Angband 4.1.0

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  • Nick
    Vanilla maintainer
    • Apr 2007
    • 9637

    Angband 4.1.0

    Angband 4.1.0 is officially complete. It is available on rephial.org, and here are direct links to Windows build, macOS build, source zipfile, and source tarball.

    This has release has been a massive team effort by many people over a long time. The wonderful community on these forums has been a big part of that team. This is your game, I hope you like it.

    This version has the first major gameplay changes since 3.5.0. Some of these changes have significant impact on the game, and affect longstanding parts of the game quite radically. Given that aver 750 individual changes have been pushed to the main game repository since the last release, what is presented here will be more of a summary than a detailed changelog.

    Traps
    • The general philosophy is that all players will hit traps at some time
    • Magical trap detection has been removed, except as a spell for mages
    • Active searching has been removed
    • Characters have one chance to detect a trap, on seeing the grid it is on; this chance is dependent on searching skill
    • Traps are either physical or magical, and there is a corresponding split in the player disarming skill
    • Many new traps have been introduced, and old ones amended
    • Traps are placed almost exclusively at corridor intersections or other chokepoints
    • Trap density in vaults is reduced by 75%

    Identify
    • ID is now "rune-based"; once an object property is recognised once, it will always be recognised on all future items
    • The only forms of magical identify are scrolls and the mage spell, both of which identify a single unknown rune
    • All scrolls, potions, mushrooms are identified on their first use
    • Most wands, staffs and rods are identified on first use, the main exceptions being when they affect monsters and are tested in the absence of monsters
    • Ego item names become known once all the relevant runes are known

    Player knowledge
    • Changes to previously known terrain outside the player's field of view (doors opening, etc) are no longer immediately known by the player
    • Secret doors are now always found on stepping adjacent (or at a distance by the mage spell)

    Dungeon generation
    • A new generation algorithm has been introduced, and appears roughly as often as the classical generation algorithm
    • There are many new vaults in the new algorithm, and also new room types - huge rooms, rooms of chambers, and interesting rooms (like small vaults)
    • There is also an infrequently occurring generation type, the "moria level", which features large rough-edged rooms and many orcs, trolls and ogres
    • Lava has changed from being a visual curiosity in town in 4.0.x to being generated in the dungeon; it will burn those without fire immunity
    • Another new type of terrain has been introduced: passable rubble, which behaves like regular rubble except it can be walked through

    Monsters
    • Monster breaths are now cone-shaped starting at the monster, instead of being indistinguishable from ball spells
    • Monster pathfinding has been improved (mostly), with monsters tracking explicitly by sight, sound or scent
    • The relationship between player stealth and monsters waking has changed

    Random artifacts
    • Lights, rings and amulets are now fully randomised instead of based closely on the standard special artifacts
    • The artifact set generation algorithm has been changed so that random artifacts no longer correspond to individual standard artifacts, but rather are generated so as to get a statistically similar distribution
    • Calculation of object power has been simplified
    • Generating a set of random artifacts now actually writes a data file like artifact.txt, which can be used for future games

    Curses
    • Sticky curses have been removed completely
    • A large number of new curses have been introduced
    • Items can have multiple curses
    • Curse removal targets individual known curses on items
    • Failed curse removal causes an item to become fragile
    • Fragile items have a chance to be destroyed on future failed curse removals

    Status effects
    • Monster status effects have been redone to rebalance reliability and effectiveness, so that they may actually be interesting to use
    • New types of status-inducing spells and magic devices have been included

    Other
    • Much more detail has been moved out to text files in lib/gamedata
    • Many underlying code improvements
    Last edited by Nick; June 25, 2017, 22:08. Reason: Now rephial is updated
    One for the Dark Lord on his dark throne
    In the Land of Mordor where the Shadows lie.
  • joemaro
    Rookie
    • Jun 2017
    • 4

    #2
    Nice!!!! Congrats to all you devs <3!!!!

    my favourite change:
    A new generation algorithm has been introduced, and appears roughly as often as the classical generation algorithm

    Comment

    • fph
      Veteran
      • Apr 2009
      • 1030

      #3
      Awesome - thanks to you and all developers for all this great work.
      --
      Dive fast, die young, leave a high-CHA corpse.

      Comment

      • Gwarl
        Administrator
        • Jan 2017
        • 1025

        #4
        Great stuff

        Comment

        • getter77
          Adept
          • Dec 2009
          • 242

          #5
          Excellent---onward to a better future.

          Comment

          • Malak Darkhunter
            Knight
            • May 2007
            • 730

            #6
            This looks very,very interesting. Thanks guys!

            Comment

            • wobbly
              Prophet
              • May 2012
              • 2631

              #7
              Nice to see this out. 1st "bug" - rings of the mouse are free when they show up in the BM

              2nd - the curse where weapons turn on you, doesn't show up when I inspect the weapon
              3rd? - fired a sling pebble at a door that was out of light radius (closed as far as I know). It turned into a blank square
              Last edited by wobbly; June 25, 2017, 16:42.

              Comment

              • Philip
                Knight
                • Jul 2009
                • 909

                #8
                Glad to see the FA-ing of V continues apace. Please add Crows of Durthang/Udun next, and maybe storm of the night and Udun-spells for the late game?
                Another thing that would be nice, given that moria type levels are already on their way in, would be adding theme levels. Those are always such great fun.

                Comment

                • Mondkalb
                  Knight
                  • Apr 2007
                  • 982

                  #9
                  Great. Trying out now.

                  First thing noticed: There is now sound (yes, I have sound enabled in options)
                  My Angband winners so far

                  My FAangband efforts so far

                  Comment

                  • Nomad
                    Knight
                    • Sep 2010
                    • 958

                    #10
                    Great to see this officially launched! And wow, I've been keeping up with the incremental changes in the nightlies for so long I'd forgotten just how much of this was all-new for 4.1.

                    Comment

                    • Pete Mack
                      Prophet
                      • Apr 2007
                      • 6883

                      #11
                      Kudos!
                      Feature request: Make it easier to count the number of kills it takes to reach each CL, by including total kills in the "Reached level N" messages. This idea is inspired by Sky's thread about low HP in a starting character. I find recording this info helpful, but I usually forget.
                      And with this feature there's the possibility of a "pacifist" style Angband competition.

                      Comment

                      • wkmanire
                        Rookie
                        • Jun 2017
                        • 5

                        #12
                        Love the Identify changes

                        The old identify system really used to bug me. It seemed like I could never identify all of the stuff I found. This still looks like it's a possibility, but at least I'll get partial identification on things that have runes I've seen before. Very cool!
                        Experience Points: 19 dead characters

                        Comment

                        • Estie
                          Veteran
                          • Apr 2008
                          • 2347

                          #13
                          Awesome! Now to test it.

                          - Did you really remove the priestly identify spell or just forget to list it ?

                          Comment

                          • Nick
                            Vanilla maintainer
                            • Apr 2007
                            • 9637

                            #14
                            Originally posted by Estie
                            Did you really remove the priestly identify spell or just forget to list it ?
                            Good point. I just forgot it - it's still in Godly Insights. Also didn't mention Unbarring Ways under traps.
                            One for the Dark Lord on his dark throne
                            In the Land of Mordor where the Shadows lie.

                            Comment

                            • Nick
                              Vanilla maintainer
                              • Apr 2007
                              • 9637

                              #15
                              Originally posted by wobbly
                              Nice to see this out. 1st "bug" - rings of the mouse are free when they show up in the BM

                              2nd - the curse where weapons turn on you, doesn't show up when I inspect the weapon
                              3rd? - fired a sling pebble at a door that was out of light radius (closed as far as I know). It turned into a blank square
                              Maybe rings of the mouse are actually valued at 0.
                              Will check on the treacherous weapon curse.
                              The pebble one is interesting - I guess it's a bug, but if you had some way of knowing the pebble had gone through the door it wouldn't be.
                              One for the Dark Lord on his dark throne
                              In the Land of Mordor where the Shadows lie.

                              Comment

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