[Announce] New variant: Tactical Angband
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As others have echoed, this seems just like what Angband has needed for a while. Can't wait to try it out! Will be back with feedback. -
Tactical Angband 0.6
Tactical Angband 0.6
Changes: Extensive rebalancing of monster drops to match vanilla angband stat gain, speed items, dungeon spellbooks, end game staves and rods, gold. Phase door reduced from 7 to 5 tiles, to match ...
The main thing this release is an extensive item rarity rebalance, this time using the wizard stats generator, to closely match V drop rates for essential speed items, dungeon books, stat potions, and others. This should mean that stat gain ends about when it does in V, speed turns up roughly as in V, the last dungeon book does actually appear at some point, etc.
You could say it's Scientifically Balanced for a Smoother Finish (TM).
* Extensive rebalancing of monster drops to match vanilla angband stat gain, speed items, dungeon spellbooks, end game staves and rods, gold.
* Phase door reduced from 7 to 5 tiles, to match the general rescaling of distances.
* Restore the ability of most monsters that could teleport themselves to the player, or teleport the player to them (in V).
* Monster group sizes adjusted from 1/2 Vanilla to 2/3.
* Paralysis is now measured in player turns, which means the higher your speed, the shorter absolute game time you will spend paralysed.
* Pulled code from vanilla master branch up to 4.2.4-232-g6e34fd35f. Many fixes.Leave a comment:
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Monster summoning and extremely strong and reliable escape options are two of Angband's biggest problems. Got high hopes for this.Leave a comment:
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Having scratched the surface of this variant, it seems pretty cool. How do you cheat to get full monster memory, though? Copying `monster.txt` to my user `lore.txt`, as described here, works fine in vanilla 4.2.4, but in Tactical Angband, it seems to get ignored and then overwritten when I next save my game.
[edit]I can confirm this is fixed by pulling in vanilla master branch. If you are willing to use a pre-release version, here it is: https://github.com/tomm/tactical-ang...243-gc20ff8342Last edited by tom; January 22, 2023, 00:49.Leave a comment:
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Having scratched the surface of this variant, it seems pretty cool. How do you cheat to get full monster memory, though? Copying `monster.txt` to my user `lore.txt`, as described here, works fine in vanilla 4.2.4, but in Tactical Angband, it seems to get ignored and then overwritten when I next save my game.Leave a comment:
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I'm wondering how it would go if consumables were reworked the way ToME 4 did: instead of potions of cure wounds/healing and scrolls of phase door/teleportation you would have infusions of healing/runes of teleportation that would be engraved in limited slots (2-5 depending on character level) and have cooldown of a few turns so you couldn't spam them and have to carefully plan when to use them. I think this would be a good variant to try such feature.Leave a comment:
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Let me echo: I think this is a wonderful undertaking. Thank you for tackling it.
I have been thinking to set myself the challenge of winning Angband without any phase/teleport/banishment, so Tactical Angband is perfectly timed for me.Leave a comment:
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I'm glad people have been enjoying the game. I didn't know tactical angband was on angband.live, that's cool. I've fixed the wand examining crash, tweaked wand rarities since I agree the new escaping wands are too common. So here is...
Tactical Angband 0.5
Fix a crash when examining wands of swap places Monster drops tweaked Re-enable labyrinth, moria and hard centre dungeon types Stat-gain tweaked (again) to attempt to roughly match Vanilla stat gai...
- Fix a crash when examining wands of swap places
- Monster drops tweaked
- Re-enable labyrinth, moria and hard centre dungeon types
- Stat-gain tweaked (again) to attempt to roughly match Vanilla stat gain completion depth
- Increase gold value of +MOVES objects (boots/amulets of running had been absurdly cheap)
- Replace druid/ranger mapping spell with a sil-q-style 'delving' timed mapping spell
- Allow winning characters with birth_force_descend enabled to take up staircases (this matches no-recall behaviour, which ends once you've won)
- ESP range reduced from 12 to 10, as that is the LoS range
- Make amulet of running much rarer, and add a mixed blessings version, 'amulet of sure movement'.
- Various wand balancing (charges, rarity)
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wand of swap places
when i try to examine a wand of swap places in the magic shop, i get panic saved. i can examine every other item in the shop and get a description. i haven't found it in the black market to try it yet.
i'm playing it on angband.live.Leave a comment:
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Got round to trying this out. First impression is its fun and has a nice pace to it. So far healing consumables seem a little stingy and device drops a little generous. Also there's no ladder yet. Oh, and I haven't seen a single arrow, glad I'm not playing ranger.
Code:[Tactical Angband 0.4_V4.2.4 Character Dump] Name Disialen Age 27 Self RB CB EB Best Race Half-Troll Height 7'7" STR: 15 +4 +0 +0 18/10 Class Rogue Weight 9st 4lb INT: 14 -4 +1 +0 11 Title Burglar Turns used: WIS: 11 -2 -3 +0 6 HP 205/205 Game 66611 DEX: 16 -4 +3 +0 15 SP 4/16 Standard 6607 CON: 14 +3 -1 +0 16 Resting 0 Level 23 Armor [20,+13] Saving Throw 43% Cur Exp 5894 Stealth Fair Max Exp 5894 Melee 1d5,+7 Disarm - phys. 84% Adv Exp 6120 To-hit 52,+27 Disarm - magic 83% Might dam x1.6 Magic Devices 48 Gold 16924 Searching 47% Burden 127.2 lb Shoot to-dam +4 Infravision 30 ft Overweight -4.7 lb To-hit 41,+20 Speed Normal Max Depth 1200' (L24) Shots 1.0/turn Your mother was a Cave-Troll Warrior. You have slime-green eyes, oily sea-weed green hair, and black scabby skin. Resistances Abilities Acid:....+........ pFear:............. Elec:+............ pBlnd:............. Fire:......+...... pConf:............. Cold:............. pStun:............. Pois:............. HLife:............. Light:............. Regen:............+ Dark:............. ESP:............. Sound:............. S.Inv:............. Shard:............. FrAct:............. Nexus:............. Feath:............. Nethr:............. S.Dig:...+......... Chaos:............. TrpIm:............. Disen:............. Bless:............. Hindrances Modifiers ImpHP:............. Stea.:............. ImpSP:............. Sear.:............. Fear:............. Infra:............+ Aggrv:............. Tunn.:............. NoTel:............. Speed:............. DrExp:............. Blows:............. Stick:............. Shots:............. Fragl:............. Might:............. Light:............. D.Red:............. Moves:............. [Character Equipment] a) a Main Gauche of Lightning (1d5) (+8,+5) Found lying on the floor at 400 feet (level 8) Branded with lightning. Provides resistance to Lightning. Combat info: x1.6 might. With +1 STR and +0 DEX you would get x2.0 might With +0 STR and +2 DEX you would get x2.0 might Average damage/round: 29.3 vs creatures not resistant to lightning and 18.2 vs. others. b) a Sling (x2) (+1,+4) Dropped by a drĂșadan mage at 1000 feet (level 20) c) a Ring of Accuracy (+18,+0) Found lying on the floor at 1100 feet (level 22) d) a Ring of Slow Digestion Found lying on the floor at 800 feet (level 16) Slows your metabolism. e) an Amulet of Resist Acid Found lying on the floor at 800 feet (level 16) Provides resistance to Acid. f) a Lantern (13536 turns) Found lying on the floor of a special room at 1000 feet (level 20) Cannot be harmed by Fire. Intensity 3 light. g) Soft Leather Armour of Resist Fire [8,+2] Dropped by a drĂșadan mage at 1000 feet (level 20) Provides resistance to Fire. Cannot be harmed by Fire. h) a Fur Cloak [3,+3] Dropped by Ulfast, Son of Ulfang, at 900 feet (level 18) i) a Small Metal Shield [5,+4] Found lying on the floor at 900 feet (level 18) j) a Hard Leather Cap [2,+0] Dropped by a green ooze at 200 feet (level 4) k) a Set of Leather Gloves [1,+0] Dropped by a drĂșadan mage at 1000 feet (level 20) l) a Pair of Leather Sandals [1,+3] Found lying on the floor at 100 feet (level 2) [Character Inventory] a) 3 Books of Magic Spells [First Spells] {@m1} You can read this book. b) 2 Potions of Cure Light Wounds {@q1} c) 3 Potions of Restore Mana d) 2 Potions of Heroism e) 13 Potions of Running f) 2 Scrolls of Magic Mapping g) 2 Scrolls of Holy Chant h) a Wand of Lightning Bolts (2 charges) i) 2 Wands of Confuse Monster (8 charges) j) a Wand of Hold Monster (7 charges) k) a Wand of Stun Monster (3 charges) l) a Wand of Scare Monster (5 charges) m) 2 Wands of Light (3 charges) n) a Wand of Swap Places (7 charges) o) a Staff of Confuse Monsters (2 charges) p) a Staff of Slow Monsters (7 charges) q) a Staff of Detect Invisible (9 charges) r) a Staff of Curing (2 charges) s) a Staff of Cure Light Wounds (3 charges) t) 2 Staves of Light (6 charges) u) 2 Staves of Phase Door (5 charges) v) a Shovel (1d2) (+2,+4) Dropped by an unknown monster at 800 feet (level 16) Combat info: x1.1 might. With +2 STR and +0 DEX you would get x1.3 might With +0 STR and +2 DEX you would get x1.3 might Average damage/round: 9.7. [Character Quiver] 0) a Flask of oil {@v0} 1) 21 Iron Shots (2d4) (+3,+3) Combat info: When fired, hits targets up to 100 feet away. Average damage/round: 24.4. Average thrown damage: 16.3. 0% chance of breaking upon contact. 2) 14 Bolts of Slay Undead (2d5) (+5,+7) Slays undead. [Player history] Turn Depth Note 0 0' Began the quest to destroy Morgoth. 81 100' Reached level 2 90 100' Reached level 3 156 100' Reached level 4 583 100' Killed Grip, Farmer Maggot's Dog 583 100' Reached level 5 770 200' Reached level 6 812 200' Reached level 7 959 200' Reached level 8 1307 200' Reached level 9 1704 300' Reached level 10 1975 400' Reached level 11 2611 400' Reached level 12 2815 700' Reached level 13 3025 700' Reached level 14 3398 800' Reached level 15 3512 800' Reached level 16 3519 800' Reached level 17 3555 800' Reached level 17 4175 900' Reached level 18 4384 900' Reached level 19 4526 900' Killed Lagduf, the Snaga 4566 900' Killed Orfax, Son of Boldor 4725 900' Killed Ulfast, Son of Ulfang 4725 900' Reached level 20 5015 1000' Reached level 21 5234 1000' Reached level 22 5942 1100' Reached level 23
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Tactical Angband 0.4
Tactical Angband 0.4
Changes: Fixed a bug in 0.3.x that made monsters super-vigilant (you may have noticed this if you got stampeded by a hydra pit from half way across the level). Reduced and made the detection 'radi...
Changes:
* Fixed a bug in 0.3.x that made monsters super-vigilant (you may have noticed this if you got stampeded by a hydra pit from half way across the level).
* Reduced and made the detection 'radius' of almost all spells square, rather than being much wider than high (as in V)
* Slightly increased monster densities
* Un-nerfed some monsters that had been slowed down vs Vanilla -- this was an early experiment and probably isn't needed anymore now more escape options exist.
* Reduced the size of simple and overlapping rooms.
* Reduced ESP range in line with LoS changes.
* Reordered the 'game mode' birth options, and made 'iron' (forced descent, no recall) the default. This is only a serving suggestion, and the classic infinite dungeon is available too.Leave a comment:
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This looks really interesting (although I've only had a superficial look). It's way beyond time that someone took this approach to an Angband variant.
One thing I would recommend is to try to maintain enough contact with the Vanilla github repo that you can take advantage of the autobuilding, and also pull in platform-specific changes.Leave a comment:
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Exciting!
Just read the change list, and this sounds delightful. The overwhelming impact of teleportation and summoning in Angband take away from too many other gameplay elements. This is decades overdue!
Thanks for your hard work.Leave a comment:
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