github angband/angband 4.2.0
Angband 4.2.0

latest releases: 4.2.5-161-g787117605, 4.2.5-160-g6a6151c7e, 4.2.5-158-gc684e323d...
4 years ago

This version is mainly a major overhaul of classes and the monster list. As
for the last two 4.x.0 releases, there are too many individual changes to list,
so what follows is a summary.

Classes

Two new realms of magic have been added, nature and shadow, to the existing
divine and arcane realms.

  • Nature realm relies on harnessing the power of the earth, and is opposite
    to the arcane realm, which uses craft and cunning.
  • Divine realm uses harmony and light, and is opposite to the shadow realm
    which aligns with darkness, power and sacrifice.
  • Rangers now use nature magic, like the new Druid class
  • Necromancers are the major shadow caster class
  • Blackguards are fighters enhanced by shadow magic
  • Pure casters (mages, priests, druids, necromancers) use five books (down
    from nine)
  • Hybrid casters (rogues, paladins, rangers, blackguards) use two or three
    books
  • Classes no longer have different rates of gaining experience

Monsters

Each base monster type has had its game niche reconsidered, and there has been
a general push to use Tolkien-inspired monsters where appropriate. Some of the
major changes include:

  • Ainur - most of these now align with one of the great Valar, and have
    corresponding powers
  • Dragons - these have mostly been made stronger and deeper
  • Humanoids - dark elves have been replaced with dwarves, gnomes with Drúedain
  • Hydras - each hydra type is like the previous type with a new head and
    attack added
  • People - the association of some of these with player classes has been
    expanded to include the new classes
  • Snakes - some of these are now dangerous
  • Spiders - more dangerous and deeper, with unique abilities
  • Trees/Ents - these are new, tough to kill enemies
  • Wights/Wraiths - wights are all now shallower than wraiths, and the
    Ringwraiths are much deeper

Game Mechanics

In the course of the class and monster changes, many new mechanics have been
introduced, with some of the major ones being:

  • Player and monster shapechanges
  • Variable light and darkness are created by monsters, player gear and player
    spells, and the player has a meter to measure the light level on their
    square
  • Mages can drain mana from magic devices
  • Rogues can steal from monsters
  • Temporary brands and slays (Priests, Paladins, Blackguards)
  • Necromancers can see in the dark, and can cast less well in light
  • Healing of hitpoints every turn for a time (Druids)
  • Control of a monster, including making it attack other monsters
    (Necromancers)
  • Shield bashes (Warriors, Paladins, Blackguards)
  • Decoys which monsters will attack instead of the player (Rangers)
  • Blackguards can go into a state of bloodlust which improves their combat at
    a price
  • Monsters can whip or spit on the player from nearby
  • Monster groups act more as a group, with leaders and sometimes bodyguards
  • Innate spells (e.g. breaths) and cast spells (e.g. bolts) have separate
    frequencies
  • Deeper in the dungeon shallow monsters are less likely to appear
  • Monsters can teleport to the player
  • Spiders can weave webs
  • Monsters can have innate darkness around them
  • Traps added that trigger on leaving their square
  • Ringwraiths can inflict the Black Breath
  • Monster spells can have different levels depending on monster spell power
  • The player now has a hunger meter, and food is more important
  • As with classes, all races gain experience at the same rate, except for
    humans who are faster, and high-elves who are slower
  • The Temple has been replaced with a Bookseller who sells books of all realms

Code Improvements

There have also been some improvements to the codebase, both visible and
invisible to the player. The main ones are:

  • Addition of an SDL2 front end
  • Change to mostly using a single grid rather than x and y coordinates in
    much of the code
  • More readability of datafiles
  • Some font improvements
  • Some new tiles
  • A new online (rather than in-game) help system
  • A new experimental (and so far unbalanced) birth option for percentage
    damage
  • An option to start a new game after dying instead of closing the game and
    re-opening
  • Many fixes to bugs and memory leaks

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