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Announcements => Traditional Roguelikes (Turn Based) => Topic started by: getter77 on December 28, 2017, 01:12:17 PM

Title: Composband (now at 7.1.1)
Post by: getter77 on December 28, 2017, 01:12:17 PM
https://github.com/OwenGHB/composband/releases  Win/Source

Composite Poschengband and Kangband. I plan to make that list longer.

I've been trying to adapt some old Kangband quests for inclusion into poschengband. I've also redone the layout of outpost, and mapped out a new town with shopkeeper names (although I haven't yet managed to get it to appear on the world map). There are new quests, and some of the old quests have been moved to other towns. Morivant has a new ruin just outside town that's been there longer than anyone can remember. Telmora has a quest relating to the volcano outside town. Angwil has tidied up the trees next to the roads.

Feature highlight reel:

New quests
New town
New shops
New monsters
New item base types
New artifacts
New dungeons
New race

The walk command ';' now accepts a target. Therefore you can make a keymap (say tab) for *t;5 and it will walk toward or attack the nearest target. This gets me killed a lot, use at your peril.

Potions might not do what you're used to. Check in-game descriptions to avoid unhappy accidents. Many dungeons have been changed in terms of inhabitants, terrain and guardians.
Title: Re: Composband (now at Release #2)
Post by: getter77 on August 12, 2018, 12:40:43 PM
Release #2

It's been a good while since I uploaded a compiled version of composband. When FrogComposband had its first release, there was more that I wanted to keep than revert, but I still wanted to move the game in its own direction, separate from the direction FrogComposband is taking. The influx of new content as well as working on my own ideas gave me a lot to do, and despite significant changes there were always things that I meant to do before a release. I used up some newly available free time making a list of such things and getting round to them, and without further ado..

Given the awkward genealogy of this result, a full changelog is beyond the scope of this post, but a summary of major features includes:

Removal of pseudo-ID. Items will be tagged average/good/ego/artifact on creation.

Imported a great many rooms from Angband. Dungeons are more interesting. Staircases are easier to find.

Shallow dungeon levels are smaller, the effect disappears at DL30.

Riding and weapons proficiencies have changed to reduce required grinding.

Chaos patron behaviour has been altered - chaos warriors are even more fun, and can choose their patron

Several new types of egos have been added, and jewellery egos have undergo some modification. It is now possible to find randart jewellery as random drops.

As well as a large number of changes to the layout of the world - towns, dungeons, quest sequences, rewards etc and miscellaneous code changes (for those used to frog I will point out that Telmora has a separate quest line at the temple, and Meng Huo is hiding out near Anambar)

The best way to find out more about the variant (besides visiting angband.live) is to download and play.
Title: Re: Composband (now at 7.1.1)
Post by: getter77 on May 13, 2019, 12:21:13 PM

Fixed a bug with using tilesets.
    Fixed multiple quest bugs
    Tweaked some egos
    increased the AC of many (most) monsters and uniques
    Modified many artifacts, mostly for the better
    New algorithm for generating coin piles, more coin piles, and reduced gold for selling items. Mining treasure veins may be more worth your time than selling. The idea is that valuable but useless to the character objects can still be sold to gain a leg up in the early game, but continuing to cart loot out of the dungeon will fade into irrelevance as the game progresses. Creeping mithril and adamantite coins are now much deeper and much stronger and low level thieves drop slightly more loot.
    Added an auto-inscribe for the rare poison immunity object flag added in early composband
    Made silver dragons and silver draconians playable races (their breath slows enemies and they have innate free action)
    Replaced hex high mages with a new class "hexblade" (in the hybrids category)
    Added a new class "chaos-mage", a spellcaster with a chaos patron (magic category)
    Chaos patrons mark III: in trying to devise patron behaviour that would be more rewarding to magic-users whilst still making use of the original zangband reward tables, a system of differing personalities for the chaos patrons has been established, explained in the in-game helpfile accessible from the character menu. Chaos worshippers should be even more fun than before, and the differences between patrons clearer. This is a big change and feedback is welcomed.
    Many of the new room templates were overly generous with the loot inside. They are more reasonable now.
    Fixed King Ghidora not being able to crush mere dungeon walls
    Fixed bug with removing sense living gear
    Fixed remaining disconnected rooms using new room templates
    You can now see (and travel to) staircases with the [ command (prompted by frogcomposband)
    You can see your proficiency maximums in ~ P (prompted by frogcomposband)
    ctrl+g no longer automatically picks up whatever you're standing on, you have g for that. it will also helpfully try to ID anything that's on your autopicker list as needing to be ID'd
    runeswords no longer gain ac penalties upon feeding
    removed some old debugging output for duelists
    feedback on elemental brands and slays is more terse.
    the chance to get extra dice on weapons of sharpness now looks at the number of sides of the weapon and the number of extra dice already given rather than the raw number of dice - before, 1d12 awl pikes were automatically qualifying for their first extra die if the were among the 50% of sharpness weapons allowed to roll for extra dice. This was an unexpected side effect of allowing the ego on polearms. Among sharpness ego weapons, 4d12 awl pikes should be rarer now (from roughly 8% to roughly 0.5%), and 8d6 blades of chaos more common (from less than 0.25% to roughly 3%).

The biggest part of this release is the chaos warrior update. All of the chaos patrons need playtesting. Many will probably not be tried. One big change that hits everyone is the radically new gold distribution algorithm, and feedback would be helpful here.