Author Topic: NPPAngband (now at 0.5.4)  (Read 5406 times)

getter77

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NPPAngband (now at 0.5.4)
« on: March 21, 2012, 11:40:55 AM »
http://forum.nppangband.org/

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NPPAngband is a variant of Angband. It started an attempt to take the most popular ideas from the many Angband variants, as well as many of the popular patches, and bring them into the "vanilla" Angband environment, and rebalance the game to account for these changes. The initial end goal was to make variant that has an Angband flavor but incorporates many of the ideas and features made popular by other variants. However, as Angband has undergone a great transformation in the past couple years, NPPAngband is also trying to preserve the "classic Angband" gameplay.

It includes a random quest system (similar to EyAngband's), the UnAngband terrain system, OAngband's "4GAI", and FAAngband's improved mouse support.

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-The edges of the detected trap areas now show up onscreen.
-DVG tileset - added tiles for many objects, flavors, terrains, monsters, allspells, and bolt spells (by Buzzkill, Jeff Greene, and Thacker).
-Expanded colors are now used when spells are cast by the monsters and player.
-During targeting, modified how the path is drawn.
-DVG tileset - epanded tile support for ball spells and bolt spells.
-Deleted files supporting Nintento DS, Amiga, and RISC-OS operating sytems.
-Changed the message a player gets regarding the weight of armor reducing the player's mana.
-Changed the message a player gets when they are holding a sling/bow/crossbow that is too heavy.
-Added birth option for simple, Vanilla Angband dungeon generation.
-Added FAAngband-style mouse support.
-Rename fixed monster quests to Guardian quests.
-Increase Morgoth's spellpower and percentage.
-Give Morgoth the teleport_self_to spell.
-Removed Potions of Heroism and Scrolls of Holy Chant from the "infinite stock" list.
-In the object knowledge menu, the categories now have plural names.
-For the druid "clear area" spell, the cleared area and borderinging walls now light up during casting.
-The druid spell stone to mud is now 4 mana to cast.
-The druid spell clear area is now 9 mana to cast.
-Change the colors of some spells (electric bursts, spores).
-Made most of the lizards, frogs, and snakes cold-blooded.
-Made the spirit troll cold-blooded.
-Add terrain for a town floor.
-Many files added to assist compiling in Linux.
-Modify colors in the GCU port
-Moved the menu for picking up items off the floor to the standard mouse dirven menu.
-Additional mapping for the 8x8 and 16x16 tilesets.
-Modify the colors for the drawn target path inside the targeting menu.
-Firing cursed ammo now has a 70% chance to hurt the player.
-Added buzzkill as a shopkeeper in the black market.
-Changes to how compact objects works.
-When holding, the game only picks up everything if the always_pickup option is true.
Bugfix: Equipment and itemlist windows were not updating properly when the player was in a store.
Bugfix: There was a playtesting message when examining a store service.
Bugfix: Player ghost templates were not saving properly when a player died.
Bugfix: Several of the player ghost templates were defective.
Bugfix: Teleport level allowed the player to bypass a guardian (fixed monster) quest.
Bugfix: The player was allowed to keep a never ending supply of magic books in the home.
Bugfix: A throwing weapon that had been in the quiver couldn't be wielded again.
Bugfix: The jet black amulet was being shown with a blue colored tile.
Bugfix: Fixed several bugs regarding replacing a quest monster that has not been killed by the player.
Bugfix: In the object knowledge menu, Dragon shields and Druid spellbooks now appear in the right order.
Bugfix: In the object knowledge menu, a section has been added for chests.
Bugfix: The druid spell "create elements" now creates native terrain below the player as well.
Bugfix: Stunned and confused monsters were prevented from walking into terrain that caused them damage.
Bugfix: Keyboard navigation in the windows submenu was broken.
Bugfix: The tombstone screen was not centered properly.
Bugfix: The game could crash with more than 256 objects laying on the floor.
Bugfix: When opening or disarming 2 chests in a stack, the first one was automatically picked instead of giving the player a choice.

The particularly interesting aspect of this release is mainly the next release---the new goal for the upcoming .6.x line of things is overhaul UI, betterment/simplification of controls, and generally the big focus being on getting the enticement factor up to appeal to newcomer players so as to draw more eyes and such to the merry works over in the land of Rephial.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

corremn

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Re: NPPAngband (now at 0.5.4)
« Reply #1 on: March 21, 2012, 01:55:35 PM »
I used to love NPP, until they added the new terrain system,  (Sorry Andrew) where it lost its clear cut look, which I liked. Probably because it reminded me of Moria a lot.
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nppangband

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Re: NPPAngband (now at 0.5.4)
« Reply #2 on: August 24, 2012, 08:26:29 PM »
I used to love NPP, until they added the new terrain system,  (Sorry Andrew) where it lost its clear cut look, which I liked. Probably because it reminded me of Moria a lot.

In NPP 0.5.4, an option is intorduced to play with vanilla dungeons (birth_simple_dungeons), and completely eliminate the terrain system.