I am not finished the the changes I'm in the process of, but it could be a good while before I get finished with them because I have a lot less free computer time than I used to. So I wanted to go ahead and release this work-in-progress release:
DaJAngband website: http://www.geocities.com/will_asher/...ngbandmain.htm
Download here: (EDIT: updated the download link for 1.0.91)
(thanks pav for hosting the files on oook)
This zip file includes both the source code and the windows executable which use the same lib directory. If there is a problem with packaging it this way, let me know. Otherwise I'll do it this way 'cause it's more convienent for me.
From the DaJAngbandreadme.txt file:
DaJAngband version 1.0.90
.txt file changes:
class & races have been almost completely redone, weapons have been partially redone. Weapon weight is now a large factor of cost. (A long dagger (same as main gauche in V) costs more than a short sword because it is much easier to get more attacks with it). Also, a lot of weapons now have a description line.
added suggested artifacts like The Axe of Gimli and the Dagger of Westeresse of Merry. (Axe of Gimli is just 'Lotharang' renamed and tweaked). There might be a little messiness with the artifacts because of redoing the weapons without doing much with artifacts.txt to make them match, but I'll do that before the next release.
code changes:
There is now 4 spell realms, added Nature and Chance realms. Chance realm has a lot of spells that might have a bad effect instead of the intended effect or sometimes a better-than-intended effect, but it's always more than 50% chance of a good effect (and higher clvl increases chances of good effect).
added: a monster attack type, a few monster attack effects, a few timed effects, slime and silver poison effects, a few monster range weapons including breathe fear. (poltergeists now throw stuff at you like they should).
probing now has a 1/3 chance to give you knowledge of monster spells (it never does in V).
weapons and armor with a total tohit/dam/ac bonus of less than 3 will pseudo as average (and be automaticaly identified like other average things). This change is mainly because of a couple weapons that have an innate to-hit bonus.
..other minor tweaks
some more specific notes:
there are a couple new monsters that have melee effects that are helpful instead of harmful (all helpful monsters either appear only when summoned by the appropriate spell or are extremely rare, some also have an experience penalty if you kill them). (this is planned for 1.1.0, but not implemented yet)
much less monsters are considered evil, for example: kobolds are not evil, mindless undead monsters are not evil (just being controlled by evil), not all thieves are evil, etc.
Silver & Slime: some monsters can slime you, and a few can give you silver poison. At very low levels, these things do nothing, at higher levels of slime or silver poison they can have pretty serious effects, and if they get very high they will kill you (25 points of silver poison or 50 points of slime). Slime has effects which are more physical, and silver poison has effects that are more mental. currently slime blobs have slime and acid attacks, later, I will probably remove the acid attack now that I've added sliming. At the moment, not many monsters have silver poison, but I'll add more later. (Silver poison is based on something in a novel I wrote where there is the Silver land where the grepse are, beings who remove a person's identity until they care about nothing and are interested in nothing but the moment's entertainment. The vyrms and wemu vyrm are from this place, and I will add the grepse for 1.1.0). Cure wounds potions have no effect on them. The two most common things to fight these effects are the elven weybread (which will be made rarer because of this), and the potion of purity. The mushroom of cure serious wounds also has a small anti-silver and slime effect.
The Nature and Necromancy spell realms are largely borrowed from OAngband, but IMPORTANT: most of the borrowed spells don't have the exact same effect as they do in OAngband. check spell descriptions in the spellbook in game or in spell.txt. For one thing, there is no "sphere" effect like Oangband has. (necromancy realm is not implemented yet, but planned for 1.1.0).
Purpose of DaJAngband:
To add flavor and character to vanilla Angband. This is done mostly through redoing the monster list and adding a few new classes and races. Other changes are mainly to complement the changes in the monster list. Also implements my idea that permanent see invisible should be much rarer and that less monsters should be invisible. (notably the qulythulgs and the imp-related minor demons are no longer invisible.) See the DaJAngband Readme.txt for more detailed lists of changes from vanilla.
random nasty monster of mention: the shadow minion: they are mindless and invisible (and permanent see invisible is not as common in DaJAngband). They come in groups, drain experience, and breathe darkness. native to dL46.
DaJAngband website: http://www.geocities.com/will_asher/...ngbandmain.htm
Download here: (EDIT: updated the download link for 1.0.91)
(thanks pav for hosting the files on oook)
This zip file includes both the source code and the windows executable which use the same lib directory. If there is a problem with packaging it this way, let me know. Otherwise I'll do it this way 'cause it's more convienent for me.
From the DaJAngbandreadme.txt file:
DaJAngband version 1.0.90
.txt file changes:
class & races have been almost completely redone, weapons have been partially redone. Weapon weight is now a large factor of cost. (A long dagger (same as main gauche in V) costs more than a short sword because it is much easier to get more attacks with it). Also, a lot of weapons now have a description line.
added suggested artifacts like The Axe of Gimli and the Dagger of Westeresse of Merry. (Axe of Gimli is just 'Lotharang' renamed and tweaked). There might be a little messiness with the artifacts because of redoing the weapons without doing much with artifacts.txt to make them match, but I'll do that before the next release.
code changes:
There is now 4 spell realms, added Nature and Chance realms. Chance realm has a lot of spells that might have a bad effect instead of the intended effect or sometimes a better-than-intended effect, but it's always more than 50% chance of a good effect (and higher clvl increases chances of good effect).
added: a monster attack type, a few monster attack effects, a few timed effects, slime and silver poison effects, a few monster range weapons including breathe fear. (poltergeists now throw stuff at you like they should).
probing now has a 1/3 chance to give you knowledge of monster spells (it never does in V).
weapons and armor with a total tohit/dam/ac bonus of less than 3 will pseudo as average (and be automaticaly identified like other average things). This change is mainly because of a couple weapons that have an innate to-hit bonus.
..other minor tweaks
some more specific notes:
there are a couple new monsters that have melee effects that are helpful instead of harmful (all helpful monsters either appear only when summoned by the appropriate spell or are extremely rare, some also have an experience penalty if you kill them). (this is planned for 1.1.0, but not implemented yet)
much less monsters are considered evil, for example: kobolds are not evil, mindless undead monsters are not evil (just being controlled by evil), not all thieves are evil, etc.
Silver & Slime: some monsters can slime you, and a few can give you silver poison. At very low levels, these things do nothing, at higher levels of slime or silver poison they can have pretty serious effects, and if they get very high they will kill you (25 points of silver poison or 50 points of slime). Slime has effects which are more physical, and silver poison has effects that are more mental. currently slime blobs have slime and acid attacks, later, I will probably remove the acid attack now that I've added sliming. At the moment, not many monsters have silver poison, but I'll add more later. (Silver poison is based on something in a novel I wrote where there is the Silver land where the grepse are, beings who remove a person's identity until they care about nothing and are interested in nothing but the moment's entertainment. The vyrms and wemu vyrm are from this place, and I will add the grepse for 1.1.0). Cure wounds potions have no effect on them. The two most common things to fight these effects are the elven weybread (which will be made rarer because of this), and the potion of purity. The mushroom of cure serious wounds also has a small anti-silver and slime effect.
The Nature and Necromancy spell realms are largely borrowed from OAngband, but IMPORTANT: most of the borrowed spells don't have the exact same effect as they do in OAngband. check spell descriptions in the spellbook in game or in spell.txt. For one thing, there is no "sphere" effect like Oangband has. (necromancy realm is not implemented yet, but planned for 1.1.0).
Purpose of DaJAngband:
To add flavor and character to vanilla Angband. This is done mostly through redoing the monster list and adding a few new classes and races. Other changes are mainly to complement the changes in the monster list. Also implements my idea that permanent see invisible should be much rarer and that less monsters should be invisible. (notably the qulythulgs and the imp-related minor demons are no longer invisible.) See the DaJAngband Readme.txt for more detailed lists of changes from vanilla.
random nasty monster of mention: the shadow minion: they are mindless and invisible (and permanent see invisible is not as common in DaJAngband). They come in groups, drain experience, and breathe darkness. native to dL46.
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