Angband source github12/21/2023 There are multiple towns, small and large, spread throughout the wilderness.It also has day and night, which affects light-hating monsters and the player's need for light. There are five basic types of wilderness open plains, dense forests, rocky mountains, harsh deserts and pathless swamps. On the other hand, it looks different (no rooms) there are sometimes choices as to how to advance (north or west, maybe, rather than just down) and tactics become quite different. On the similar side, it is randomly generated in rectangular pieces the "level" still only goes up or down by one in going from one piece to the next there is a structured way of advancing through the wilderness. Different races also have significantly different starting conditions. Dwarves as a whole tend to have better Intelligence than Wisdom the reverse is true for (most) Elves and Hobbits. Half-Orcs, Half-Trolls, Half-elves and Shadow Fairies have gone there are new varieties of Elves, Dwarves and Men. Races have been significantly changed.While it is certainly not perfectly consistent (all the bad guys are still alive all the good guys are dead, or at least have lost their best equipment), an attempt has been made to remove as many anachronisms as possible. move data into list-*.FAangband's principal focus as a variant is to immerse the player in the world of Tolkien's Silmarillion late in the First Age.update debug commands to reflect the current game.rename files to be more sensible, or create new ones where needed.attempt to clarify all the (frankly) fudge factors so they can more easily be seen and adjusted.refine and generalise stats where possible.allow for a wider variety of effects (eg player/monsters pushed by force).have separate functions to handle effects on terrain, objects, player, monsters.have all spell info defined by a text data file.generalise to make it easier to introduce new realms, classes, etc.put blow effects into seprate handler functions.put elemental spell effects back in the projection code rather than the spellcasting code.have all effects performed by a single function, and definable from text files.have a separate field for every learnable property of an item.emphasise the philosophy that the items are still there, just ignored.remove all references to 'squelch', replace with 'ignore'.remove code reliance on the numerical value of terrain types.make locked/jammed doors just closed doors with a trap.make traps separate entities, not terrain.a full terrain flag system to allow easier addition/removal of terrain types.multiple gameplay-identical terrain types now handled by temporary flags during generation.make this a separate file, with full memory obtainable by copying monster.txt.use a Poschengband-style equipment template to specify equipment slots (so there is a standard player body, but more could be added).make ordering of the inventory and quiver a UI construct only.put objects in linked lists tied to the grid, store, monster or player that holds them, rather than indexed in a level-wide list.put artifact activations in a text file.handle special artifacts straight from artifact.txt, so an unrecognised object kind (like Phial) automatically has a new object kind defined for it.remove hard-coding of object tvals and svals, so objects can be safely added and moved around in object.txt. ![]() separate brands and slays from flags to allow more variablilty.separate resistances, immunities etc from flags to allow for more values of resistance.replace pvals (aside from fuel, food etc) by an array of values.duplicate the dungeon level "cave" struct, so that there is a reality version and a player version.there is a 'squares' array containing the terrain, locality info, traps, objects, flow info and monster on each grid.allow regions where restrictions apply (eg no ESP or no mapping).allow more control over monster generation for thematic purposes.allow generation of dungeon levels piece by piece.allow saving of dungeon levels and the town.help file for modifying added - lib/help/modifying.txt.text data files cleaned up and documented.put many of the game constants in a text file rather than being compiled in, so they are user alterable.split the game into core and UI, and stop anything in the core from depending on anything in the UI.After a lengthy period of beta-testing, Angband 4.0.0 was released on Monday 29 June 2015. Soon before the release of 3.5.0, a community discussion had led to Nick McConnell becoming maintainer, with the intent of co-ordinating a major rewrite of the codebase and a mantra of "no gameplay changes until after the restructure".
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