Author Topic: Angband (Now at v4.1.0!)  (Read 6016 times)


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Re: Angband (Now at v4.1.0!)
« Reply #15 on: June 25, 2017, 12:17:18 PM »
v4.1.0!   8)

This has release has been a massive team effort by many people over a long time. The wonderful community on these forums has been a big part of that team. This is your game, I hope you like it.

This version has the first major gameplay changes since 3.5.0. Some of these changes have significant impact on the game, and affect longstanding parts of the game quite radically. Given that aver 750 individual changes have been pushed to the main game repository since the last release, what is presented here will be more of a summary than a detailed changelog.

    The general philosophy is that all players will hit traps at some time
    Magical trap detection has been removed, except as a spell for mages
    Active searching has been removed
    Characters have one chance to detect a trap, on seeing the grid it is on; this chance is dependent on searching skill
    Traps are either physical or magical, and there is a corresponding split in the player disarming skill
    Many new traps have been introduced, and old ones amended
    Traps are placed almost exclusively at corridor intersections or other chokepoints
    Trap density in vaults is reduced by 75%

    ID is now "rune-based"; once an object properry is recognised once, it will always be recognised on all future items
    The only forms of magical identify are scrolls and the mage spell, both of which identify a single unknown rune
    All scrolls, potions, mushrooms are identified on their first use
    Most wands, staffs and rods are identified on first use, the main exceptions being when they affect monsters and are tested in the absence of monsters
    Ego item names become known once all the relevant runes are known

Player knowledge
    Changes to previously known terrain outside the player's field of view (doors opening, etc) are no longer immediately known by the player
    Secret doors are now always found on stepping adjacent (or at a distance by the mage spell)

Dungeon generation
    A new generation algorithm has been introduced, and appears roughly as often as the classical generation algorithm
    There are many new vaults in the new algorithm, and also new room types - huge rooms, rooms of chambers, and interesting rooms (like small vaults)
    There is also an infrequently occurring generation type, the "moria level", which features large rough-edged rooms and many orcs, trolls and ogres
    Lava has changed from being a visual curiosity in town in 4.0.x to being generated in the dungeon; it will burn those without fire immunity
    Another new type of terrain has been introduced: passable rubble, which behaves like regular rubble except it can be walked through

    Monster breaths are now cone-shaped starting at the monster, instead of being indistinguishable from ball spells
    Monster pathfinding has been improved (mostly), with monsters tracking explicitly by sight, sound or scent
    The relationship between player stealth and monsters waking has changed

Random artifacts
    Lights, rings and amulets are now fully randomised instead of based closely on the standard special artifacts
    The artifact set generation algorithm has been changed so that random artifacts no longer correspond to individual standard artifacts, but rather are generated so as to get a statistically similar distribution
    Calculation of object power has been simplified
    Generating a set of random artifacts now actually writes a data file like artifact.txt, which can be used for future games

    Sticky curses have been removed completely
    A large number of new curses have been introduced
    Items can have multiple curses
    Curse removal targets individual known curses on items
    Failed curse removal causes an item to become fragile
    Fragile items have a chance to be destroyed on future failed curse removals

Status effects
    Monster status effects have been redone to rebalance reliability and effectiveness, so that they may actually be interesting to use
    New types of status-inducing spells and magic devices have been included

    Much more detail has been moved out to text files in lib/gamedata
    Many underlying code improvements

Here we go---the big time arrives anew!
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training


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Re: Angband (Now at v4.1.0!)
« Reply #16 on: June 25, 2017, 03:27:14 PM »
Traps overhaul sounds sensible, I;m curious how it's going to work in practice.


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Re: Angband (Now at v4.1.0!)
« Reply #17 on: June 27, 2017, 12:26:45 PM »
Traps overhaul sounds sensible, I;m curious how it's going to work in practice.

I have mixed feelings about the traps situation. Nick mentioned on Reddit that it's intended to, among other things, make Rings of Searching more useful. I can see the logic but so far my experience has been that I get too frustrated blundering into traps. For the first time ever, I had to kill my character because I was stuck behind a trap and couldn't get out. I don't usually do this, but I've reverted to playing an older version.