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Been hooked on the single player Angband (tile version) for the last few weeks.
From the About page:
Angband started life as a game called Moria in the 1980s in a programming language called VMS Pascal, later made the transition to C, as UMoria, and eventually become Angband some twenty years ago in 1994. To be honest, it's amazing that it's still going, and part of that is because there is an active and vibrant community of players and an always-changing set of active variants, or modified versions, many of which play very differently to Angband.
I've had a hard time playing the ASCI versions of the rouguelikes/dungeon crawlers over the last few years due to poor eyesight but loving this version with tiles.
The coolest thing for me with the Moria ---> Angband variants is the tie-in with the J.R.R. Tolkien world using weapons and characters from the books. Running across Worm Tongue, Izog, Beren and others is pretty cool when you've read most or all of the books a couple/few times over the years.
thepiney wrote: ↑The coolest thing for me with the Moria ---> Angband variants is the tie-in with the J.R.R. Tolkien world using weapons and characters from the books.
As an old fan of Tolkien and his wondrous universe, I wholly agree -- even the high-profile movies don't do it complete justice, IMHO.
Yep, I couldn't help noticing the anachronism of the space view -- for one thing, a medieval world would be almost completely dark by night -- but it still looks good as an illustration of sunrise.
Still saving the .ini file to the program directory and the save data to the angband/lib/user/save directory for me and I don't see anything in the AppData/Roaming folder unless I missed something.
weird you're right... I just checked and it seems good? I was sticking with 4.2.0 because when the new update dropped it starting using app/roaming for settings/saves. I even talked to the dev about this and he said it was better for Windows users this way... I wonder if it got ninja fixed at some point, like a tiny undocumented stealth change.
Special wrote: ↑Wed Jul 15, 2020 1:04 am
I'm not crazy I swear.
Well I am... hehehehe.....
I was a bit nervous there. I haven't played 4.2.0 for several months and was thinking of starting a new character and checked the site just in case a new version came out. After getting killed a bunch of times between levels 10-15 because a level 20+ rare/unusual creature would show up and kill me in 1-2 turns I started cheating (saving the game file every few levels). I have a High Elf Warrior at max character level at dungeon level 90+ that still gets killed often when I run across the giant areas full of dragons, demons and such. Don't know how others are able to beat the game without "cheating" unless they restart the levels (go up/down a level and return) every time a large group appears.
Also, I tried an older version or another variant just before I stopped playing that used the ASCII characters like I remember from a LONG time ago and I just couldn't do it. It had my eyes bugging out and killing me after maybe 20 minutes or so.
updates to necromancer and ranger spells
improvements to quiver inscriptions
many improvements to dungeon generation, especially robustness
many improvements to testing and building the game, especially with SDL2
make the duration of multiple timed effects exactly the same
allow selection for effects that used to give a random choice of effects
fix a bug that made radius of artifact lights too small by one
improvements to handling in-game information on effects
better documentation in datafiles
debugging commands now use the Angband 4 command system
upgrade of the NDS port to the 3DS with many improvements