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From: Antoine <antoine.from.rgrd@gmail.com>
Subject: Re: Ironband - progress update
Date: 2007-12-02 10:21:41
Agent: G2/1.0

On Dec 2, 10:14 pm, Gargoon <Noog...@gmail.com> wrote:
> On Dec 2, 1:16 am, Antoine <antoine.from.r...@gmail.com> wrote:
>
>
>
> > Seems like a few people playing the game - 10 chardumps on
> > angband.oook.cz and some discussions in the comments, Some posts here
> > as well.
>
> > A couple of people have had install bugs which I'll endeavour to fix,
> > but no serious bugs in the actual playing of the game have shown up so
> > far.
>
> > Consensus appears to be that the game is fun, but the early game is
> > quite hard and the mid game is too easy - I am working on both at the
> > moment. In particular the spell system is agreed to be new and
> > interesting but a bit unbalanced.
>
> > I will aim to put out a new release this side of Christmas if time
> > permits. Interim changelist is below, for them that are interested. In
> > the meantime I'll be watching out for any player comments, bug
> > reports, etc. In particular I would like to see someone get through
> > the game with a sneaky thief-type character and/or an archer.
>
> > == Changes since first pre-release ==
>
> > Talismans and similar items only give 1/4 cost reduction rather than
> > 1/3 as previously, with a maximum cost reduction of 4 SP per item.
> > They are no longer cumulative with wands.
>
> > Wands improve spell failure rates a little.
>
> > Spell failure chances revised. In general spells are harder to cast.
> > Characters with low Int will now struggle with more complicated
> > spells, even at high levels.
>
> > Spellbooks are more burnable by big fire attacks, and wands and
> > talismans can be destroyed by powerful lightning attacks.
>
> > Restore Mana potions are less effective and less common than before.
>
> > Dungeon doesn't get dangerous as fast initially, but does get more
> > dangerous around 1000'.
>
> > Character starts with more helpful equipment.
>
> > Increased XP requirements for all classes, from CL 10 on.
>
> > Various object and monster tweaks.
>
> > High elves have wisdom sustained.
>
> > Fixed bug where wand activation cost does not display correctly.
>
> > Fixed bug with Enchant Weapon returning an armor message.
>
> > Chest drops are toned down.
>
> > Replaced rings and boots of Speed with the rather less useful 'of
> > Agility'.
>
> > Readjusted maximum plusses for stat rings and amulets. (+5 stat items
> > are now quite rare.)
>
> > Stealth is more important. You can now 'snipe' (shoot a sleeping
> > opponent for extra damage). Backstabbing a sleeping monster also does
> > more damage. Compared to how it was before, monsters are less likely
> > to wake up  if your Stealth is high and more likely if it is low.
>
> > New birth option 'no discovery' - set this to 'true' and you no longer
> > get big random stat changes at DL 2, 4, 6.
>
> > New birth option 'easy start' - set this to 'true' and you get more
> > starting kit - but it takes longer to gain XP in the midgame, and your
> > score is reduced greatly.
>
> > When you gain a level, you get an indication of what your stats do on
> > the 'which stat to increase' menu.
>
> > Player speed is reduced slightly.
>
> > Racial hit bonuses are reduced slightly.
>
> > Low Perception now reduces light radius. With PER 11 or less, a
> > lantern is no better than a torch.
>
> > Low Dexterity now sometimes makes missile weapons misfire (i.e. fire
> > off in the wrong direction).
>
> > You cannot use a two-handed weapon with a shield. To compensate, two-
> > handed weapons get more criticals than one-handed. Hobbits, gnomes and
> > dwarves cannot use two-handed weapons.
>
> > == Still on the to-do list ==
>
> > Reduce the frequency of 'great' drops later on, in particular I'd like
> > to see arts a bit rarer (but without making good items any more hard
> > to come by in the early game).
>
> > Change the depth of several uniques and add several new ones.
>
> > Fix several install-related bugs.
>
> > Cheers
> > A.
>
> I know you don't yet have an easy way to do this, but if you can post
> a Mac port or extremely detailed directions on how to compile it on
> Mac OS 10.4.10, you'll have another tester.  Keep the directions
> fairly idiot proof, though, I don't deal with this sort of thing
> often.
>
> Thanks,
> Mike

I hear ya. If any Mac people could help with this, it would be much
appreciated (_should_ be the same as compiling NPP for Mac).

A.

Ironband - progress update 13 posts
..... Antoine 2007-12-02 08:16:18 107
.......... Gargoon 2007-12-02 10:14:43 110
............... Antoine 2007-12-02 10:21:41 119
............... Robert Au 2007-12-03 05:43:23 28
.................... J 2007-12-03 05:56:01 35
......................... Antoine 2007-12-03 08:53:28 43
.................... Gargoon 2007-12-03 18:11:49 29
......................... Robert Au 2007-12-04 10:17:49 31
.............................. Gargoon 2007-12-04 15:09:28 21
................................... Robert Au 2007-12-05 06:25:50 16
........................................ Gargoon 2007-12-06 05:12:43 21
.......... Antoine 2007-12-09 10:18:41 101
............... Antoine 2007-12-09 22:03:33 12


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