not so many seem to play good old vanilla Angband anymore.
There are lots of people, old-timers and newbies,
enjoying vanilla Angband and
posting about it.
Well, both are intended to get some updates again somewhere in the future
Angband is constantly being developed, with nightly builds at
http://rephial.org/nightlies/ and full stable releases every 6 months. The dev team is focussing on discouraging boring gameplay elements (for instance, removing bad items and replacing them with mixed-blessing items, to encourage ID-by-use), improving interface (drawing an outline of the region you've cast a trap detection spell in), balancing item drops and making them more interesting (eg. no plain enchanted daggers at DL60), etc. They're also separately working on
"Angband v4", which is a platform for experimental and drastic changes, to test whether they produce good changes to gameplay. Here they're doing things like playing with the combat system, traps, nerfing teleport-other and detection spells, etc.
I'm not an Angband fan but I wouldn't play vanilla Angband even if I was one.. very dull.
Angband is dull if you take "you have the option of grinding for XP/loot" to mean "you must grind for XP and loot", and fully explore each of the 100 levels 10 times. But with a stealth stat, a ton of ways to detect monsters and items, and an abundance of escape methods, there are plenty of much more fun alternatives. Diving (going straight for the nearest stairs every level) is a great way to make games shorter, and more interesting (though there are people like Timo who enjoy exploring levels fully). Some people even manage to dive straight to the bottom of the dungeon without stopping.
I'm a fan of FAangband, FayAngband, Sangband and NPPangband myself.
Other awesome variants are Sil and PosBand. The easiest way to separate the wheat from the chaff is to ignore variants that haven't been updated for several years, and to ignore any based on ZAngband (which is a classic example of the more=better mentality).
For me, the main attraction of Angband is its
excellent customisable user interface. I haven't seen any roguelike (other than variants) come close, and many variants (even Sil) suffer from basing their interface on earlier forks (NPP) without incorporating changes from later versions. Angband avoids wasting player time by displaying up to 9 extra windows, in which the player can put (for example):
- Information about whichever monster they most recently targetted
- List of monsters the player is aware of (dangerous ones in red)
- List of items the player is aware of on the map
- Inventory/equipment
- Long list of previous messages, meaning -more- prompts can be disabled.
All of this information the player gets from moving their eyes, rather than remembering some arcane keypress. To me, this is more important than being able to determine if an amulet is an amulet of teleport or not by dipping it in a potion of sleep.
And then there's the macro system, which lets you do things like "fire whatever's in the first quiver slot at the nearest monster" or "cast magic missile at the nearest monster" with one keypress.
TL;DR: play vanilla Angband. Then play Sil.