Old versions had gold inversely related to stats, with randomness tossed in on top. I don't know how much of that has been kept. There have been changes to initial equipment and to prices, and pricier equipment now means less money.
It's probably a bug, but it might not be.
3.2 release candidate is upon us!
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I'm not sure if this is what you are talking about, but I fired up a gnome mage on the OSX version (new file), and had zero gold. Next char from same started with 400+ gold.Leave a comment:
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Glad to see how it's shaping up so far
, I know it isn't because its the 3.2 RC, but my mage did find Raal's on dlvl 4 just now...
Anyway, BUG:
--Wore ring in dungeon (Garnet ring)
--Ring was cursed, showed -8 ac soon after, did not id as protection yet
--In town, bought a +7 protection ring after uncursing myself
--Garnet ring -8 showed as protection, but when casting ID from spellbook 3, it gave me the option to ID the -8 ring.
No other bugs or problems yet
, and this one is relatively minor.
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Not quite daily basis, but changes in missile multipliers, ego-DSM:s, fractional blows (ever cleared orc pit faster with warrior with +2 blows weapon than with priest with OoD?) and those new special rooms/pits/vaults are big changes.Reading through the change log, I'm actually very pleasantly surprised by it.
I'd got the impression - a false impression it now seems - from reading what people have been saying about the nightly builds that there were big changes happening on an almost daily basis.Leave a comment:
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This probably depends on how much time devs have to play, and how many other people report things working OK (or report problems). I was imagining getting 3.2 out before the new year, but if we do hit unforeseen bugs it could stall out a bit.
One of the nice things about having people playing nightlies is that a lot of the acceptance testing is being done on a continuous basis
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Reading through the change log, I'm actually very pleasantly surprised by it.
I'd got the impression - a false impression it now seems - from reading what people have been saying about the nightly builds that there were big changes happening on an almost daily basis.
But that change log looks nicely conservative (I think Vanilla should change only incrementally, and leave radical stuff to the variants; only after something big is tried and tested in a variant and reasonably universally liked should it be back-ported to V).
So - how long do you guys reckon it will take to go from a release candidate to an actual 3.2 release?Leave a comment:
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Excellent - just what I was looking for.Leave a comment:
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Do you have a list of what the changes are between 3.1.2v2 and 3.2?Leave a comment:
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Have you fixed the bug that prevents beginning chars from having gold, but lets others have it? I don't understand it at all.
EDIT: Is it intended or not?Leave a comment:
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3.2 release candidate is upon us!
As of d1a64ee we have the final version of Angband 3.2.0. The Windows build is available from the autobuilder (http://rephial.org/nightlies), and the source is available from the github project's download page: https://github.com/angband/angband. (EDIT: mac build is at http://beent.je/macangbandnightly/cu...4ee55c-osx.dmg)
At this point all the blocker bugs for 3.2 have been fixed. There will be an official release once the release candidate has seen some wider testing. See changes.txt for a comprehensive list of changes for 3.2.
Please feel free to play this and report any bugs you find (in particular, crashes, display problems, typos, documentation patches, etc.).
The core gameplay for 3.2.0 is set (for better or worse)--once 3.2 is out I expect us to begin collecting gameplay tweaks to go into 3.2.1 and to start discussing the larger roadmap to 3.3 (and beyond).
Thanks to everyone who submitted bugs, patches, feature requests and generally gave feedback on the game!Last edited by d_m; December 15, 2010, 20:30.Tags: None
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