FA 1.1 has been out nearly a year now (with various incremental improvements so it's up to 1.1.6), and I'm just starting to do some serious work on 1.2. So far there are some things that are definitely happening:
I have been playing RePos (for the comp) recently, which is in many respects just like V3.2. I already had some ideas for FA1.2, and this has given me a bunch more. Here's a list of all the ones I can think of at the moment:
And here is a list of things I am not planning to change:
The development work will be happening on github; I will be pushing at least one development branch there fairly soon. Anyone who wants to help, or experiment with any changes, or whatever, is most welcome to make their own fork. Launchpad will still be the main place for bug reporting for now.
I am expecting that 1.2.0 will probably break some functionality. The upside of this is that I will be ironing out the issues with AngbandBase as I go along, which should have good effects on the quality and range of ports for FA and O at least, and likely V and RePos and anything that moves to using AngbandBase. I intend (at this moment ) to continue bugfixes to the 1.1.x series as well.
I am most interested in any feedback on any of this, including but not limited to commentary on what is on which list and why. I am particularly interested in hearing from people with enough recent experience of both FA and V to make a decent comparison.
- Moving the low level code to AngbandBase (broadly speaking the same as V3.2);
- Doing a recolouring of monsters and object flavours using the new V colours;
- Some modifications to dungeon generation, including possibly a "hard mode" with more vaults, pits etc.;
- Possibly some tweaking of the wilderness layout to mitigate the trek across half Middle Earth before Hobbits et al find a dungeon.
I have been playing RePos (for the comp) recently, which is in many respects just like V3.2. I already had some ideas for FA1.2, and this has given me a bunch more. Here's a list of all the ones I can think of at the moment:
- V squelch - it seems to me to have surpassed FA squelch.
- V trap detection, both the green line and the rectangular detect area.
- Stacks of potions and scrolls in the dungeon.
- Knowing the number of charges on devices.
- Fractional blows.
- Percentage healing for potions of Cure x Wounds.
- Record of where items were found.
- Store interface (!).
And here is a list of things I am not planning to change:
- ID-by-use
- Object generation
- Monster generation
The development work will be happening on github; I will be pushing at least one development branch there fairly soon. Anyone who wants to help, or experiment with any changes, or whatever, is most welcome to make their own fork. Launchpad will still be the main place for bug reporting for now.
I am expecting that 1.2.0 will probably break some functionality. The upside of this is that I will be ironing out the issues with AngbandBase as I go along, which should have good effects on the quality and range of ports for FA and O at least, and likely V and RePos and anything that moves to using AngbandBase. I intend (at this moment ) to continue bugfixes to the 1.1.x series as well.
I am most interested in any feedback on any of this, including but not limited to commentary on what is on which list and why. I am particularly interested in hearing from people with enough recent experience of both FA and V to make a decent comparison.
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