However, they have a weak start since they're bad at melee and their starting attack spell only hurts intelligent enemies (and thus works poorly on the rats, snakes, worms, etc. Probably the best class is Mindcrafter they get a bunch of insanely cheap and highly versatile spells, including a targeted teleport spell, a spell that stuns enemies, and a spell that hurts all enemies in LOS. Does this seem alright and also, what's the best class throughout the game?ZAngband? Man, that takes me back. Remove debian/ directory - Debian packaging now hosted at git:///git/collab-maint/angband.While playing Zandband, I've started out as a barbarian chaos-warrior.Replace all instances of "lite" and "hilite" with light and highlight (except rLite on the C screen).stack size, pval, to hit, todam, to_ac, recharge time, number of charges) #1038 Various fields in the edit files now take random values of the form "5+2d6M8".#995 Updated references to copyrights and licences (pending full help rewrite).#984 Move artifacts to alloc_prob system, enabling max depths.#939 Scale X11 port's colours to the maximum gamut.#934 Flags set in monster lore now mean "know the presence or absence of this flag", a la known flags on objecttype.#771 make object_desc use better use of bitflags.#46 Create missing directories on startup if necessary.#43 Move names for randarts and player into names.txt.#23 Import UnAngband's 256-colour display code.Rename "Detect Hidden Doors/Traps" to "Detect Doors, Traps & Stairs".Player melee confusion effect now triggers before monster death is checked.Fix possibility of infinite loop when generating ego-items.improvements to grammar per mailing list.Ensure it is possible to destroy wielded items with the destroy command.Re-enable auto-stat-buying in the birth process.Describe brands on torches and flasks correctly (they do not brand melee attacks).Fix effect descriptions for unIDd food, potions and scrolls.#1089 Fix magic missile's visual effect.#1082 Don't print messages for squelched items dropped underfoot.#1081 Correct origin text for items found in chests.#1068 Stop stat rings IDing prematurely (interim solution).#1067 Monster list updates on monster move.#1064 Stop invalid open/disarm/etc commands repeating.#1055 Fix pval display on fixed-pval jewelry.#1053 Show ring and chest mimics in monster knowledge.#1043 Rods on the floor now charge as fast as rods in inventory.#1040 Object origin now shown correctly on chest-generated items.#1034 Town no longer interrupts level feelings.#1013 Multiple brand/slays should only print one message and only print brand messages once.#1011 Fix fail behaviour of gain-one-lose-one stat potions.#1010 Branding now IDs the item after branding.Show player-turns on C screen and in dumps (#891).add more meaningful colours that depend on the player's state (vulnerabilities and resistances).add damage estimates for monster spells.Destroy command now asks 'yns' to allow squelching.Uniques are now all purple (#1000, pending full implementation of extra colours).Display shots modifiers on bows in the multiplier.Make look/target command a lot more usable, with less stuff cluttering the screen and a '?' display a la the stores (#924, #927).Fire at nearest enemy with default ammo ('h') (#697).Give rods of lightning balls IGNORE_ELEC (like wands).Remove the self knowledge effect (#831).Combine priest Detect Trap and Detect Stairs prayers (#941).Detect Invisible spell should reveal non-invisible monsters too (#1047).Mage damage spells have lower mana usage than before, by about half, making using magic when attacking more appealing.Make wands/rods of lightning bolt always beam.Boost device damage on high device skill (#419).Empty wands/staffs sold to stores are recharged (#229).General store buys some stuff again (#288).Deep Descent now acts as a 2-level down Teleport Level (#1062).Increase prices of ego ammo by assuming +9 launcher. ![]() Decouple chance to enchant and chance to uncurse (#1007).Show stat requirements for additional blows when describing melee weapons (#922).Bows of Power/Accuracy should always have a good bonus (#782).Notice artifact status on pickup (#1052).Don't display larger than normal base dice (artifacts/boosted egos) until the weapon is attacked with (#982).Various randart changes, including random activations on non-lights (#974).New algorithm for device failure rates, and display those rates during the inspect/aim/use/zap commands (#483, #715, #1048).Make paralysis non-cumulative (you can't be paralysed more if you're already paralysed) (#783).Angband 3.1.2 was released on 26th January 2010, credited to "the Angband development team", and was one of the 3.1.x series of beta-test releases.
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