Temple of The Roguelike Forums
Announcements => Traditional Roguelikes (Turn Based) => Topic started by: getter77 on January 04, 2012, 02:07:44 AM
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http://www.amirrorclear.net/flowers/game/sil/
Win/Mac/Source with hopeful Linux version down the line with some aid sought
A game of adventure set
in the first age of Middle-earth,
when the world still rang with elven song
and gleamed with dwarven mail.
Walk the dark halls of Angband.
Slay creatures black and fell.
Wrest a shining Silmaril from Morgoth’s iron crown.
Sil is a computer role-playing game with a strong emphasis on discovery and tactical combat. It has a simple but rich combat system which allows for a great variety of choice: should you wear heavy armour that makes you easier to hit but reduces the damage you take? should you wield heavier weapons to overcome your opponents’ armour, or wield lighter weapons for more accuracy and a greater chance of critical hits? It depends on the situation and the type of character you become. You will also have the chance to retreat back into shadowy corridors to take the enemy one by one, or to stealthily creep up to your opponent and take him unawares.
It is also one of very few games that stays true to the writings of Tolkien. Carefully researched, it dispenses with many generic fantasy tropes and reveals a different world. There are no wizards or priests, no platemail or magical scrolls. Instead, it is the Norse Saga inspired world that Tolkien imagined, with warriors clad in shining mail, singing songs of rage or sorrow as they slay. The magic of the world is subtle yet powerful: there are songs of fear and of binding, rather than spells of fireball and teleportation.
Sil comes from a tradition of role-playing games known as roguelikes. They stem from a game called Rogue that was written before computers had graphics and instead used symbols on the screen to represent a dungeon filled with monsters and treasure, that was randomly generated each time you played. Rogue also had ‘permanent death’: you have only one life and must choose wisely lest you have to start again. Finally, it had a system of unidentified items whose powers you must discover for yourself. Sil inherits all of these features, though it is much more advanced in many ways.
Who will like Sil?
You will like Sil if you want to play a detailed and well balanced role-playing game with a rich and intuitive system of tactical combat. You will also like it if you are interested in the works of Tolkien, or even just want a less generic role-playing game. The greatest obstacle to enjoying Sil will be its lack of graphics, but if you can overcome an initial reaction and begin to explore the world, your imagination should fill in the details more effectively than a small clump of pixels would.
In honour of what would be Tolkien's 120th birthday*, I'd like to announce Sil: a new roguelike set in the First Age of Middle-earth.
Sil is a descendent of Angband, but makes many changes. Indeed almost every mechanic has been significantly altered. These changes have had several directions: to make the game much more true to the world Tolkien imagined, to increase the tactical depth in combat, to reduce the length of the game.
http://angband.oook.cz/forum/showthread.php?t=5216 Where things are already started to get sorted out and plans of attack made in the Merry Land of Rephial
Essentially, we've got a new project that could've been a proper new Angband fork---before it went waaay past Angband and such and became another thing with some blood ties. It has apparently been in the works for some years now, so it should be interesting to see how it shapes up from here with public feedback and whatnot.
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I fuggin' hate Angband, but I am playing this anyway because, c'mon, Silmarillion!
And so far, I really like it. I hate stair-scumming, and Sil does nothing to prevent that, but the interface is clean and the setting feels solid. The mechanics are straightforward without being simplistic. It's the sort of game that corremn could get behind, methinks.
This could turn out to be a sweet roguelike.
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I personally hope most Roguelikes steal the gist of the EXP system outright, not the exact bits but to where you get exp for descending, first encounter with a creature, ID'ing things, etc alongside the usual combat instead of JUST combat victory---the manual really makes it seem like a proper Stealth character could be doable for a change.
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Not a fan of the *bands, but this is a pretty nice bandlike.
Even if it starts you off with nothing. That's pretty brutal. Feanor-brutal.
The experience+ability system's neat, but I feel like character generation is needlessly complicated.
Pick a gender, confirm your weight and height, is this background okay?
Too many steps during character creation for things that have absolutely no bearing on the actual game.
I also secretly prefer point rolling to point buy in the bandlikes.
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Dude, I just got outflanked by orcish soldiers. Three spread out around me and blocked off my escape route. This game has polish.
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I hate stair-scumming, and Sil does nothing to prevent that
Hi there. I'm glad you're enjoying the game. I just registered to correct this statement. Since we'd generally like optimal gameplay to be fun, we were somewhat concerned about stair-scumming (although we're happy to have the stairs as an escape), and we put in some mild measures against this:
Using the stairs increments the turn count by 100, and also uses 100 turns' worth of food. Thus it counts against you in terms of two clocks: the food clock, and the forced descent of Morgoth's power calling you down, which pushes you down to a deeper level when you've taken too many turns. It doesn't use any turns of your light source because we didn't want to encourage players to unequip their light source before taking the stairs. We hope that this is enough of a discouragement to stair-scumming, but these measures could always be increased if it turns out that's needed.
Anyhow, I realise that this wasn't in the manual, so there wasn't any way you would have realised (except perhaps trying to abuse the stairs ridiculously yourself), but I thought I'd let you know.
Have fun with the orc soldiers! They get bigger bonuses to hit you if they're spread out and attacking you from all sides rather than lined up on side, so they will normally try to do this if you give them the chance.
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Yup, my bad. I hadn't noticed the measures you had taken (mostly just the inevitable downward journey) until just a few minutes ago.
Great game so far! Quite brutal and arbitrarily cruel... which is to say, a true roguelike!
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I just tend to keep hitting enter through character creation. Probably I'm missing something.
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Mac version is not working for me :(
It's just not starting. It blinks for a split second in Dock and ... nothing.
It's not crashing, just not starting without any diagnostics.
Intel Mac Mini with OS X Lion 10.7.2
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1.0.2
- linux version
- X11, GCU & CAP should work now
- GCU & CAP are fairly unplayable though (mainly due to lack of decent colours)
- fixed Makefile.std
- removed a crash straight after launching due to a default filename being set
- fixed colours for X11 (no more green dungeon walls!)
- races/houses
- adjusted the dwarven race/houses slightly
- added a new Sindar house
- now all houses add a similar level of bonus to the race
- 1 stat point, and 1 affinity
- items
- made Mattocks a bit less damaging (5d2 from 6d2)
- but left the artefact mattock as is!
- changed Shovels from 3d1 to 2d2
- daggers of accompaniment
- no longer go into your off-hand before being identified
- can no longer be switched out leaving two weapons without the ability
- handles artefact lanterns better
- made some artefacts a bit less common:
- knife of Nargil
- Orcrist
- Axe of Hurin
- wrath now stacks
- danger now stacks
- danger now affects you even from your inventory
- this is odd, but otherwise it is so clearly best to remove the item
for one turn when descending the stairs
- status effects
- fear
- trying to attack while afraid no longer costs you a turn
- throwing items now also fails when afraid
- stunning
- now capped at 105 for all causes
- so at most 5 turns knocked out before you can act again
- fixed bug where knock out / entrancement wasn't setting evasion to [-5]
- monsters
- made uniques who were famous only in later ages less common
- made crebain much less damaging 1d5 -> 1d3
- changed the Will levels of many monsters, spreading them out more
- Morgoth is now immune to Elbereth
- 'auras' of Ancient Serpents
- now damage monsters as well as you
- now explained better in monster recall
- smithing
- difficulty of forging things in the 'minor slots' is increased by 20%
- rings, light, cloak, gloves, boots, arrows
- the 'major slots' are:
- weapon, bow, amulet, body armour, shield, helmet
- difficulty is no longer reduced for two handed weapons
- the time taken is now proportional to the difficulty
- the bonus from Song of Aule is reduced from Song/3 to Song/5
- fixed bug where display of experience wasn't changed when it was used up
- changed light source radius to not depend on the special value (pval)
- now can make Feanorian Lamp of Grace <+1> without reducing its radius
- interface
- changed key for options in creation menu from (=) to (O) to match normal play
- display
- added a 'previous round' of rolls to the combat rolls window
- fixed the bug with deleting the hunger display on minimum height terminal windows
- added the . for empty floors on the mini screenshot when you die
- notes
- stopped saying you have 'found' the further versions of the iron crown
- 'subdued' deathblades instead of 'destroyed'
- endgame
- monsters now get a +5 bonus to perception during the escape as they are vigilant
- Morgoth will no longer leave the Throne Room
- The monsters coming through the stairs during the pursuit are now always powerful ones
- There are now many more monsters in the pursuit when carrying 2 or 3 Silmarils
- minor changes to the method for knocking off the crown
- (now takes two, slightly smaller hits)
- fixed bug where you used to get the curse message even when failing to get the silmaril
- dungeon
- fixed a bug where an up-shaft was incorrectly created for you when stairs crumbled
- rubble can now be cleared by staffs of freedom and song of freedom
- abilities
- Lore-master now correctly displays monster Will and Perception in the monster memory
- the bonus from Song of Slaying now decays more slowly
- it now decays at the old speed when not being sung
- and half that speed when being sung
- Song of Elbereth now costs 1 point of voice per round
- monsters that are resistant to criticals are now immune to Cruel Blow
- skills
- easier to spot dungeon traps
- -5 difficulty compared with version 1.0.1
- misc
- interacting with your own square when there is nothing there no longer takes a turn
Very nice assortment of gains here! 8)
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Nice. I'm really digging this game. Get it? Ha! "Digging" Muahahaha!!!
-Jo
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I tried to debug sil.
gdb reports that there are two mains!
(gdb) b main
Breakpoint 2 at 0x938e5813
Breakpoint 3 at 0xd2092
warning: Multiple breakpoints were set.
And the one that entry point points to exits immediately after being called.
Xecutor, have you had any more luck trying to debug this? The bug only seems to affect a small subset of Mac users, not including any machines I have access to, so it is very hard for me to find the bug. I'd love to be able to fix it though, to let everyone play. The source code is downloadable from the website if that is helpful.
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Just a note to the developer:
In the tutorial it says to use 'u' and then a letter (i.e. 'a') to equip an item. But in actuality you have to press 'i'->'u'->'a', otherwise it will just tell you that you have no staffs to use. Now I realize that you inferred that from a previous note, but someone who hasn't played a lot of roguelikes or who has played ones with simpler key commands might not realize that. It's not really a big deal, but those are the little types of things that cause some people to quit the game before it even gets started and I wanted you to be aware. You don't want potential players to sit there wondering why the tutorial is wrong about what key does what.
The other main thing that caught my attention was an los bug:
###&#
@
###&#
Where # is a wall that is visible, and for some reason & is a wall that is not visible. It doesn't really make sense that there is a visual gap there, and I imagine it would have a gameplay impact if there was an enemy on that tile instead of a wall. I had the same issue with my first los algorithm, but it's not that difficult to fix.
Otherwise though I thought the game was pretty solid, and the tutorial did a pretty nice job.
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In the tutorial it says to use 'u' and then a letter (i.e. 'a') to equip an item. But in actuality you have to press 'i'->'u'->'a', otherwise it will just tell you that you have no staffs to use. Now I realize that you inferred that from a previous note, but someone who hasn't played a lot of roguelikes or who has played ones with simpler key commands might not realize that. It's not really a big deal, but those are the little types of things that cause some people to quit the game before it even gets started and I wanted you to be aware. You don't want potential players to sit there wondering why the tutorial is wrong about what key does what.
This would be well worth correcting, but I think you only get this behaviour if you've dived into the options and switched on Angband-like commands. The notes correctly describe the actions you need to take with the default keyset.
The other main thing that caught my attention was an los bug:
###&#
@
###&#
Where # is a wall that is visible, and for some reason & is a wall that is not visible. It doesn't really make sense that there is a visual gap there, and I imagine it would have a gameplay impact if there was an enemy on that tile instead of a wall. I had the same issue with my first los algorithm, but it's not that difficult to fix.
I would guess what's created this effect is probably not a line of sight issue, but that your light radius is one. The wall squares marked & are dark, so not visible. The far ones are lit by some other source (probably the doorway to a lit room, but could be some kind of light-creating item or monster). But of course if you can verify a bug of that nature it would be important to know about -- I certainly don't normally see this behaviour.
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In the tutorial it says to use 'u' and then a letter (i.e. 'a') to equip an item. But in actuality you have to press 'i'->'u'->'a', otherwise it will just tell you that you have no staffs to use. Now I realize that you inferred that from a previous note, but someone who hasn't played a lot of roguelikes or who has played ones with simpler key commands might not realize that. It's not really a big deal, but those are the little types of things that cause some people to quit the game before it even gets started and I wanted you to be aware. You don't want potential players to sit there wondering why the tutorial is wrong about what key does what.
This would be well worth correcting, but I think you only get this behaviour if you've dived into the options and switched on Angband-like commands. The notes correctly describe the actions you need to take with the default keyset.
The other main thing that caught my attention was an los bug:
###&#
@
###&#
Where # is a wall that is visible, and for some reason & is a wall that is not visible. It doesn't really make sense that there is a visual gap there, and I imagine it would have a gameplay impact if there was an enemy on that tile instead of a wall. I had the same issue with my first los algorithm, but it's not that difficult to fix.
I would guess what's created this effect is probably not a line of sight issue, but that your light radius is one. The wall squares marked & are dark, so not visible. The far ones are lit by some other source (probably the doorway to a lit room, but could be some kind of light-creating item or monster). But of course if you can verify a bug of that nature it would be important to know about -- I certainly don't normally see this behaviour.
You are quite right about the lighting, I didn't realize it worked like that. I also downloaded a fresh copy and u->a worked again. The funny thing is that I have no idea how I messed it up in the first place. I don't think I messed around with anything... Oh well, carry on.
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Question for the dev: do I get the best of both worlds with a bastard sword and the subtlety feat?
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Question for the dev: do I get the best of both worlds with a bastard sword and the subtlety feat?
No, Subtlety excludes hand-and-a-half weapons (this is explicit in the manual, but the in-game description is shorter and just covers it with "other hand free"). It isn't possible to choose to wield a bastard sword one-handed and thus get the Subtlety bonus -- it's meant to work only with the easiest to control weapons.
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v1.1
- broke savefile compatibility
- getting silmarils
- it is now easier to cut out the first Silmaril
- your weapon can now break on either the second or the third Silmaril
- you no longer suffer the rapid attack penalties when cutting if you have that ability active
- elemental damage
- for pure elemental damage (breaths and things as opposed to melee with elements)
- you now get your resistance before your protection roll
- used to be the other way around
- you have always only had a limited amount of prot for such attacks
- e.g. rings of prot, hardiness, song of staying, (& shields for fire/cold)
- now these sources of prot actually matter a bit when you have resistance
- added elemental vulnerabilities
- these are very rare, and they lower your resistance by one level
- if it is a level below no resistance, you take double damage, then triple etc.
- monsters
- many changes, including the following...
- balrogs:
- added five more, giving a full complement of seven
- they are rare, but *very* dangerous
- giants:
- lowered perception substantially
- changed the colours, and flavour text and a few stats for Nan and Gilim
- orcs:
- improved Boldog's melee and damage by 1
- improved Orcobal's melee and damage by 1
- corrected 'Othrond' to 'Othrod'
- not sure where that mistake came from!
- gave him an extra 1 to melee to compensate him for the indignity
- cats:
- lowered cat warrior health by 2d4 (20%)
- lowered Umuiyan's health by 1d4, to put him into the progression
- moved Umuiyan from shortbow (1d7) to longbow (1d9)
- improved the archery score of cat assassins by 2
- lowered will substantially
- wolves:
- minor modifications of attack and evasion to put them into a unified pattern
- lowered the non-unique's health across the board (to 6d4, 8d4, 10d4, 12d4, 14d4)
- increased the health of Gorthaur and Carcharoth
- increased the damage of Gorthaur
- lowered the armour of wargs (from [2d4] to [1d4])
- trolls:
- increased health and melee slightly
- lowered will and perception substantially
- insects/centipedes:
- unified health to 2d4
- a decrease for centipedes and dragonflies
- an increase for hummerhorns
- these creatures gain their defence from evasion/prot rather than health
- (also worth noting: bats are 2d4 as well, birds are 1d4)
- spiders:
- increased the melee and damage of Ancient Spider attacks
- increased the melee and damage of Ungoliant's attacks
- increased the health of most late-game spiders
- increased Shelob's darkness radius and damage
- molds:
- made violet molds half as common as before
- now a quarter as common as other mold types
- humans and elves:
- reduced easterling archers' archery skill by 1
- improved easterling uniques' melee skill by 1
- increased Maeglin's melee and evasion
- serpents:
- added slightly erratic movement to all of them (25% chance)
- ancient serpents
- removed the elemental auras
- they were a bit confusing and too easy to force monsters to take damage
- now have [6d4] instead of [7d4]
- do an extra 2d4 breath damage do compensate
- dragons:
- can no longer make you forget the map
- this ability is now unique to Mewlips
- valar:
- increased Morgoth's will and perception after you knock his crown off
- due to him taking you more seriously as a threat
- and the need to challenge you!
- stone creatures no longer destroy staircases if they die on top of them
- Shadows and Hithraukar now pass under closed doors
- Shadows no longer pass through walls
- there are now no invisible wall-passing creatures!
- combat
- you now lose the stealth bonus against an enemy for the second/third attacks
if they are woken up by the first attack
- entrancement effects can no longer be 'chained'
- you cannot be entranced while already entranced
- you cannot be entranced if you haven't had a turn since last entranced
- fixed a message bug when throwing potions
- stealth
- monsters can now become less alert if they are out of sight and fail a check to spot you by more than 30
- they lose a point of alertness for every point more than 30 that they fail by
- they won't fall asleep though
- Vanish is now implemented as a +10 bonus to this check
- abilities
- Vanish: see above
- you can no longer get an Opportunist attack when knocking a monster back
- you now stop singing a song if you remove an item which was granting you that ability
- Charge has been made quite a bit weaker, and also more interesting
- it was by some distance the most overpowered ability, and should still be good
- it no longer doubles your weapon dice
- instead, your attack counts as if you have +3 Dex and +3 Str
- a bit like an opposite of rapid attack
- the ideal weapon for charging will thus be heavier than the ideal for normal attacks
- also charge no longer works if you are moving slowly (at speed 1)
- Zone of Control, Opportunist, Flanking, Controlled Retreat
- no longer work on unwary monsters or monsters during the 'truce'
- as this was almost always not what the player wanted
- a few fixes to Exchange Places
- can no longer be done unless the creature is visible (removes exploits)
- can no longer be done from within a web/pit
- now triggers traps if you end up in one
- Blocking now always works against all ranged attacks (fire breath, arrows, boulders etc)
- thanks to Angloki for the idea
- it still requires you to pass to get the bonus against melee attacks
- it is also now an alternate pre-requisite for controlled retreat
- fixed some oddities in the build up of the bonus to attack for Concentration
- i.e. it didn't work for certain free attacks you made in the opponent's turn
- now it builds the bonus by +1 if you made at least one attack since the start of your last turn
- Song of Aule now gives a bonus of Song/4 instead of Song/5
- who says we're just trying to make smithing less good?
- Crippling Shot now no longer works on critical resistant monsters
- smithing
- made forges appear a bit more regularly throughout the dungeon
- this should help a lot in avoiding games with too few forges
- increased the cost of the 'speed' attribute from 25 to 30 (at Psi's suggestion!)
- increased the cost of stat points by 20% (the base has moved from 10 to 12)
- increased the cost of damage sides by 25% (from 12 to 15)
- increased the cost of brands, slays, sharpness
- no longer get any benefits for putting penalties on items
- it seemed cool, but just lead to them being put on Gloves of Smithing an the like
- the one exception is Danger, which leads to quite a large difficulty reduction (-5)
- there is now a discount of 20% on the difficulties of robes, crowns, sceptres
- they now make good artefacts...
- you can now make all special item types including the bad ones
- the first forge is now guaranteed to be a normal forge with three charges
- to avoid the temptation to start-scum
- you are now asked to confirm spending points of smithing when making a masterpiece
- items
- fixed a bug where blowing a trumpet of blasting could *heal* you
- if your protection was higher than the earthquake damage
- staffs of self-knowledge now show attributes of your off-hand weapon (if any)
- dropped permanent lights now glow properly (at some point this stopped working)
- chest contents generation slightly simplified (more chance of jewellery now)
- removed halberds
- while undeniably cool, they are more a late medieval swiss weapon
- there are still glaives (which are mentioned in Tolkien) and Celebrist is now one
- changed the glaive stats to halfway between the old Glaive and Halberd
- renamed: 'leather gloves' to 'gloves', 'leather boots' to 'boots', 'steel greaves' to 'greaves'
- removed rings of attention/wrath
- enough wrath items already, especially with our other changes
- removed amulet of danger
- same reason, and there is a new cursed replacement amulet...
- removed rings of True Sight
- there are enough other True Sight types
- improved Mithril Helms and Mithril Greaves
- now all mithril items are better in at least one combat attribute
- not merely weight and ignoring acid
- {special} items
- adjusted the depths and rarities across the board
- added several new special item types, including cursed ones
- made some large changes to the special items types
- changed the single type slaying items (Orc Slaying etc)
- most now slay two types of monster and are named for a place
- Final Rest instead has Free Action on it
- note that 'of Gondolin' now refers to the orc/troll weapon
- since the blades from Gondolin in the books glowed when orcs were near
- the old 'of Gondolin' weapons are no more, though 'of Nargothrond' is similar
- removed (Avenger)
- though there is a new artefact shortsword with riposte
- added a sticky curse to (Vampiric)
- removed 'of Brilliance'
- these were introduced before slaying weapons glowed and it is inelegant to have both
- removed Boots of Slowness
- just too nasty
- removed Gloves of Agility
- special gloves were too similar to rings
- removed Gloves of Clumsiness
- changed Gloves of Weakness to Gloves of Treachery
- now with a nice bonus...
- changed name of Gloves of Power to Gloves of Strength
- added Gloves of Swordplay
- to compete with Gloves of Strength
- fixed a bug where some special weapons wielded from the floor wouldn't glow properly
- fixed the auto-identification of lanterns of brightness when refuelling them
- unified the True Sight types of helms and light sources
- so identifying one identifies them all
- this had slipped past me before
- artefacts
- added 21 new artefacts
- realised that quite a few of the artefact weapons were just too crazy and toned them back
- added descriptions for those artefacts which didn't have them
- set Calris aflame like all good Balrog swords should be, and made other changes to it
- we think it is really strong now and people are crazy not to be using it more...
- dungeon
- added some T-intersections in the corridors
- fixed two bugs in dungeon generation which could lead to doubled and tripled doors
- no rubble generated before 200 ft anymore
- traps
- made false floors half as common as other traps
- webs can no longer be generated in dead ends
- food
- it is now harder to get gorged (so it can't happen unless already 'full')
- the gorged effect wears off even faster
- interface
- added an onscreen main menu with all the interface commands
- it can be accessed with (m) or (Escape)
- the latter can be turned off if you find it annoying
- I intend this to be the main way to access many of these commands
- and in future versions I will remove direct access to some:
- e.g. Colours, Macros, Knowledge, Options, ...
- but not Character Sheet, Save, ...
- comment on the Angband Forum if you have concerns about this
- added back in the 'auto_more' option
- (I still wouldn't want to use it though!)
- stopped it wasting a turn when you try to pick something up and nothing is present
- also improved some interface oddities surrounding 'pick things up by default'
- stopped it wasting a turn when you decide not to make anything at a forge
- fixed bug with being warned about dropping your shield when you wouldn't have to do so
- added prompt warning you about being forced to drop your two handed weapon when wielding a shield
- the object knowledge screen now displays potion/herb/staff etc types that you have seen in previous games
- this is useful for the process of elimination...
- fixed some interface bugs for smithing:
- the name of an artefact is no longer reset when returning to the artefact submenu
- selecting menu options via their letters now works properly
- display
- the iron crown no longer shows up multiple times in the knowledge menu
- fixed some issues relating to Morgoth before and after being uncrowned
- staffs now display how many times they have been used when unidentified
- fixed a bug with the combat rolls window
- it wasn't displaying the old info correctly in many cases
- creating any object at a forge is now noted in the notes section
- including the stats and weight
- slight modification of messages for failing to tunnel
- fixed a bug where the player would identify their off-hand weapon when their main weapon struck truly
- platform specific
- linux version
- X11 now supports solid block walls and highlighted unwary/sleeping creatures
- X11 now supports the initial menu and more user friendly loading of characters
- GCU now makes the map quadrant of its virtual terms as large as possible
- thanks to bron for the patch!
- mac version
- can now easily open savefiles generated on other platforms (e.g. competition saves)
- challenge modes
- all of these were buggy!
- no artefact mode no longer generates monster-specific artefacts
- like Spear of Boldog etc
- straight down mode now works correctly
- disconnected stairs mode now works correctly
- behind the scenes
- notes are no longer temporarily stored in 'notes files'
- this should finally put an end to all the problems with these files!
- fixed some potential bugs in targetting, dungeon generation, hallucination
- thanks
- thanks go to many of the denizens of angband.oook.cz for their suggestions and bug finding
- this really does help to improve the game!
- thanks also go to our wonderful beta test team
- I have no idea how they played so many games so quickly
Clearly, they were hard at work in this long interim since last release. 8)
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These guys are pure class. Downloading the latest version...now!
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I never played Angband really, but I do like this game.
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Any chance for a console version? Like a single full screen ui layout?
I just can't hang with the multiple terminal windows. :(
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It does seem weird, and they don't fit on my screen, but I like to see my inventory and loadout at all times.
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I'm the opposite. I actually like having a separate hidden screen for my inventory, equipment, map, etc that I have to bring up. Kinda like actually having to look in your pack. You may know what is in your backpack for instance, but you can't actually see what is inside of it constantly all the time. If you don't remember, you open it up and look inside.
And I much prefer to have my view of the dungeon fit the whole screen or at least most of it like crawl, rogue, nethack etc.
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Huh...I hear you Legend. I have to agree when you put it that way.
I bet you would love it if you could just hold down one of the bumpers and have the inventory pop up, release and it retreats. Or just have the bumper button toggle inventory up and down. Playing with your thumbs just seems better.
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Any chance for a console version? Like a single full screen ui layout?
I just can't hang with the multiple terminal windows. :(
You can make all the other windows invisible and resize the main window. Will that do what you want? If not, could you specify what you're after?
(You are always able to access your (e)quipment and (i)nventory in the main window. I think the only information you lose are the combat rolls, and from your description of how you like to play it sounds like you'd rather not have those anyway.)
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Any chance for a console version? Like a single full screen ui layout?
I just can't hang with the multiple terminal windows. :(
You can make all the other windows invisible and resize the main window. Will that do what you want? If not, could you specify what you're after? ...
What is described in this thread is what I mean:
http://roguetemple.com/forums/index.php?topic=2011.0 (http://roguetemple.com/forums/index.php?topic=2011.0)
If you look at the latest official release of Angband and/or the variants mentioned in that thread then look at the re-compiles that Ancient did, you should be able to see what I mean pretty clearly. Otherwise, not sure I know how to really put it into words properly. Pretty much looking for a console dos-like version as opposed to a windows version with multiple windows. Just one single console mode fullscreen.