With many thanks to d_m for wrestling with the scripting, the new experimental "v4" build is now available for Windows. (It's also built for OSX, but as previously advised we have to fix the UTF-8 support in OSX so this isn't playable yet.) The url for both is http://buildbot.rephial.org/v4-build...er/builds.html. If anyone using Linux wants a pre-built version, please say so in this thread.
Please do NOT attempt to use a V savefile with v4, as this will cause problems. Yes, I'm afraid this means starting over with monster memory - sorry. Now that v4 is up and running, we might finally get round to splitting the monster memory out of the savefile so that this doesn't happen again! (Actually, let me tone that down: by all means try to use one and see what happens, but please don't complain if it doesn't work. Please at least start a new character though!)
There are two major changes so far in v4:
- the generation of magical armour and weapons is completely different. You will still see all the familiar ego types, from Of Resist Acid right up to Holy Avengers and Robes of Permanence, but you will also see dozens of new affixes like Sharp, Runed, Of Observation, etc. Lots of these affixes designate material properties (Crystal, Diamond, Iron, Mithril etc.), so base objects no longer contain materials in their names.
- @ now remembers the "runes" for various object properties (slow digestion, acid brand, cold resistance etc.), so once s/he has found one object with a rune, s/he can recognise it on any subsequent object. This should make ID-by-use much less hassle.
The item generation changes mean that balance is likely to be very odd until we've had plenty of playtesting feedback. In particular, you will probably find that brands, slays and extra dice (or sides) are more common than in V, but that simple +hit/+dam is far less common.
There are also some obvious issues that come with it being a work in progress. You will notice that although most affixes appear on the ego knowledge menu when you learn them, others don't (the ones in ego_themes.txt). There's also not yet any mechanism for looking up which runes you know. There are also three rare artifacts that will stick out like a sore thumb ;-)
These issues (and many more!) will all be addressed as v4 progresses.
Enjoy.
Please do NOT attempt to use a V savefile with v4, as this will cause problems. Yes, I'm afraid this means starting over with monster memory - sorry. Now that v4 is up and running, we might finally get round to splitting the monster memory out of the savefile so that this doesn't happen again! (Actually, let me tone that down: by all means try to use one and see what happens, but please don't complain if it doesn't work. Please at least start a new character though!)
There are two major changes so far in v4:
- the generation of magical armour and weapons is completely different. You will still see all the familiar ego types, from Of Resist Acid right up to Holy Avengers and Robes of Permanence, but you will also see dozens of new affixes like Sharp, Runed, Of Observation, etc. Lots of these affixes designate material properties (Crystal, Diamond, Iron, Mithril etc.), so base objects no longer contain materials in their names.
- @ now remembers the "runes" for various object properties (slow digestion, acid brand, cold resistance etc.), so once s/he has found one object with a rune, s/he can recognise it on any subsequent object. This should make ID-by-use much less hassle.
The item generation changes mean that balance is likely to be very odd until we've had plenty of playtesting feedback. In particular, you will probably find that brands, slays and extra dice (or sides) are more common than in V, but that simple +hit/+dam is far less common.
There are also some obvious issues that come with it being a work in progress. You will notice that although most affixes appear on the ego knowledge menu when you learn them, others don't (the ones in ego_themes.txt). There's also not yet any mechanism for looking up which runes you know. There are also three rare artifacts that will stick out like a sore thumb ;-)
These issues (and many more!) will all be addressed as v4 progresses.
Enjoy.
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