Angband 4.2.0

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  • Nick
    replied
    Originally posted by tangar
    I wonder would savefile from http://rephial.org/nightlies/
    10 Aug 2019 at 02:15 UTC, revision ed04859f2
    ...compatible with 4.2.0? Or it's better to start a new char?
    That savefile should be fine.

    Leave a comment:


  • tangar
    replied
    Gratoz!!

    I wonder would savefile from http://rephial.org/nightlies/
    10 Aug 2019 at 02:15 UTC, revision ed04859f2
    ...compatible with 4.2.0? Or it's better to start a new char?

    Leave a comment:


  • Diego Gonzalez
    replied
    Congratulations!!! Well done Nick and people! I really enjoy how the game evolved through the years.

    Leave a comment:


  • MattB
    replied
    Much congratz, and much thanks also for getting this out.
    I look forward to diving in..

    Leave a comment:


  • Nick
    started a topic Angband 4.2.0

    Angband 4.2.0

    Angband 4.2.0 is now available for Windows, macOS and as source. It can be downloaded from rephial.org, and played at angband.live.

    This version is mainly a major overhaul of classes and the monster list.

    As for the last two 4.x.0 releases, there are too many individual changes to list, so what follows is a summary.

    Classes
    -------
    Two new realms of magic have been added, nature and shadow, to the existing divine and arcane realms.
    • Nature realm relies on harnessing the power of the earth, and is opposite to the arcane realm, which uses craft and cunning.
    • Divine realm uses harmony and light, and is opposite to the shadow realm which aligns with darkness, power and sacrifice.
    • Rangers now use nature magic, like the new Druid class
    • Necromancers are the major shadow caster class
    • Blackguards are fighters enhanced by shadow magic
    • Pure casters (mages, priests, druids, necromancers) use five books (down from nine)
    • Hybrid casters (rogues, paladins, rangers, blackguards) use two or three books
    • Classes no longer have different rates of gaining experience


    Monsters
    --------
    Each base monster type has had its game niche reconsidered, and there has been a general push to use Tolkien-inspired monsters where appropriate. Some of the major changes include:
    • Ainur - most of these now align with one of the great Valar, and have corresponding powers
    • Dragons - these have mostly been made stronger and deeper
    • Humanoids - dark elves have been replaced with dwarves, gnomes with DrĂședain
    • Hydras - each hydra type is like the previous type with a new head and attack added
    • People - the association of some of these with player classes has been expanded to include the new classes
    • Snakes - some of these are now dangerous
    • Spiders - more dangerous and deeper, with unique abilities
    • Trees/Ents - these are new, tough to kill enemies
    • Wights/Wraiths - wights are all now shallower than wraiths, and the Ringwraiths are much deeper


    Game Mechanics
    --------------
    In the course of the class and monster changes, many new mechanics have been introduced, with some of the major ones being:
    • Player and monster shapechanges
    • Variable light and darkness are created by monsters, player gear and player spells, and the player has a meter to measure the light level on their square
    • Mages can drain mana from magic devices
    • Rogues can steal from monsters
    • Temporary brands and slays (Priests, Paladins, Blackguards)
    • Necromancers can see in the dark, and can cast less well in light
    • Healing of hitpoints every turn for a time (Druids)
    • Control of a monster, including making it attack other monsters (Necromancers)
    • Shield bashes (Warriors, Paladins, Blackguards)
    • Decoys which monsters will attack instead of the player (Rangers)
    • Blackguards can go into a state of bloodlust which improves their combat at a price
    • Monsters can whip or spit on the player from nearby
    • Monster groups act more as a group, with leaders and sometimes bodyguards
    • Innate spells (e.g. breaths) and cast spells (e.g. bolts) have separate frequencies
    • Deeper in the dungeon shallow monsters are less likely to appear
    • Monsters can teleport to the player
    • Spiders can weave webs
    • Monsters can have innate darkness around them
    • Traps added that trigger on leaving their square
    • Ringwraiths can inflict the Black Breath
    • Monster spells can have different levels depending on monster spell power
    • The player now has a hunger meter, and food is more important
    • As with classes, all races gain experience at the same rate, except for humans who are faster, and high-elves who are slower
    • The Temple has been replaced with a Bookseller who sells books of all realms


    Code Improvements
    -----------------
    There have also been some improvements to the codebase, both visible and invisible to the player. The main ones are:
    • Addition of an SDL2 front end
    • Change to mostly using a single grid rather than x and y coordinates in much of the code
    • More readability of datafiles
    • Some font improvements
    • Some new tiles
    • A new online (rather than in-game) help system
    • A new experimental (and so far unbalanced) birth option for percentage damage
    • An option to start a new game after dying instead of closing the game and re-opening
    • Many fixes to bugs and memory leaks


    All this has been achieved through an amazing joint community effort, with code provided by
    • Alex Mooney
    • Anna Sidwell (takkaria)
    • Bardur Arantsson
    • bron
    • Dag Arneson (sanedragon)
    • Derakon
    • Elly Fong-Jones (elly)
    • fizzix (Aaron Bader)
    • fruviad
    • John Weismiller (emar)
    • Kusunose Toru
    • Mikolaj Konarski
    • Paul Johnson
    • PowerWyrm
    • Ryan Schmidt
    • Stefan Strogin
    • Vic K
    • wkmanire
    • wobbly

    and bug reports, change suggestions and contributions to discussion which has influenced this version by
    • Adam
    • AnonymousHero
    • Antoine
    • Aszazin
    • Atriel
    • bio_hazard
    • bunnies
    • Carg
    • Carnivean
    • cccfire
    • Chud
    • ClaytonAguiar
    • Clearshade
    • clouded
    • Cold_Heart
    • Combatereak
    • Darin
    • debo (cyberdemons pls)
    • desstorm
    • Diego Gonzalez
    • Djbanete
    • dos350
    • Dragget
    • Ed_47569
    • Egavactip
    • emulord
    • EpicMan
    • Estie
    • Estragon
    • Evilpotatoe
    • Flambard
    • fph
    • Gauss
    • Geoff Hill (yes, that one)
    • geoff_tewierik
    • gglibertine
    • Glorfindel
    • Goaticus
    • Grotug
    • gtrudeau88
    • Gwarl
    • half
    • HallucinationMushroom
    • Holy_Rage
    • Hounded
    • Hrrunstar
    • Huqhox
    • Ingwe Ingweron
    • Jeff Greene (nppangband)
    • jevansau
    • jml34
    • Jungle_Boy
    • kandrc
    • kaypy
    • khearn
    • Kinematics
    • luneya
    • Mark
    • MattB
    • misanthropope
    • MITZE
    • Mondkalb
    • Monkey Face
    • Moving Pictures
    • mrfy
    • Muscleguy
    • MWGE
    • Narry
    • Netbrian
    • NightLizard
    • Nomad
    • olivertheorem
    • Once
    • Pahasusi
    • Patashu
    • Pete Mack
    • Philip
    • Pondlife
    • Quirk
    • Raerick
    • Raxmei
    • Rydel
    • Scatha
    • schatz
    • shirish
    • Sideways
    • Sky
    • spara
    • Sparrow the Dunadan
    • Sphara
    • swaggert
    • tangar
    • the Invisible Stalker
    • Therem Harth
    • Thraalbee
    • Tibarius
    • Timo PietilĂ€
    • TJA
    • TJS
    • topazg
    • Vivit
    • Voovus
    • Vorczar
    • Werbaer
    • Whelk
    • Wiwaxia
    • Youssarian
    • Zikke
    • Zirael

    as well as, I am sure, other people I missed. Thank you all. I hope this version is as much fun to play as it was to prepare.
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