Hey fellow @s,
Tactical Angband 0.8 is out:
What is Tactical Angband all about? It aims to be: Vanilla Angband with more pace (50 small levels not 100 huge levels), and with tactical depth not limited by 1 turn escapes, excessive monster summoning, & insta-deaths.
This release rebalances stealth, to make it less of a license to safely kill stuff one-by-one, but hopefully more interesting and challenging to use. Here's what's changed:
* Now based on Angband 4.2.5
* Melee, archery, throwing, using most offensive magic items, and casting most offensive spells now creates noise that can wake up monsters.
* Ring of mouse is reworked: -d4 STR, +d4 STEALTH, +d4 INFRA (this is so RoM is not as anti-melee, give that stealth now works differently...)
* Rogues gain +100% to-hit bonus against sleeping monsters
* Rogues can silently attack sleeping monsters
* Rogue hit-and-run power can now be triggered by attacking, as well as by stealing
* Melee criticals go down with weapon weight, not up
* Plus-to-hit has more (positive) effect on criticals
* Some small stabby weapons gain +might when used against sleeping monsters
* Rogue item theft chance tweaked, making the power useful into the late game
* Teleportation rings are now generated down to dlvl 100
* Sleep monsters works against more monster types
* Staff of sleep has fewer charges
* Recharge scrolls are less common
Tactical Angband 0.8 is out:
What is Tactical Angband all about? It aims to be: Vanilla Angband with more pace (50 small levels not 100 huge levels), and with tactical depth not limited by 1 turn escapes, excessive monster summoning, & insta-deaths.
This release rebalances stealth, to make it less of a license to safely kill stuff one-by-one, but hopefully more interesting and challenging to use. Here's what's changed:
* Now based on Angband 4.2.5
* Melee, archery, throwing, using most offensive magic items, and casting most offensive spells now creates noise that can wake up monsters.
* Ring of mouse is reworked: -d4 STR, +d4 STEALTH, +d4 INFRA (this is so RoM is not as anti-melee, give that stealth now works differently...)
* Rogues gain +100% to-hit bonus against sleeping monsters
* Rogues can silently attack sleeping monsters
* Rogue hit-and-run power can now be triggered by attacking, as well as by stealing
* Melee criticals go down with weapon weight, not up
* Plus-to-hit has more (positive) effect on criticals
* Some small stabby weapons gain +might when used against sleeping monsters
* Rogue item theft chance tweaked, making the power useful into the late game
* Teleportation rings are now generated down to dlvl 100
* Sleep monsters works against more monster types
* Staff of sleep has fewer charges
* Recharge scrolls are less common
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