A new direction for Angband

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  • Starhawk
    Adept
    • Sep 2010
    • 246

    #31
    The Inspect text for lanterns still states that they refuel other lanterns (and I've used them as free oil refills in V for a long time).

    I just found a second lantern, and the re[F]uel dialog doesn't recognize it as a source of fuel whether it's in my inventory or on the ground.

    Comment

    • Magnate
      Angband Devteam member
      • May 2007
      • 5110

      #32
      Originally posted by nppangband
      I was always most comfortable with new ideas should first be proven "Angbandworthy" in variants first, then brought into Vanilla by popular demand.
      This is exactly what v4 is for - it's essentially the devteam's variant, in which we can try out all sorts of ideas that won't be popular enough to include in V. It's absolutely not intended to damage or replace V in any way - quite the opposite. Hopefully those who want more cautious change will welcome it, because it means that the less cautious changes aren't being tested in 3.4 (or 3.5, or whatever).
      @Geoff - regarding your request for player ghosts, many variants have them, and I believe there has been talk of re-introducing them into Vanilla.
      Well, I know CunningGabe wanted to do this for 3.4, but he's been busy with RL recently. We're hoping he'll have some time this winter.
      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

      Comment

      • Magnate
        Angband Devteam member
        • May 2007
        • 5110

        #33
        Originally posted by Starhawk
        The Inspect text for lanterns still states that they refuel other lanterns (and I've used them as free oil refills in V for a long time).

        I just found a second lantern, and the re[F]uel dialog doesn't recognize it as a source of fuel whether it's in my inventory or on the ground.
        I misunderstood takkaria then. I thought it was only torches that couldn't be refuelled any more. Seems odd to allow lanterns to be filled from flasks but not from other lanterns. I'm not sure that was the intention.
        "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

        Comment

        • Nick
          Vanilla maintainer
          • Apr 2007
          • 9634

          #34
          Angband is like the standard car that car companies produce in large volumes.
          v4 is like the concept car that they produce for car shows.

          I can't believe I just made a car analogy.
          One for the Dark Lord on his dark throne
          In the Land of Mordor where the Shadows lie.

          Comment

          • takkaria
            Veteran
            • Apr 2007
            • 1951

            #35
            Originally posted by GeoffHill
            Well, one can always play the older versions....

            For me core angband has to have most of what it already has, but we should encourage..

            -improved interface/portability/graphics options etc
            -changes in the interests of balance (item drops, unbalanced spells or
            monsters)
            -other stuff only with caution

            Or what is being made is a variant (which is fine, of course)
            I think it can go a little further than that - I think things can be added that fit within the framework. For example, making traps more interesting/varied, adding a couple more dungeon generators, moving to a rune-based ID system. But much further than that I think you run into problems.
            takkaria whispers something about options. -more-

            Comment

            • Antoine
              Ironband/Quickband Maintainer
              • Nov 2007
              • 1010

              #36
              > We have decided that the best course of action is to begin work on a rapid-development, experimental codebase named v4. [snip] In parallel, we will continue to fix bugs and cautiously and incrementally develop V.

              Can I just say that this seems a really solid basis on which to proceed. v4 seems likely to develop into an interesting variant, and I think many will be happier with a careful and gradual process for developing mainline V.

              What should we expect V 3.4 to look like? Any particular new features expected?

              A.
              Ironband - http://angband.oook.cz/ironband/

              Comment

              • takkaria
                Veteran
                • Apr 2007
                • 1951

                #37
                Originally posted by Antoine
                > We have decided that the best course of action is to begin work on a rapid-development, experimental codebase named v4. [snip] In parallel, we will continue to fix bugs and cautiously and incrementally develop V.

                Can I just say that this seems a really solid basis on which to proceed. v4 seems likely to develop into an interesting variant, and I think many will be happier with a careful and gradual process for developing mainline V.

                What should we expect V 3.4 to look like? Any particular new features expected?
                There's already quite a few changes in 3.4 as compared to 3.3 (smaller stack sizes, new monster pit and nest types, tweaked monsters [Angels -> Ainu, rethink of poison resistance, toughened early dungeon animals, more mimic-y mimics], artifacts rarer, torches are radius 1 again, tweaked class stat boosts and reduced stat points at the beginning of the game, drain exp on objects is slightly more effective, items pseudo on pickup at clev20, more expensive items).

                Other things that might come are Eddie's improved ego ID code, minor nerfing of detection, and maybe a reduction of the quality of items available near the beginning of the game.

                Suggestions (and patches) always welcome!
                takkaria whispers something about options. -more-

                Comment

                • Antoine
                  Ironband/Quickband Maintainer
                  • Nov 2007
                  • 1010

                  #38
                  Originally posted by takkaria
                  There's already quite a few changes in 3.4 as compared to 3.3 (smaller stack sizes, new monster pit and nest types, tweaked monsters [Angels -> Ainu, rethink of poison resistance, toughened early dungeon animals, more mimic-y mimics], artifacts rarer, torches are radius 1 again, tweaked class stat boosts and reduced stat points at the beginning of the game, drain exp on objects is slightly more effective, items pseudo on pickup at clev20, more expensive items).
                  Good stuff.

                  Could object detection become harder to access?

                  As long as we're looking at early dungeon animals, can we remove the ability to open/break doors from many of them?

                  A.
                  Ironband - http://angband.oook.cz/ironband/

                  Comment

                  • Magnate
                    Angband Devteam member
                    • May 2007
                    • 5110

                    #39
                    Originally posted by Antoine
                    Good stuff.

                    Could object detection become harder to access?

                    As long as we're looking at early dungeon animals, can we remove the ability to open/break doors from many of them?
                    Have you tried locking and spiking doors? We made some changes to that in 3.3 and it's now possible to lock and spike a door so that it holds for long enough for you to get away.
                    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                    Comment

                    • takkaria
                      Veteran
                      • Apr 2007
                      • 1951

                      #40
                      Originally posted by Antoine
                      Good stuff.

                      Could object detection become harder to access?

                      As long as we're looking at early dungeon animals, can we remove the ability to open/break doors from many of them?

                      A.
                      Maybe they should try more times before managing to bash them down. And as to object detection, currently proposed changes (per Trac) are:
                      • remove rods of dObj
                      • make rods of Detection fuzzy-detect, by just showing the locations of items but not the items themselves
                      • make scrolls of dObj dungeon-only but also found in stacks (and maybe fuzz detection?)
                      • remove treasure detection abilities of all but rogues (detect enchantment could then become mass-visible-ID)
                      takkaria whispers something about options. -more-

                      Comment

                      • fizzix
                        Prophet
                        • Aug 2009
                        • 3025

                        #41
                        Originally posted by takkaria
                        • remove rods of dObj
                        • make rods of Detection fuzzy-detect, by just showing the locations of items but not the items themselves
                        • make scrolls of dObj dungeon-only but also found in stacks (and maybe fuzz detection?)
                        • remove treasure detection abilities of all but rogues (detect enchantment could then become mass-visible-ID)
                        1 and 3 are trivial. They could be put in immediately.

                        Comment

                        • Antoine
                          Ironband/Quickband Maintainer
                          • Nov 2007
                          • 1010

                          #42
                          Originally posted by fizzix
                          1 and 3 are trivial. They could be put in immediately.
                          fizzix weren't you planning some changes around Teleport Level and Deep Descent as well?

                          A.
                          Ironband - http://angband.oook.cz/ironband/

                          Comment

                          • buzzkill
                            Prophet
                            • May 2008
                            • 2939

                            #43
                            Originally posted by Antoine
                            fizzix weren't you planning some changes around Teleport Level and Deep Descent as well?
                            This thread had some good ideas that seemed to be acceptable to the community as a whole.
                            www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
                            My banding life on Buzzkill's ladder.

                            Comment

                            • Antoine
                              Ironband/Quickband Maintainer
                              • Nov 2007
                              • 1010

                              #44
                              Originally posted by buzzkill
                              This thread had some good ideas that seemed to be acceptable to the community as a whole.
                              Yes, I remember. And wasn't there another, more recent thread about the availability of Destruction and Banishment consumables? I thought it had some good points

                              A.
                              Ironband - http://angband.oook.cz/ironband/

                              Comment

                              • konijn_
                                Hellband maintainer
                                • Jul 2007
                                • 367

                                #45
                                Originally posted by takkaria
                                Hello everyone,

                                <snip>
                                This is an experiment, and we'll have to see how it goes. Please bear with us.

                                Andi Sidwell
                                This move seems so 'Duh, of course!' in retrospect.

                                I fully support this!

                                T.
                                * Are you ready for something else ? Hellband 0.8.8 is out! *

                                Comment

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