I am amazed about this site! I used to play angband for an decade in the '90ies. I just canceled my Eve subscription and wanted to see if it was possble to get Angband somewhere to still my gaming-addiction. I must say that I am amazed and really happy that there is a thriving and apparently very active community around the game. I used to lurk in r.g.r.a in those days, and recognise quite a few of the names from then. Cheers to all.
I checked the vanilla code out from subversion. Great that the source is available this way. A logical and very recommendable step in supporting an apparentlly still very active variants community. I was even able to make it compile for VS. The code state is surprisingly good.
And the game looks great! There are some very, very nice new features, and a few ones which will take me some time to adapt to. Shops, anybody? I have already bought virtually hundreds of a) 3 potions of restore strength, and apparently my lower brain-functions wants more. The traps detection area warning is my favourite new feature, playing a very easy (for low-levels, I know) H-E warrior.
I am a programmer so I took the source out and played around with it for fun. I added a table of weight/blows in Character screen. What is the weight of any melee wepon for getting x blows? The same as eXamine a weapon and see what stat-gains are necessary for getting an additional blow - just the other way around. I added the value of an item to the examine command, so i just have to (x, examine. I use rogue-likes. Anybody else use that?) look around to decide which items I want to bring back to town to cover my gold addiction. A bit scummy admitted. I also made a new knowledge screen showing the ten deepest (higest level) monsters encountered, maximum kills, highest exp gain monsters and the races which have contributed most to my experience. Until about 1500' orcs contribute most, then elementary zephyrs, and were-wolves.
That is another new nice feature: the group monsters (except orcs apparently) behave much more intelligently. I vaguely remember this being an option once, and it now works great. Unfortunately. Those water hounds are a pain in the neck.
It looks like that there are a lot fewer drops and only the higher quality drops are retained. Together with the squelching system, only available in some variants previously, it makes the item drop id and handling easier. Oh yeah, and the free id of wand/staff charges. I am not sure if easier is better; the micro-management of drops had its virtues. I think. Maybe. Oh,well. Items stacking including charging rods is good, perhaps a bit aggresive when I want to micro-manage the (id) charges/weight or enchant ammo.
The game is indeed very promising, and still looks very playable. When was I last scared of 20 dark-grey Zs or an out-of-depth dark grey p (death knight. Lucky I had nether resist from Dal-i-thalon-something)? Game-play over appearance any day!
Cheers to all, again. And apologies for the long post to anybody who read it all way down to here.
I checked the vanilla code out from subversion. Great that the source is available this way. A logical and very recommendable step in supporting an apparentlly still very active variants community. I was even able to make it compile for VS. The code state is surprisingly good.
And the game looks great! There are some very, very nice new features, and a few ones which will take me some time to adapt to. Shops, anybody? I have already bought virtually hundreds of a) 3 potions of restore strength, and apparently my lower brain-functions wants more. The traps detection area warning is my favourite new feature, playing a very easy (for low-levels, I know) H-E warrior.
I am a programmer so I took the source out and played around with it for fun. I added a table of weight/blows in Character screen. What is the weight of any melee wepon for getting x blows? The same as eXamine a weapon and see what stat-gains are necessary for getting an additional blow - just the other way around. I added the value of an item to the examine command, so i just have to (x, examine. I use rogue-likes. Anybody else use that?) look around to decide which items I want to bring back to town to cover my gold addiction. A bit scummy admitted. I also made a new knowledge screen showing the ten deepest (higest level) monsters encountered, maximum kills, highest exp gain monsters and the races which have contributed most to my experience. Until about 1500' orcs contribute most, then elementary zephyrs, and were-wolves.
That is another new nice feature: the group monsters (except orcs apparently) behave much more intelligently. I vaguely remember this being an option once, and it now works great. Unfortunately. Those water hounds are a pain in the neck.
It looks like that there are a lot fewer drops and only the higher quality drops are retained. Together with the squelching system, only available in some variants previously, it makes the item drop id and handling easier. Oh yeah, and the free id of wand/staff charges. I am not sure if easier is better; the micro-management of drops had its virtues. I think. Maybe. Oh,well. Items stacking including charging rods is good, perhaps a bit aggresive when I want to micro-manage the (id) charges/weight or enchant ammo.
The game is indeed very promising, and still looks very playable. When was I last scared of 20 dark-grey Zs or an out-of-depth dark grey p (death knight. Lucky I had nether resist from Dal-i-thalon-something)? Game-play over appearance any day!
Cheers to all, again. And apologies for the long post to anybody who read it all way down to here.
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