Author Topic: PosChengband (now at beta v7.0.0)  (Read 16864 times)

getter77

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Re: PosChengband (now at beta v6.1.0)
« Reply #60 on: May 12, 2017, 11:47:48 AM »
v6.1.0

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A new release (6.1.0) is up in the usual spot. Enough gameplay changes, some fairly major, have accrued to warrant a new minor version.

Changes this release include:
[1] Quest sequence in Angband is now random. You won't know what levels contain quest monsters. But, you can safely leave a quest level if you like and the quest monster will patiently await your return. You decide how to play this, but the game is more fun if you try to complete quests on the first attempt, only backing out if the foe is ridiculously OP (e.g. Malekith on DL35 before you have nether resistance).

[2] Rune Knight redesigned and even playtested. They are strong, but no more than many other classes (unless I am missing something?).

[3] Major changes to devices. End game devices are much harder than before to use, and the high device classes (mage, sorcerer, device master) will finally see some need for their high class device skills. Charmed Pendant restored to its original +2 status.

[4] Changes to melee and spell proficiency systems to smooth out level restrictions. Some players won't like any sort of spell proficiency system, so there is a new birth option to turn it off.

[5] Reforging: The game now uses slot-based power ratings. For example, melee weapons vs light sources. No longer can you reforge powerful slots into weak slots with impunity. This also applies when reforging strong items into weak weapons like daggers and falcon swords (e.g. ninjas). However, you might try reforging Vilya into a Blade of Chaos or even Diamond Edge and like the results, so it is not all bad.

[6] Rand/Replacement Arts: These also will use slot-based power ratings. Fixed a major bug with rand-art scoring after noticing how ridiculous end game rand-arts were becoming.

[7] Archery: Shots per round is completely determined by your base shooting skill (class *and* race/personality).

[8] Devices now have much better allocation. You can get lower level stuff in the end game rather than having effects just cut off abruptly. You should find 1 or 2 -Rockets in a normal game, but will never find more than 3 or 4. No longer will you get annoyingly frequent Beams of Disintegration (and others).

[9] Lots of oook requests addressed. You can do a git shortlog v6.1.0...v6.0.5 to see the details, but the following is worth mentioning: Press '@' at an object prompt to temporarily stop using inscriptions to override label choices.

[10] Stat sustains now help protect against nexus scrambles.

[11] Archery: Slings shoot slightly faster (1.40 vs 1.25).
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

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Re: PosChengband (now at beta v7.0.0)
« Reply #61 on: August 10, 2017, 11:49:50 AM »
v7.0.0

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I've begun a substantially redesigned 7.0 version, mostly in response to monster related issues and player effects. While I am not finished playtesting, I have tested enough that what I have seems stable and playable. 7.0.0 is available in the usual spot, but only those brave and eager for design changes should attempt this. I'll keep playtesting ... I had planned to sit on this 'til November or December, but having so many local changes not pushed to github makes me nervous (and once I push, people will play, I think).

Monster Issues:
Playtesting the recent monster additions revealed numerous problems, and investigation led to frustration with the existing system and, therefor, another major re-write. I've redone monster melee, monster auras, and, most aggressively, monster spells. I can go into issues if you like, but perhaps it will be better to just browse the commit history if you are curious. I tried to explain my reasoning whenever possible. Dont' browse r_info.txt unless you wish to spoil stuff ... Try playing "blind" instead!

Monster spells are now lored, and you can legitimately learn damage numbers with enough experience. Try playing without easy_lore and easy_id ... The lore system is quite good, IMO. And player omniscience does make the game much easier (not to mention spoiling anything new I might add).

Many monster types have been redesigned. Some new types have been added. Many of the recent 6.1 additions have been dropped (e.g. the Steam stuff) as there was just too much. For example, there is no need for new unique angels, but some work on the existing ones should do the trick. Go slay Azriel and Raphael (preferably in melee), and let me know if we really need new, harder stuff

Player Effects:
While working on monsters, its hard to avoid considering player effects. If the only way to improve monster difficulty is to bump up raw melee damage, then the game goes in a direction I dislike. So, player effects were changed:

[1] Free Action: No longer all or nothing. FA entitles you to a saving throw: one per source. (TODO: More late game monsters need PARALYSIS, I think).

[2] See Invisible: No longer all or nothing. SI entitles you to a "skill roll" to notice an invisible monster: one roll per source of SI. Which skill? Why, searching, of course!

[3] Hold Life: Very interesting changes here. I won't spoil, but powerful undead monsters (especially uniques) might have something nasty in store for you!

[4] Stun: Redesigned effects (for players and monsters alike). Effects are smoothed out, and more significant, I think. Monsters, on the other hand, had an off-the-wall ridiculous stun system where the least stun affect made them miss half their moves, miss half their blows and fail half their spells (non-innate). They now use the same system as the player.

[5] Poison: No immediate damage. Instead, all damage is delayed. You'll see a poison counter in the current version. Poison is much harder to cure and many things only cure it partially.

[6] Nether: A significant portion of nether damage has been siphoned off into ... something nasty. So there will be a bit less direct damage.

I'm sure I'm forgetting major changes ... Many bugfixes and game balance issues.

Oh, and a new score system. The old scores.raw was segfaulting by (1) keeping raw ids in the score table; (2) attempting to display without calling init_angband. Many monster races need a valid r_info to work. The new system is available with ~H or from the Birth Welcome Screen. It is a single user system, not designed for large concurrent access (as in the old, original VAX days). Don't delete files in the scores (apex) directory unless you know what you are doing. The system keeps dumps for you, and you can view them directly from the high score listing. Also, live characters are added to the score list so that if, like me, you have large numbers of currently active characters, there is no need to wait until they die/win to see them.

Finally, I haven't been on-line for the last 4 months or so. Any issues or complaints raised on oook in that time will be addressed in a future release.

Enjoy!
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training