Coffeeband v1.0.0 - a work in progress

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  • wobbly
    Prophet
    • May 2012
    • 2631

    Coffeeband v1.0.0 - a work in progress

    Finally sorted things out enough to have time to learn to code again & restarted working on this. I decided to just start again from the latest master (the old coffeband code was a mess) & do this in a more organized fashion. Currently it's pretty much V with some minor adjustments & for the most part a work in progress. I'm pretty much releasing it just to learn how to put a release up. You can find the source code & a compiled binary for windows here:



    To use the binary: download the binary & the source, unzip the source, copy the binary into the angband folder along with a copy of libpng12.dll & zlib1.dll (you'll find them in /src/win/dll). The source file is called angbandv1.0.0.zip, I have no idea why it named it that way or how to change it.


    Changes
    • Reduce weapon weights to saner numbers
    • Adjust blows to make heavier weapons more viable earlier while retaining a similar pattern to V (currently I've got my numbers wrong here, wait for the next version)
    • Adjust stat bonuses to make the standard roller less brutally punishing
    • Fix run bug that caused @ to move an extra square after disturb (hopefully)
    • Weapon now counts towards encumbrance for casters
    • Different version of the 'thancs I'm trying out
    • Rocket


    Edit: Zip should no longer pretend to be a long lost copy of angband-v1
    Last edited by wobbly; April 9, 2019, 05:18.
  • wobbly
    Prophet
    • May 2012
    • 2631

    #2
    A fix to make heavy weapons actually better at the start, rather then worse.. The blows on a starting warrior should now be approx. 1 step above V with a heavy weapon & 1 step below with the dagger.

    Additional changes:
    • Internal caps changed to 18/80 - To create greater difference across the races (+ I find all stats 18/** a little boring)
    • Made con matter a little more in the early game - You'll lose about 1 hp/level on the warrior which you regain at around 16 con (This is part of a general attempt to make dump stats less dumpy)
    • Drops for under-depth kills less rewarding (why should waiting till you're OP to kill uniques be rewarded?)
    • Zip should now be correctly named


    GitHub is where people build software. More than 100 million people use GitHub to discover, fork, and contribute to over 420 million projects.

    Comment

    • Gwarl
      Administrator
      • Jan 2017
      • 1025

      #3
      Originally posted by wobbly
      [*]Internal caps changed to 18/80 - To create greater difference across the races (+ I find all stats 18/** a little boring)
      Do you remember the old 'maximise race/class bonuses' birth option? That might be another way of solving this problem.

      Comment

      • wobbly
        Prophet
        • May 2012
        • 2631

        #4
        Originally posted by Gwarl
        Do you remember the old 'maximise race/class bonuses' birth option? That might be another way of solving this problem.
        I didn't realise this was gone, when did that happen? I've never played with it on, so would have to look at an older version to see what it does. Maybe it'll be something I want, maybe not. The added bonus of reducing the caps is when I start trying to reduce game length stat-gain will already be a bit shorter.

        Comment

        • Derakon
          Prophet
          • Dec 2009
          • 9022

          #5
          "Maximize" mode controls whether your race/class modifiers apply to your stat caps or just to your initial stats. For example, if you're playing a race/class combo with a net -5 to STR, then your "naked" STR score at max can be either 18/100 or 18/50, depending on whether the option is set. I admit now that I don't remember which way the option went -- I think having it on meant that the cap would be 18/50, and off would be 18/100.

          I'm pretty firmly in the camp that variable stat maxes are a good idea, but I hadn't considered the possibility of just lowering the internal cap as well. That seems like a fairly straightforward but impactful way to make the game harder.

          Comment

          • EpicMan
            Swordsman
            • Dec 2009
            • 455

            #6
            Originally posted by Derakon
            "Maximize" mode controls whether your race/class modifiers apply to your stat caps or just to your initial stats. For example, if you're playing a race/class combo with a net -5 to STR, then your "naked" STR score at max can be either 18/100 or 18/50, depending on whether the option is set. I admit now that I don't remember which way the option went -- I think having it on meant that the cap would be 18/50, and off would be 18/100.

            I'm pretty firmly in the camp that variable stat maxes are a good idea, but I hadn't considered the possibility of just lowering the internal cap as well. That seems like a fairly straightforward but impactful way to make the game harder.
            Derakon is correct, having the Maximize option On adjusts the stat caps as well as the initial stats.

            Comment

            • takkaria
              Veteran
              • Apr 2007
              • 1951

              #7
              Originally posted by wobbly
              I didn't realise this was gone, when did that happen? I've never played with it on, so would have to look at an older version to see what it does.
              It was turned permanently on when it was removed.
              takkaria whispers something about options. -more-

              Comment

              • Gwarl
                Administrator
                • Jan 2017
                • 1025

                #8
                Yeah so wobbly might want the version with it off?

                Comment

                • Derakon
                  Prophet
                  • Dec 2009
                  • 9022

                  #9
                  I don't think so. The "internal" stats have always (prior to wobbly, anyway) capped at 18/100, whether maximize was on or off. The difference is that with it off (thanks EpicMan), you basically had your internal score directly adjusted by your birth stat modifiers. For example, if you allocated 0 points to your STR and had a -5 STR score, instead of having an internal score of 10 and a race/class modifier of -5, you would have an internal score of 5 and a race/class modifier of 0.

                  Another way to think about it (that may or may not provide clarity) is that maximize-on has you wearing invisible equipment that grants your race/class stat modifiers, while maximize-off has you as a no-modifier human who drinks a bunch of potions of gain/lose stat as soon as they start the game.

                  wobbly's change just means that regardless of your race/class, your stats cap 2 points lower than they do in Vanilla.

                  Comment

                  • Gwarl
                    Administrator
                    • Jan 2017
                    • 1025

                    #10
                    Okay got it. We've achieved clarity

                    Also, this variant is now up on angband.live and wobbly has been given powers to update it.

                    Comment

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