Angband 3.5.0 released!

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  • fizzix
    replied
    Yeah, I also tried to update roguebasin and failed.

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  • Nick
    replied
    Originally posted by getter77
    Don't forget to post the update to the Roguebasin to get counted well and true by folks that might otherwise miss it---plus with any luck 2014 will see lots more progress and be able to do some damage on the ASCII Dreams 2014 Roguelike poll.

    http://roguebasin.roguelikedevelopme...itle=Main_Page
    I currently can't log in to roguebasin - the login page times out. Also, I can't find where to report issues with the login page...

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  • getter77
    replied
    Don't forget to post the update to the Roguebasin to get counted well and true by folks that might otherwise miss it---plus with any luck 2014 will see lots more progress and be able to do some damage on the ASCII Dreams 2014 Roguelike poll.

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  • AnonymousHero
    replied
    Originally posted by Avenger
    Nothing legendary, but good enough to wear... +7 was worth stocking in my MAng store, and it's certainly good enough for a mid 20's character.
    At that level +7 is pretty badass.

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  • Avenger
    replied
    Originally posted by fizzix
    Still dlevel 80 (4000') i think. Rspeed is rare, but i'm guessing you didn't get a super high die roll on it.
    Nothing legendary, but good enough to wear... +7 was worth stocking in my MAng store, and it's certainly good enough for a mid 20's character.

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  • PowerWyrm
    replied
    Originally posted by PowerWyrm
    First game I start has a "superb treasures" feeling on 50ft. Let's see what it will be...
    ROFL... potion of experience at 50ft and after a few seconds the character is already level 30
    Good that I didn't read the two scrolls I found on the level... because one was deep descent

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  • PowerWyrm
    replied
    First game I start has a "superb treasures" feeling on 50ft. Let's see what it will be...

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  • fizzix
    replied
    Originally posted by Avenger
    Hohoho, what's the base depth on =Speed in 3.5? I just found one at 950' o.O

    Can't post the file yet because the ladder can't tell the difference between a 3.4.1 dump and a 3.5.0 dump, but once I get to level 31 or so it'll be up.

    My priest must have the RNG for his patron deity this game...
    Still dlevel 80 (4000') i think. Rspeed is rare, but i'm guessing you didn't get a super high die roll on it.

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  • Avenger
    replied
    Hohoho, what's the base depth on =Speed in 3.5? I just found one at 950' o.O

    Can't post the file yet because the ladder can't tell the difference between a 3.4.1 dump and a 3.5.0 dump, but once I get to level 31 or so it'll be up.

    My priest must have the RNG for his patron deity this game...

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  • getter77
    replied
    Congrats on making this giant release---I am confident that the game shall improve even more in the times to come building upon this.

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  • Avenger
    replied
    Originally posted by thapper
    You will find a lot more gold if you have no_selling on. I don't remember the factor that the gold drops are increased but in principle it should out weight that you don't earn anything from selling. The option is meant to keep you more focused on advancing in the dungeon than hoarding things to haul back to town to sell.

    A lot of people really like this option and say that if you try it out you will never want to sell again. I like selling so I've never tried it out myself.
    Ah, so there's an exchange present in the option. I was not aware of that - that does make more sense.

    Originally posted by Derakon
    Given that, the reason to play with no-selling is so you can focus on items that have utility rather than items that sell for a lot of money; the two often have very little to do with each other (since utility to the player is dependent on many factors).

    Part of the problem with making no-selling the default is that there's so little room to explain each option on the options screen, and the description sounds like it is strictly a limitation.
    Indeed, it did sound that way to me, which is why I was rather baffled. I only made one brief dive so didn't really notice additional gold - I just got to town with stuff to sell and no one would buy it, which was rather off-putting, lol.

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  • thapper
    replied
    Originally posted by Avenger
    Out of curiosity, why would anyone turn no_selling on, anyway? Is it to increase the challenge of the game, like the ironman settings? I've been thinking about this one all day while I was at work, after posting my initial shock at discovering the change this morning, and all I could come up with as a possible reason for this is that maybe people only want to bring up stuff they use, perhaps to save weight or something?
    You will find a lot more gold if you have no_selling on. I don't remember the factor that the gold drops are increased but in principle it should out weight that you don't earn anything from selling. The option is meant to keep you more focused on advancing in the dungeon than hoarding things to haul back to town to sell.

    A lot of people really like this option and say that if you try it out you will never want to sell again. I like selling so I've never tried it out myself.

    Leave a comment:


  • Derakon
    replied
    Originally posted by Avenger
    Out of curiosity, why would anyone turn no_selling on, anyway? Is it to increase the challenge of the game, like the ironman settings? I've been thinking about this one all day while I was at work, after posting my initial shock at discovering the change this morning, and all I could come up with as a possible reason for this is that maybe people only want to bring up stuff they use, perhaps to save weight or something?

    I still don't really see that outweighing the massive loss of income, especially with 4 stocking heals, now.
    In exchange for not being able to sell things, you get significantly more money from cash drops. There's no way to guarantee that you get the same cash as you would otherwise (it depends on how often you returned to sell stuff / how willing you are to mine treasure veins), but generally I find that with no-selling on I have just enough money to buy consumables and get the occasional big-ticket item from the Black Market. Eventually money stops being a serious concern, much as it does in a selling game.

    Given that, the reason to play with no-selling is so you can focus on items that have utility rather than items that sell for a lot of money; the two often have very little to do with each other (since utility to the player is dependent on many factors).

    Part of the problem with making no-selling the default is that there's so little room to explain each option on the options screen, and the description sounds like it is strictly a limitation.

    Leave a comment:


  • Avenger
    replied
    Originally posted by PowerWyrm
    I was watching as you were releasing 3.5 and couldn't help screaming "Waaaaaaait!". The last minute fix about #1782 has a missing "break" which disables wands/staves recharging when playing with the no_selling option...
    Out of curiosity, why would anyone turn no_selling on, anyway? Is it to increase the challenge of the game, like the ironman settings? I've been thinking about this one all day while I was at work, after posting my initial shock at discovering the change this morning, and all I could come up with as a possible reason for this is that maybe people only want to bring up stuff they use, perhaps to save weight or something?

    I still don't really see that outweighing the massive loss of income, especially with 4 stocking heals, now.

    Can anyone shed light on that particular option for me? I'm not intending to criticize takkaria(that would be in rather poor taste, anyway, what with me coming back to vanilla at the very end of his maintainership and having no real perspective on what he's done for the game) - I just really don't understand why anyone would want to turn off their income and the resulting ability to purchase things in town, other then, as I said earlier, an increase in challenge - so I'm mystified by the default setting of an option being something that, as far as my thinking takes me, everyone would have to manually change every game.

    Leave a comment:


  • Nick
    replied
    Originally posted by takkaria
    Instead, this marks the passing of this great and glorious game to its new maintainer, Comrade Nick, who I have sworn in privately and whose skills and vision I entirely and unreservedly commend to you. I'd like to thank all the people who I've worked with over the last several years maintaining Angband, whether submitting small patches, reporting bugs or doing thorough reworks of the code. I would not have lasted this long without so many other people contributing! It really is a team effort. Long live Angband.
    I find myself uncharacteristically lost for words.

    The thing that strikes me most forcefully is that the way this release and handover have been done typifies the diligence, grace and selfless good humour that takkaria has brought to the maintainership over the past six years and nine months. This is the period when Angband could very easily have died; the fact that I am taking over a dynamic game with an enthusiastic and involved community is chiefly due to takkaria's hard work and inclusiveness.

    Trust me, you guys are going to look back takkaria's maintainership as a Golden Age

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