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		<title>Angband Forums - Forums</title>
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			<title>Expanding Avalonia to Android and IOS</title>
			<link>https://angband.live/forums/forum/angband/development/258152-expanding-avalonia-to-android-and-ios</link>
			<pubDate>Sun, 21 Jun 2026 23:33:32 GMT</pubDate>
			<description><![CDATA[So I've been doing some research on Avalonia.  Now that AngbandOS has a working front-end for Linux and Windows ... I'm learning that it also works...]]></description>
			<content:encoded><![CDATA[So I've been doing some research on Avalonia.  Now that AngbandOS has a working front-end for Linux and Windows ... I'm learning that it also works with Android and IOS mobile platforms--which is intriguing.  Hill Climb Racing 2 has adventure mode--which is offline capable.  That is equivalent to Angband desktop mode (which is currently working).  If I expand the Avalonia to mobile product capable, then we can swipe left to web based mode.  AngbandOS currently has a web based front-end with REST API and Angular.  These can all be joined using the Avalonia framework.<br />
<br />
Then my idea of keeping gold, and items in our home across all games in our profile will work ... and on mobile.<br />
<br />
Getting movement and commands to work on mobile is the challenge.  The current mobile Angband is clunky.  I would love ideas from people on how to get commands and movement more native.  I can see zoom in, zoom out, up, down, left and right easily.<br />
<br />
I'm desperately trying to bring this into the 21st century.<br />
<br />
I'm currently working on solidifying the replay mode with the web product.  I believe replay is solid in the desktop products right now.  The web front-end only need a little more capabilility.  I should have that finished in the next few days.<br />
<br />
So many ideas, so little time.<br />
<br />
Iggy Hunter]]></content:encoded>
			<category domain="https://angband.live/forums/forum/angband/development">Development</category>
			<dc:creator>iggy_hunter</dc:creator>
			<guid isPermaLink="true">https://angband.live/forums/forum/angband/development/258152-expanding-avalonia-to-android-and-ios</guid>
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			<title><![CDATA[How does &amp;quot;extra moves&amp;quot; work, precisely?]]></title>
			<link>https://angband.live/forums/forum/angband/vanilla/258141-how-does-extra-moves-work-precisely</link>
			<pubDate>Thu, 18 Jun 2026 21:48:19 GMT</pubDate>
			<description>Hi all, 
 
I recently found some randart footwear that had +4 speed and +2 extra moves.  What does the latter do, precisely?  Google Gemini seems to...</description>
			<content:encoded><![CDATA[Hi all,<br />
<br />
I recently found some randart footwear that had +4 speed and +2 extra moves.  What does the latter do, precisely?  Google Gemini seems to indicate that this is basically +20 speed for the extra moves and +4 speed for the extra speed, leading to +24 overall speed?  Is this extra boost only when moving around the dungeon, and not applied during combat?  (Gemini also suggested this to be the case.)<br />
<br />
I am just curious as to how this works.  <br />
<br />
Dave]]></content:encoded>
			<category domain="https://angband.live/forums/forum/angband/vanilla">Vanilla</category>
			<dc:creator>hyperdex</dc:creator>
			<guid isPermaLink="true">https://angband.live/forums/forum/angband/vanilla/258141-how-does-extra-moves-work-precisely</guid>
		</item>
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			<title />
			<link>https://angband.live/forums/special/visitor-messages/258140-</link>
			<pubDate>Thu, 18 Jun 2026 21:43:17 GMT</pubDate>
			<description>Hi, I had spoken to Nick because I thought he was a maintainer of the Vanilla version but he referred me to you. 
 
This is about Angband 4.2.6 in...</description>
			<content:encoded><![CDATA[Hi, I had spoken to Nick because I thought he was a maintainer of the Vanilla version but he referred me to you.<br />
<br />
This is about Angband 4.2.6 in Spanish: I wanted to let you know that I'm about 85% of the way through translating the game into Spanish. For now, it's just a standalone version of 4.2.6. I wanted to know if you and the Vanilla version team have any plans to make the game multi-language, since we need to make quite a few changes to some files to support Spanish and define the strategy.<br />
<br />
For example, handling multiple files: class.txt --&gt; class-en.txt, class-es.txt. The same goes for other files. Another strategy is to put lines with the language in the same file, although I don't recommend this:<br />
class.txt (single)<br />
name-en: Warrior<br />
name-es: Guerrero<br />
For .c files, it's simpler; you always need to have a variable in memory that validates the language set at the beginning of the game.<br />
<br />
Similarly, for the Windows GUI (the version I'm using), I see that all the options are in English, such as &quot;File,&quot; &quot;Open,&quot; &quot;New,&quot; &quot;Low Priority,&quot; &quot;Bizarre Display,&quot; etc. There's no option to translate that interface. Do you have any plans to add one in the future? I'd like to support you in this translation.<br />
<br />
Anyway, to avoid boring you any further, let me know if you need help with this part?<br />
 ]]></content:encoded>
			<category domain="https://angband.live/forums/special/visitor-messages">Visitor Messages</category>
			<dc:creator>hernaldog</dc:creator>
			<guid isPermaLink="true">https://angband.live/forums/special/visitor-messages/258140-</guid>
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			<title>Lategame standart melee weapon tiers</title>
			<link>https://angband.live/forums/forum/angband/vanilla/258130-lategame-standart-melee-weapon-tiers</link>
			<pubDate>Wed, 17 Jun 2026 03:05:06 GMT</pubDate>
			<description>A decade ago, to compare melee weapons, I used wizard mode to create a character with endgame gear and stats, gave him the top standard artifact...</description>
			<content:encoded><![CDATA[A decade ago, to compare melee weapons, I used wizard mode to create a character with endgame gear and stats, gave him the top standard artifact weapons, <a href="https://angband.live/forums/forum/angband/vanilla/7358-best-standart-melee-weapons" target="_blank">recorded damage numbers against key foes, and sorted by average damage</a>. I'm playing again for the first time in years, and decided to revisit that post.<br />
<br />
I've refined that list in some key ways: by using the geometric rather than arithmetic mean, including damage against evil dragons (by popular request from a decade ago), and adjusting for speed bonuses. I'm also including all artifacts, rather than just the best ones, and splitting the lists into tiers. When choosing between weapons in the same tier, stat bonuses and other powers may well be more important than small differences in calculated damage, but there are clearer separating lines between the tiers.<br />
<br />
I've done this test using a ranger; results would be very similar for other hybrid spellcasters. Warriors would lean a bit more towards weapons that are light enough to allow them their maximum 6 blows, while pure spellcasters, when they are forced into melee, would lean a bit more towards weapons with direct +blows bonuses.<br />
<br />
I'm not trying to rank weapons for their suitability throughout the whole game. In the early game, which weapons are best may vary heavily depending on your class, stats, the foes you face at your depth, and your vulnerabilities. In the lategame, when characters have maxed stats, high bonuses, and an interest in dealing with the same kinds of deep-dungeon threats, there's some convergence.<br />
<br />
<b>Standard artifact weapon tiers for lategame:</b><br />
<b>1a Legendary</b>: Ringil, Aule, Pain, Eorlingas<br />
<b>1b Heroic</b>: Aglarang, Wrath<br />
<b>2a Superb</b>: Eonwe, Crisdurian, Aiglos, Mundwine, Sting (enchanted)<br />
<b>2b Excellent</b>: Durin, Thunderfist, Ulmo, Haradekket, Sting (unenchanted), Orome, Hurin<br />
<b>3a Very Good</b>: Gurthang, Totila, Olorin, Eowyn, Dagmor, Fundin, Anduril, Lotharang, Erebor<br />
<b>3b Good</b>: Avavir, Taratol, Osondir, Nain, Careth Asdriag, Bloodspike, Barukkheled, Angrist, Til-i-arc<br />
<b>4a Fair</b>: Balli, Orcrist, Glamdring, Nar-i-vagil, Firestar, Forasgil<br />
<b>4b Mediocre</b>: Aranruth, Aeglin, Nimloth, Turmil, Eriril, Belangil, Azaghal<br />
<b>5a Poor</b>: Maedhros, Theoden, Rilia, Elvagil<br />
<b>5b Bad</b>: Gondricam, Dethanc, Narthanc, Nimthanc<br />
<br />
<b>Aggravating artifact weapon tiers for lategame:</b><br />
<b>0a Cataclysmic</b>: Grond<br />
<b>0b Calamitous</b>: Deathwreaker<br />
<b>1a Infamous</b>: Doomcaller<br />
<b>1b Notorious</b>: Zarcuthra<br />
<b>2b Volatile</b>: Calris, Anguirel<br />
<b>3a Baleful</b>: Melkor, Gothmog<br />
<b>6b Fatal</b>: Mormegil<br />
<br />
Data and methodology in followup post. I'd be interested to hear your thoughts.]]></content:encoded>
			<category domain="https://angband.live/forums/forum/angband/vanilla">Vanilla</category>
			<dc:creator>Gram</dc:creator>
			<guid isPermaLink="true">https://angband.live/forums/forum/angband/vanilla/258130-lategame-standart-melee-weapon-tiers</guid>
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			<title>New FAangband Tileset</title>
			<link>https://angband.live/forums/forum/angband/variants/258124-new-faangband-tileset</link>
			<pubDate>Mon, 15 Jun 2026 17:24:57 GMT</pubDate>
			<description>This tileset includes over 1400 tiles exclusive to FAangband. 
 
https://imgur.com/a/srefElj 
 
Disclaimer: The tiles were generated by AI, which...</description>
			<content:encoded><![CDATA[<br />
This tileset includes over 1400 tiles exclusive to FAangband.<br />
<br />
<a href="https://imgur.com/a/srefElj" target="_blank">https://imgur.com/a/srefElj</a><br />
<br />
Disclaimer: The tiles were generated by AI, which won't make traditionalists happy. I mainly just wanted to see if AI could do a decent job of it and stay within the Tolkien theme. This tileset doesn't have Nick's blessing, so don't blame him. Considering it was a fairly expensive endeavor, I thought I'd share it for those who are interested.<br />
<br />
I've always liked FAangband and wanted a fully themed tileset for it with a few extras. It includes a full set of player graphics and shape changes, as well as named monsters.<br />
<br />
<br />
 ]]></content:encoded>
			<category domain="https://angband.live/forums/forum/angband/variants">Variants</category>
			<dc:creator>Clatch</dc:creator>
			<guid isPermaLink="true">https://angband.live/forums/forum/angband/variants/258124-new-faangband-tileset</guid>
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			<title>Avalonia Front-End</title>
			<link>https://angband.live/forums/forum/angband/development/258121-avalonia-front-end</link>
			<pubDate>Sat, 13 Jun 2026 22:29:47 GMT</pubDate>
			<description><![CDATA[Has anyone any experience with the Avalonia template.  I'm going to attempt a new front-end for AngbandOS so that it will port to Ubuntu desktop. ...]]></description>
			<content:encoded><![CDATA[Has anyone any experience with the Avalonia template.  I'm going to attempt a new front-end for AngbandOS so that it will port to Ubuntu desktop.  The console front-end appears to be fraught with issues and I don't have a lot of hope for it.]]></content:encoded>
			<category domain="https://angband.live/forums/forum/angband/development">Development</category>
			<dc:creator>iggy_hunter</dc:creator>
			<guid isPermaLink="true">https://angband.live/forums/forum/angband/development/258121-avalonia-front-end</guid>
		</item>
		<item>
			<title>New Gameplay Idea</title>
			<link>https://angband.live/forums/forum/angband/development/258113-new-gameplay-idea</link>
			<pubDate>Fri, 12 Jun 2026 13:49:25 GMT</pubDate>
			<description><![CDATA[So I've been thinking about a completely new gameplay idea.  I'm tired of the mortality ... I think a lot of others are too.  I play a lot of Hill...]]></description>
			<content:encoded><![CDATA[So I've been thinking about a completely new gameplay idea.  I'm tired of the mortality ... I think a lot of others are too.  I play a lot of Hill Climb Racing 2.  I'm thinking of the same model.<br />
<br />
I'm thinking of adding an account/profile top-level to the game.  You keep all of your character development that you attain during the game.<br />
<br />
1. All gold, experience, equipment you are wearing, inventory that you are carrying and items you are storing in your home are kept in your profile and can be used from game to game.<br />
2. Races are purchased with gold and experience and kept in your profile.<br />
3. You get your first race for free.  Human , is what I'm thinking.<br />
4. Each race gets one character class for free.  Warrior for the human, is what I am thinking.<br />
5. Additional character classes must also be purchased with gold and experience.<br />
6. When you start a new game, your character starts with what you have in your profile (experience and gold).  Items in your home will also be restored.<br />
<br />
I'd love more ideas.]]></content:encoded>
			<category domain="https://angband.live/forums/forum/angband/development">Development</category>
			<dc:creator>iggy_hunter</dc:creator>
			<guid isPermaLink="true">https://angband.live/forums/forum/angband/development/258113-new-gameplay-idea</guid>
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			<title>AngbandOS</title>
			<link>https://angband.live/forums/forum/angband/development/258099-angbandos</link>
			<pubDate>Mon, 08 Jun 2026 03:32:56 GMT</pubDate>
			<description><![CDATA[So I haven't frequented this forum in quite a while. But progress is still being made on the AngbandOS product. 
 
Home of AngbandOS...]]></description>
			<content:encoded><![CDATA[So I haven't frequented this forum in quite a while. But progress is still being made on the AngbandOS product.<br />
<br />
<a href="https://angbandos.skarstech.com/" target="_blank">Home of AngbandOS<br />
https://angbandos.skarstech.com/</a><br />
<br />
Let me refresh everyone. AngbandOS is a refactor of Dean Anderson's Cthangband into a 100% object oriented and configurable game.<br />
<br />
The goal is for anyone to be able to create a new game without development experience. Aside from branding issues, games like Star Wars, Harry-Potter, Pokemon, Yugiok, Magic, lego etc should be easy to setup. Ultimately, I'm really hoping to be able to open the game up for anyone with new ideas to be able to contribute to the game without needing to be a developer.<br />
<br />
The github repo is available here:<br />
<a href="https://github.com/marcjohnston/AngbandOS" target="_blank">https://github.com/marcjohnston/AngbandOS</a><br />
It has been 4 years since I started this and I'm still going strong. There are over 3k commits ... for anyone familiar with agile methodology, this is about equivalent to 3000 three to five point stories-which is a massive amount of development work. The game still plays as original Cthangband. Once I'm complete, I will send Dean a &quot;Game-Pack&quot; that represents the Cthangband variant that AngbandOS can play. The game current supports JSON for the configuration or pre-compiled &quot;game-packs&quot;. The current implementation saves and restores JSON to a database. The game already has drivers to support text files, MySql and SQL server.<br />
<br />
One of the biggest differences, is that it has a native HTTP Angular 20 front-end. The front-end was also designed to support a 3D canvas. Expanding it with 2D tiles and even 3D models should be quite easy.<br />
<br />
I will also be looking to add AI into the game. There is front-end currently has chat capabilities and I'll add an AI persona to the chat. The AI should be able to interact with the game, given commands from the player.<br />
<br />
There are about 91 configurable objects at this time ... with about 20 more to do, plus scripts (which will introduce many additional objects).<br />
<br />
I'll provide more update soon.<br />
Iggy Hunter<br />
 ]]></content:encoded>
			<category domain="https://angband.live/forums/forum/angband/development">Development</category>
			<dc:creator>iggy_hunter</dc:creator>
			<guid isPermaLink="true">https://angband.live/forums/forum/angband/development/258099-angbandos</guid>
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			<title><![CDATA[well .. that's a new one.]]></title>
			<link>https://angband.live/forums/forum/angband/aar/258093-well-that-s-a-new-one</link>
			<pubDate>Thu, 04 Jun 2026 23:58:46 GMT</pubDate>
			<description>apparently my ??? 2D6 (+3,+5) morning star was cursed.  
i had 17hp.  
it managed to roll a 12 on 2D6.</description>
			<content:encoded><![CDATA[<img itemprop="image" title="image.png" data-attachmentid="258094" data-align="none" data-size="full" border="0" src="filedata/fetch?id=258094&amp;d=1780617441" alt="Click image for larger version

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ID:	258094" data-fullsize-url="filedata/fetch?id=258094&amp;d=1780617441" data-thumb-url="filedata/fetch?id=258094&amp;d=1780617441&amp;type=thumb" data-title="Click on the image to see the original version" data-caption="image.png" class="bbcode-attachment thumbnail js-lightbox bbcode-attachment--lightbox" /><br />
apparently my ??? 2D6 (+3,+5) morning star was cursed. <br />
i had 17hp. <br />
it managed to roll a 12 on 2D6. ]]></content:encoded>
			<category domain="https://angband.live/forums/forum/angband/aar">AAR</category>
			<dc:creator>Sky</dc:creator>
			<guid isPermaLink="true">https://angband.live/forums/forum/angband/aar/258093-well-that-s-a-new-one</guid>
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