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angband-dev.blogspot.com

Angband Dev Blog

Thursday, 20 September 2012. I have some ideas for a few relatively far-reaching changes. The big question is whether they are radical enough that they warrant a fork (of V or v4) or whether inclusion in v4 is reasonable. To begin with I want to motivate the problems I'm trying to solve. 2) Unique monsters are too strong. They can rarely be handled at depth. 2a) There is not enough incentive from dealing with uniques, particularly late game uniques. 4) Monster summoning is too powerful. If two Great ...

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Angband Dev Blog | angband-dev.blogspot.com Reviews
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Thursday, 20 September 2012. I have some ideas for a few relatively far-reaching changes. The big question is whether they are radical enough that they warrant a fork (of V or v4) or whether inclusion in v4 is reasonable. To begin with I want to motivate the problems I'm trying to solve. 2) Unique monsters are too strong. They can rarely be handled at depth. 2a) There is not enough incentive from dealing with uniques, particularly late game uniques. 4) Monster summoning is too powerful. If two Great ...
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Angband Dev Blog | angband-dev.blogspot.com Reviews

https://angband-dev.blogspot.com

Thursday, 20 September 2012. I have some ideas for a few relatively far-reaching changes. The big question is whether they are radical enough that they warrant a fork (of V or v4) or whether inclusion in v4 is reasonable. To begin with I want to motivate the problems I'm trying to solve. 2) Unique monsters are too strong. They can rarely be handled at depth. 2a) There is not enough incentive from dealing with uniques, particularly late game uniques. 4) Monster summoning is too powerful. If two Great ...

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angband-dev.blogspot.com angband-dev.blogspot.com
1

Angband Dev Blog: Thoughts on the current state of 3.4 gameplay

http://www.angband-dev.blogspot.com/2012/04/following-are-my-thoughts-on-current.html

Wednesday, 11 April 2012. Thoughts on the current state of 3.4 gameplay. The following are my thoughts on the current state of 3.4 gameplay. Overall the game is good. There have been many quiet improvements in this version and there aren't really any showstoppers. I think a release candidate at the end of May is certainly possible. I'll outline the rest of the post as follows:. What gameplay improvements have been made. Changes that still need to be made. 1 The current improvements/changes in 3.4. There ...

2

Angband Dev Blog: Various proposed changes

http://www.angband-dev.blogspot.com/2012/09/various-proposed-changes.html

Thursday, 20 September 2012. I have some ideas for a few relatively far-reaching changes. The big question is whether they are radical enough that they warrant a fork (of V or v4) or whether inclusion in v4 is reasonable. To begin with I want to motivate the problems I'm trying to solve. 2) Unique monsters are too strong. They can rarely be handled at depth. 2a) There is not enough incentive from dealing with uniques, particularly late game uniques. 4) Monster summoning is too powerful. If two Great ...

3

Angband Dev Blog: So many flags, so little time ...

http://www.angband-dev.blogspot.com/2011/03/so-i-finally-managed-to-refactor.html

Thursday, 24 March 2011. So many flags, so little time . So I finally managed to refactor monster spells into a data table. It taught me a lot. As takkaria notes in the first. Post, the thinking in the original code is not always easy to divine, as. Layer upon layer of change over the years either obscures it or. Undermines it (if it was there in the first place). What we had was half the spells being resolved in monster2.c (the. Non-projectable ones), and the other half being resolved by the. In-game me...

4

Angband Dev Blog: Core-UI split: user input

http://www.angband-dev.blogspot.com/2011/11/core-ui-split-user-input.html

Saturday, 5 November 2011. Core-UI split: user input. A lump of slate. At the moment, there is a game command. This picture is complicated a bit by the presence of macros. At the moment, macros are implemented at the UI level as a queue of keypresses. So there are two queues operating at once - one command queue and one keypress queue (actually, there are three queues - the terminal code keeps another keypress queue). To illustrate, say we have a macro P:. Core: Queue is empty - ask UI for keypress.

5

Angband Dev Blog: Some thoughts on the Angband economy

http://www.angband-dev.blogspot.com/2011/08/some-thoughts-on-angband-economy.html

Wednesday, 17 August 2011. Some thoughts on the Angband economy. I have just been reading a book called Debt by the anthropologist David Graeber - it's a fascinating book, examining in some depth the forms that states, markets, money, credit and debt have existed in. This has prompted me to ask some questions of Angband's economy, some of which I am sure are entirely superfluous and others which might prompt some useful, gameplay-improving answers. Their needs as troops (food, water, weapons, armour) wil...

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Angband Dev Blog

Thursday, 20 September 2012. I have some ideas for a few relatively far-reaching changes. The big question is whether they are radical enough that they warrant a fork (of V or v4) or whether inclusion in v4 is reasonable. To begin with I want to motivate the problems I'm trying to solve. 2) Unique monsters are too strong. They can rarely be handled at depth. 2a) There is not enough incentive from dealing with uniques, particularly late game uniques. 4) Monster summoning is too powerful. If two Great ...

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