With apologies to Zikke for the delay, Angband 3.3.0 will very shortly be available at rephial.org. The summary of the major changes is here and the full changelog since 3.2.0 is here.
Thank you for your patience. It is of course not perfect, and there will doubtless be a string of quickly-found bugs, but I hope they aren't of the showstopping variety (think 3.2.0's leather boots or 3.1.0's heavy curses). Depending on how many and how quickly, there will be a 3.3.1 release at some point in the autumn.
The 3.4 dev versions will diverge very soon, as there are a number of significant balance changes stacked up as pull requests, some of which are already in staging. Stacks of objects, summoning, pits and stealth will all play quite differently quite soon. 3.4 will see a number of other major changes, as we gradually improve the balance (I know a lot of players still find the game quite hard, but we are aiming for a return to earlier levels of difficulty while keeping all the good ideas and code improvements).
Right, I'm off to start my million-run stats collection so we can finally benchmark the next version against this one and understand *exactly* what effects we've had on item generation.
EDIT: please post actual or suspected bug reports in their own threads in this forum. (New threads not necessary for gripes or likes though.)
Thank you for your patience. It is of course not perfect, and there will doubtless be a string of quickly-found bugs, but I hope they aren't of the showstopping variety (think 3.2.0's leather boots or 3.1.0's heavy curses). Depending on how many and how quickly, there will be a 3.3.1 release at some point in the autumn.
The 3.4 dev versions will diverge very soon, as there are a number of significant balance changes stacked up as pull requests, some of which are already in staging. Stacks of objects, summoning, pits and stealth will all play quite differently quite soon. 3.4 will see a number of other major changes, as we gradually improve the balance (I know a lot of players still find the game quite hard, but we are aiming for a return to earlier levels of difficulty while keeping all the good ideas and code improvements).
Right, I'm off to start my million-run stats collection so we can finally benchmark the next version against this one and understand *exactly* what effects we've had on item generation.
EDIT: please post actual or suspected bug reports in their own threads in this forum. (New threads not necessary for gripes or likes though.)
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