This is the 0.1.1 alpha release of Xygos, a variant of Angband aiming towards conversion from V's fantasy milieu to an eclectic sci-fi / futuristic / post-apocalyptic theme.
Most of that theme conversion has been done, although the occasional magic wand does pop up here and there. This release is mostly about fixing bugs and improving game balance. It's likely to still be imbalanced and crashy, but it should be more playable than 0.1.0. The timed-autosave feature is still recommended, and so is the new autodump birth option (see below). If anyone wants to check it out I would appreciate bug reports (even for minor issues such as garbled messages or aspects which appear to be unthematic, left over from V), suggestions or patches (on Github, or here on this thread).
Source is available here: https://github.com/msearle5/xygos
Builds (Windows and MacOS) are available here:
New (from Vanilla) top level files include:
BUGS (what it says - though most of them are marked as fixed)
BRANCHES (list of branches, with brief descriptions)
CHANGES (summary of changes made - the equivalent of changes.txt)
FAQ / Gotchas / What To Expect:
- Some classes are more complete than others. Soldiers are the most complete class. Wrestlers are mostly complete (they aren't supposed to be complicated, they just hit things until they fall over). Engineers have a full set of gear-related abilities, but will probably have to melee more than is good for them. Pilots need work but are probably quite powerful as is - speee-eed! Clowns, Marksmen, Spelunkers and Jedi are incomplete, much more difficult than intended. (Tourists are supposed to be difficult and to have no particular special powers.)
- Races and personalities are all complete (although some are intentionally more powerful than others)
- The Cyborg and Mutant extensions are basically complete. Super isn't - it's missing bits such as starting and quest equipment - but the built-ins it gives are useful as they are.
- Grues are surrounded by darkness. You can't see the dark, because... it's dark You just see your light radius decrease. I'll show this visually when I get clouds / effects more generally done.
- The monster list is incomplete, and what is there is biased towards shallow depths. This will probably result in things getting easier than they should be below dl40 or so. It's due to be fixed (I'm aiming for power scaling similar to V) but it will be a while yet.
Changes from the last release include:
Home quests. Before gaining access to a home, you need to get rid of the previous occupants.
An option for shared homes (so all homes share the same inventory, you don't need to move stuff between them.)
Autodump. Enabled with a birth option, you will automatically save a character dump every level up. This might involve some screen flicker. Recommended for playtesters - a zip of character dumps would tell me much more about your character's progress than I would otherwise know.
Stores now let you know when there is a quest available.
Game balance improvements include:
Melee blow weight scaling is now a tunable constant. It's now harder than V to get lots of blows
(as there are a lot of powerful but lightweight weapons).
Dual foosabers are especially powerful. Their to-hit penalty has been increased to offset this.
Some added items (poison resistance in particular was too difficult to get)
Cyberlegs are moved deeper.
Movement speed now has a curve, similar to speed (so getting lots of + moves has an increasing
small effect).
Salon install/uninstall has a time and cash cost.
Matrix bugs (a source of too many pills) are rarer and drop pills less often.
Many bugs fixed, notable ones were:
Monsters no longer get only one blow in melee.
Quests in which Banishment would make things unwinnable or too easy are handled correctly.
Dungeon guardians don't appear outside their level.
Printer UI fixed, and some items that shouldn't have been printable now aren't.
(It still might be too powerful, though.)
Rogue-like keyset allows you to look in all directions again.
Monsters that disappeared (but still existed, and reappeared if you save and restore) when a
monster summoned monsters as it died now work.
user.prf can now be used with the new races, classes, extensions and personalities.
Items with no activation effect (such as the security card) can be run - this crashed on 0.1.0.
Firing a gun (but not at a monster) resulted in the bullet falling to the floor - fixed.
The Windows build now has a proper menu bar, and the surplus tile-related entries were removed.
Most of that theme conversion has been done, although the occasional magic wand does pop up here and there. This release is mostly about fixing bugs and improving game balance. It's likely to still be imbalanced and crashy, but it should be more playable than 0.1.0. The timed-autosave feature is still recommended, and so is the new autodump birth option (see below). If anyone wants to check it out I would appreciate bug reports (even for minor issues such as garbled messages or aspects which appear to be unthematic, left over from V), suggestions or patches (on Github, or here on this thread).
Source is available here: https://github.com/msearle5/xygos
Builds (Windows and MacOS) are available here:
New (from Vanilla) top level files include:
BUGS (what it says - though most of them are marked as fixed)
BRANCHES (list of branches, with brief descriptions)
CHANGES (summary of changes made - the equivalent of changes.txt)
FAQ / Gotchas / What To Expect:
- Some classes are more complete than others. Soldiers are the most complete class. Wrestlers are mostly complete (they aren't supposed to be complicated, they just hit things until they fall over). Engineers have a full set of gear-related abilities, but will probably have to melee more than is good for them. Pilots need work but are probably quite powerful as is - speee-eed! Clowns, Marksmen, Spelunkers and Jedi are incomplete, much more difficult than intended. (Tourists are supposed to be difficult and to have no particular special powers.)
- Races and personalities are all complete (although some are intentionally more powerful than others)
- The Cyborg and Mutant extensions are basically complete. Super isn't - it's missing bits such as starting and quest equipment - but the built-ins it gives are useful as they are.
- Grues are surrounded by darkness. You can't see the dark, because... it's dark You just see your light radius decrease. I'll show this visually when I get clouds / effects more generally done.
- The monster list is incomplete, and what is there is biased towards shallow depths. This will probably result in things getting easier than they should be below dl40 or so. It's due to be fixed (I'm aiming for power scaling similar to V) but it will be a while yet.
Changes from the last release include:
Home quests. Before gaining access to a home, you need to get rid of the previous occupants.
An option for shared homes (so all homes share the same inventory, you don't need to move stuff between them.)
Autodump. Enabled with a birth option, you will automatically save a character dump every level up. This might involve some screen flicker. Recommended for playtesters - a zip of character dumps would tell me much more about your character's progress than I would otherwise know.
Stores now let you know when there is a quest available.
Game balance improvements include:
Melee blow weight scaling is now a tunable constant. It's now harder than V to get lots of blows
(as there are a lot of powerful but lightweight weapons).
Dual foosabers are especially powerful. Their to-hit penalty has been increased to offset this.
Some added items (poison resistance in particular was too difficult to get)
Cyberlegs are moved deeper.
Movement speed now has a curve, similar to speed (so getting lots of + moves has an increasing
small effect).
Salon install/uninstall has a time and cash cost.
Matrix bugs (a source of too many pills) are rarer and drop pills less often.
Many bugs fixed, notable ones were:
Monsters no longer get only one blow in melee.
Quests in which Banishment would make things unwinnable or too easy are handled correctly.
Dungeon guardians don't appear outside their level.
Printer UI fixed, and some items that shouldn't have been printable now aren't.
(It still might be too powerful, though.)
Rogue-like keyset allows you to look in all directions again.
Monsters that disappeared (but still existed, and reappeared if you save and restore) when a
monster summoned monsters as it died now work.
user.prf can now be used with the new races, classes, extensions and personalities.
Items with no activation effect (such as the security card) can be run - this crashed on 0.1.0.
Firing a gun (but not at a monster) resulted in the bullet falling to the floor - fixed.
The Windows build now has a proper menu bar, and the surplus tile-related entries were removed.
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