Author Topic: Cryptband v1.0 released  (Read 5008 times)

getter77

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Cryptband v1.0 released
« on: April 21, 2010, 12:28:14 PM »
http://angband.oook.cz/forum/showthread.php?t=3094

Quote
This is the first public release of Cryptband, and I'm looking for a few testers to provide feedback! Mostly I'm interested in quashing bugs and balancing monsters.

* Only Windows is supported right now. Cryptband is a .NET application (framework v2.0 required). It may be possible to run the game on Linux using WINE or Mono, but I haven't tried either.
* This version only supports tiles, no ASCII. ASCII support may be added in the future as I have time.
* The help files are almost non-existent. Keyboard commands are documented, however, and the game should be fairly intuitive for Angband veterans.

There are several huge differences between Cryptband and Angband. In general, Cryptband is a much faster game.

* There are no stats (STR, CON, DEX, etc...) and therefore there is no stat gain.
* You do not gain experience from monsters. Instead, your character gains experience by diving deeper into the crypt. Take care not to dive too quickly, however, or you may find yourself under-equipped.
* Your maximum HP does not go up as you gain levels.
* There are no scrolls of recall. Instead, each level of the crypt has a portal back to town which can be used only once.
* Resting does not recover HP while in the crypt. The only way to recover HP is by returning to town or by drinking potions.
* Most items in your inventory do not stack. If you want to carry three scrolls of Phase Door then it's going to cost you three inventory slots.
* Speed is divided into movement speed, melee speed, ranged speed, and device speed. An item which grants you +10 movement speed does not allow you to swing your weapon any faster. Similarly, monsters which move very quickly will still attack and cast spells at normal speed. Actions not listed above are always performed at normal speed.
* Armor provides damage reduction, not evasion.
* Elemental resistances are quantitative and cumulative. For example, +6 fire resistance means that your character ignores the first 6 points of fire damage from a given attack.
* Cryptband uses fractional blows.
* All magical items are shown as {unusual} until they are completely identified. If you don't see the {unusual} tag then you know that an item is average.
* Players are encouraged to identify objects by using them. Cursed items are not sticky, and none of the consumables should kill you outright.
* All magical devices are activated with the zap command (z).

The land of .NET continues to grow.   :P
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

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Re: Cryptband v1.0 released
« Reply #1 on: April 23, 2010, 12:24:36 PM »
Quote
* Fixed:   Character dump only displays the last trait purchased
* Fixed:   Weapons of Accuracy weren't generated properly and the
      associated descriptions were wrong
* Fixed:   Ranged ego weapons were not displaying their ego names
      properly
* Fixed:   Description of Magic Missile damage was incorrect
* Fixed:   Ranged weapon labels were missing the ) after damage modifier
* Fixed:   Wand, rod, and staff flavors were spoiled by examing items
      in the magic store.
* Fixed:   Characters without the assassin trait had a 1-in-100 chance
      to find mushrooms

* Changed:   Stores stock more low-level items for low-level characters
* Changed:   Accuracy modifier labels changed to <+X> so as to not be confused
      with damage modifiers
* Changed:   Armor description no longer explicitly mentions affecting
      armor level.  The description was redundant.
* Changed:   Recent message history added to character dump
* Changed:   Ego weapons are easier to completely identify by using them.
      The item will automatically be identified when what you know
      about the item narrows the list of potential egos to just one.

A speedy arrival at v1.1!
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training