Tweaked version of vanilla

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  • Nick
    replied
    Originally posted by scud
    Anyway... no-one else appears to have mentioned this so it might be a me-specific issue: with both 3.4 and this version, under OSX 10.7.5, the ASCII font scales to the size of the window.
    OK, so there are two mac ports - one based on Carbon (the legacy display code) and one based on Cocoa (the new display code). This version is using the Cocoa port, which is better than the Carbon one in every respect except for the one you identify. The devteam is hoping to get this issue fixed, but hasn't yet.

    The Carbon port code is still in there, so if you can compile on OSX you could do that. If not, I may get around to doing a compile at some stage.

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  • scud
    replied
    Originally posted by Nick
    Here's an OSX port if anyone wants it.
    I'm confused. As usual. Is this what people are referring to as 'v3.5'?

    Anyway... no-one else appears to have mentioned this so it might be a me-specific issue: with both 3.4 and this version, under OSX 10.7.5, the ASCII font scales to the size of the window.

    If I make the window full-screen playing 3.3 I can pretty much see an entire dungeon at once. With more recent versions I end up seeing a much smaller area of the dungeon but with all ASCII scaled up to the size of 1990s Hollywood rom-com email exchanges.

    I'm assuming it's just me, because I simply can't play the game like that and I can't believe other sufferers haven't dissented.

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  • AnonymousHero
    replied
    Originally posted by Mondkalb
    Among other things you can find new special rooms with consumables, which is an improvement. If you didn't find any, maybe it was just bad luck.
    Yes, I've found quite a few of those (nice addition, btw!), but they've been stingy with *Healing* and Healing.

    Still this is a single run with a a single class, so like you say it could easily just be bad luck.

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  • Nick
    replied
    Here's an OSX port if anyone wants it.

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  • Mondkalb
    replied
    Among other things you can find new special rooms with consumables, which is an improvement. If you didn't find any, maybe it was just bad luck.

    Leave a comment:


  • AnonymousHero
    replied
    So, I've played a Warrior using this "variant" and I must say I like this much better than the current vanilla. My character got quite lucky and found a pair of Boots of Elvenkind (+9 speed, +2 stealth) quite early and also found a very usable weapon soon after. (I'm playing with randarts.)

    He's not quite ready for the endgame (only ~300 dpr and the best armor so far is (Dwarven)), but is hanging around Dlvl 80ish trying to scrounge up gear. Some weapons of Extra Attacks (+2) are starting to show up, but no MoDs as of yet.

    Another issue is consumables. There have been quite few potions of Healing and *Healing* so far, and all(!) have been used up at this point, so the mid-range uniques (the ringwraiths, for example) are often not killable simply for a lack of healing. I don't know how big an issue this is with vanilla warriors, but there it is (it's been a while since I had one at this level in Vanilla).

    One of the major things stumbling blocks for me in vanilla is the Nexus stat swap. Knowing that it can ruin characters mean that I'll usually play very consveratively once Nexus breathers show up, and will usually not dive further until I can get a pair of Boots of Stability (even in preference to BoS, sometimes.) This tends to slow the game down a lot. This was not an issue in this game.

    The "uniques are more likely to drop great stuff" change is also good, I think. It encourages players to take a chance even if you're not quite sure you can beat that unique. It certainly did encourage me to take on a few of the lower level uniques before I knew I was completely ready.

    My vote for these changes: +1

    EDIT: Forgot to add: I haven't yet looked at the randart spoilers, so I'm not sure about what's available, but I find randarts in vanilla have always been a bit hit-and-miss since their introduction.
    Last edited by AnonymousHero; April 6, 2013, 06:35.

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  • HallucinationMushroom
    replied
    Cool, thanks for info. Letting years of updates go by is interesting! For me, it's a mixed bag of, hey, cool... and, what?! and, huh? and yah! and boo. I guess, just like any game should do that gradually shifts and moves over the years.

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  • takkaria
    replied
    Originally posted by HallucinationMushroom
    Haha! Yeah, I don't care so much, but it was just something I screw up about half the time. I'm trying to take more care concerning them, so, feature request retract! Clumsy mode - engaged! Is autoscum assumed to be on? Actually, is there some catch-all noob thread about how angband works... I apparently need it.
    V hasn't had autoscum for years, but I think fizzix's changes make up for its removal.

    Leave a comment:


  • fizzix
    replied
    Originally posted by clouded
    I was a little surprised there was a prompt at all, I was expecting it to be like Sil/FA/etc and have stairs/shafts as seperate features.
    Yeah, A long time ago I tried adding new terrain features in angband and broke everything terribly. The code is so horribly outdated in this regard it's embarrassing. I know more about the code now, so maybe I should try again, but I have such horrific memories from that attempt...

    The current behavior is a kludge for sure, but it was one that I could get working to test the effects with only a small amount of effort. I think that's the way to go for answers to questions like, "how does the game proceed if I do XXX"

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  • clouded
    replied
    I was a little surprised there was a prompt at all, I was expecting it to be like Sil/FA/etc and have stairs/shafts as seperate features.

    Leave a comment:


  • HallucinationMushroom
    replied
    Haha! Yeah, I don't care so much, but it was just something I screw up about half the time. I'm trying to take more care concerning them, so, feature request retract! Clumsy mode - engaged! Is autoscum assumed to be on? Actually, is there some catch-all noob thread about how angband works... I apparently need it.

    Leave a comment:


  • AnonymousHero
    replied
    Originally posted by HallucinationMushroom
    I have one request so far: Would it be possible to put a stop-gap measure for down staircases that forces you to either answer (y)es or (n)o? I'm usually hammering the spacebar and miss the prompt, which defaults to a 'no' answer.
    Nooooooooo! This is by far the easiest way to skip the prompt and I'd hate to see this way of skipping it go.
    T
    (Well, actually I don't use the space bar, but the Return/Enter keys, but still...)

    Leave a comment:


  • fizzix
    replied
    Originally posted by HallucinationMushroom
    I have one request so far: Would it be possible to put a stop-gap measure for down staircases that forces you to either answer (y)es or (n)o? I'm usually hammering the spacebar and miss the prompt, which defaults to a 'no' answer.
    Probably? I'll look into it

    I can't give any useful feedback for your version vs. the recent umpteen versions of V, but to me, it is very different than 3.0.6. I played here or there a few minutes of newer versions, and none past 3.0.9. If this is helpful to anybody, (I'm pretty sure it's not), these stick out the most after 2 hours of play:
    - Starts with graphics
    - Stat restoration on level-up
    - New dungeon rooms
    - Incremental blows
    - Shopping isn't busted for me anymore (I like to hit 'p' to buy)
    All of these are in 3.4 except for the new dungeon rooms which are in 3.5. However the frequencies of special rooms are significantly higher in my version.

    @PowerWyrm: UTF stuff is so far beyond my ability to comprehend at this point...

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  • HallucinationMushroom
    replied
    I have one request so far: Would it be possible to put a stop-gap measure for down staircases that forces you to either answer (y)es or (n)o? I'm usually hammering the spacebar and miss the prompt, which defaults to a 'no' answer.

    I can't give any useful feedback for your version vs. the recent umpteen versions of V, but to me, it is very different than 3.0.6. I played here or there a few minutes of newer versions, and none past 3.0.9. If this is helpful to anybody, (I'm pretty sure it's not), these stick out the most after 2 hours of play:
    - Starts with graphics
    - Stat restoration on level-up
    - New dungeon rooms
    - Incremental blows
    - Shopping isn't busted for me anymore (I like to hit 'p' to buy)

    Leave a comment:


  • PowerWyrm
    replied
    Dropped by Kh�m, Son of M�m at 3000 feet (level 60).
    Little glitch here. When looking later in the dump (kill list), the name is properly written.

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