
Posts: 1,236
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Some notable stuff in 7.0.0:
*Poison counter *Snaga snappers are much more nasty *CCW poisons won't relieve you from poison anymore. You definitely at least !Neutralize Poison to really knock down the Poison Counter
__________________
My best try at PosChengband 7.0.0's nightmare-mode on Angband.live: https://www.youtube.com/watch?v=rwAR0WOphUA If I'm offline I'm probably in the middle of maintaining Gentoo or something-Linux or other. As of February 18th, 2022, my YouTube username is MidgardVirtuoso |
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#4 | |||
Apprentice
Join Date: Aug 2013
Posts: 74
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Huge thanks, Chris!
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to you after very first hit and improve this after you taken more and more damage to more precise figures. Like after childhood everybody know pretty much how painful an ant can bite even after first bite, right? |
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#5 |
Swordsman
Join Date: Jun 2012
Posts: 267
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Lazy removed, the lazy arts removed, the plain gold ring removed, blue mage removed, imitator removed, greater hell beast removed, the unicorn of order has 7000 HP and more yet unknown. the spirit of poschengband has been lost, perhaps version 6.1.0 and 7.0.0 should be the start of a new variant.
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#6 |
Adept
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Always good to see an aggressive update!
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#7 |
Apprentice
Join Date: Jan 2014
Location: Sufficient for living and internet.
Posts: 69
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I had been building up a list of various criticisms, bugs reports, and conspicuously missing features/content, but I'm realizing that I'm better off just putting that list up as a reminder for myself instead of posting it here.
Chris is very much making a version of Poschengband specialized for his long hours without internet, as well as for mitigating or leveraging his familiarity with the game, and that will slowly but steadily drift from what new or more sporadic players might want. Makes me pine for two or three hundred spare hours I could throw into the commit trees immediately. |
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#8 | |
Apprentice
Join Date: Aug 2013
Posts: 74
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#9 | ||||
Apprentice
Join Date: Jan 2014
Location: Sufficient for living and internet.
Posts: 69
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Edit: Also these questions, for you Mocht; Quote:
I skimmed the code, and it looks like it's a roll with sides based on how much damage was done, with a couple multipliers for being a Vampire, using a Hex blade vampiric effect, and having a particular mutation. Also, of course, the target needs to be Living, but you probably already knew that. Last edited by Nivim; August 12, 2017 at 18:07. Reason: Adding q&a. |
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#10 | |
Veteran
Join Date: Jan 2012
Location: Linux
Age: 40
Posts: 1,236
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I'm not sure if the drops improved that much since I always play my staple Tonberry Skillmaster combo every time. The increased summoning is kind of new - it was toned in the version 2.x - 3.x days. The dazed ailment is a light player stun - Chris had changed the player stunning mechanics a bit. And yes, monsters can banish you away. Sappers and packs are more dangerous now. I don't recall if Door mimics could paralyze befofre. The less-informative-telepathy is new and forces more strategy on the player.
__________________
My best try at PosChengband 7.0.0's nightmare-mode on Angband.live: https://www.youtube.com/watch?v=rwAR0WOphUA If I'm offline I'm probably in the middle of maintaining Gentoo or something-Linux or other. As of February 18th, 2022, my YouTube username is MidgardVirtuoso |
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