Fantastic thanks djabanete, keep it up. I realised a bug overnight which is that some rings will be cursed with no means of uncursing . ill fix this in the next release, hopefully over the weekend, but in the meantime dont wield an unidentified ring. Amulets should be ok.
ill fix this in the next release, hopefully over the weekend
I was going to report you right now the auto-curse ring thing, but you
were faster than me
With this bugfixes, the next release should be good enough for an announce on roguebasin, isn't it?
There are a few issues with the colors in the gcu version, but these are heritages from npp (I already told the maintainer about them in this other thread http://angband.oook.cz/forum/showthr...7134#post67134), so they aren't, strictly speaking, problems related to this variant...
I've played a few characters in the first alphaversion, which is very playable I must say. A few things I've noticed:
Wands of confusion sometime, on the first attempt at confusing a (sleeping?) monster, give a positive message (foo looks confused) but the foo is not confused. Later attempts usually work and make the monster confused for several turns.
Scrolls of identify offer to identify some of my inventory that I don't think are needed, like spell books and my (average) lantern.
The game feels quite intense and hard, I'm clvl16 and scared to drop below dlvl10 and even at 8 or 9 I'm running away most of the time. Just as intended I suppose.
DL 1 isn't too scary, which is fine with me (I still died a couple of times). But as soon as you start descending you have to start thinking about what you are doing, on DL 2 or 3 groups of goblins appeared, Shelob chased me at DL7 etc. I should say that I've been testing with stealthy characters without much offensive power, I suppose a standard warrior would have it a bit easier the first levels which is also fine with me. If it would be bad for warriors already on dlvl 1 the weaker guys would not have any way to level up.
Last edited by thapper; March 30, 2012, 15:00.
Reason: edited for clarity, I think
I think in most *bands the early levels are too easy. You can just stop thinking until you descend some levels.
You need somewhere for newbies to learn the ropes without being punished too badly for screwing up. If the game requires minimal mistakes right out the bat then newbies' experience will look something like "Die...die...die...die...die...ragequit."
EDIT: that said, you only need two or maybe three dungeon levels for newbies to learn the ropes in. Vanilla could probably ramp up faster than it does.
DL 1 isn't too scary, which is fine with me (I still died a couple of times). But as soon as you start descending you have to start thinking about what you are doing, on DL 2 or 3 groups of goblins appeared, Shelob chased me at DL7 etc. I should say that I've been testing with stealthy characters without much offensive power, I suppose a standard warrior would have it a bit easier the first levels which is also fine with me. If it would be bad for warriors already on dlvl 1 the weaker guys would not have any way to level up.
Well, thinking about what you're doing should be a second nature to a roguelike player anyway
Remember, this variant has *half* the dungeon levels of almost any *band (IIRC a few ones have as many levels, only Quick is shorter), so the difficulty curve is a bit steeper than what you could be used to.
That means that you meet more powerful enemies sooner, and therefore you should be a bit more cautious, especially with chars not specialized in melee.
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