![]() ![]() ![]() Requires: SDL2 SDL2_image SDL2_ttf SDL2_mixer ncurses hicolor-icon-theme There are a few explicit requires that should be removed because they are already covered by the automatic library soname requirements (libSDL2-2.0.so.0, libSDL2_image-2.0.so.0, etc). I understand it's needed by the generate-tarball.sh script, but that isn't run during the build. I removed it and a test build works fine. Git doesn't appear to be needed to build. Here are the things I've noticed so far that should be corrected. Right now there’s a very interesting ‘positional magic’ overhaul in an experimental branch that seeks to further differentiate blasty magic from mundane ranged combat.Good work on this so far. You may dislike the moving target nature but for me, it keeps it fresh and I’m always interested to see a new mechanic or race, god etc. #ANGBAND TILES HOW TO#I’m still not on MeFight Club but one of the main servers (berotato) is run by one of our own, whose name escapes me atm.ĭCSS is famously hard almost all the time, whereas NH is critiqued are being fairly easy once you have made an ascension kit and know how to (ab)use Elbereth. The tourney just wrapped up but that’s also a big source of engagement and fun. You can chat with a group while you all watch others play online, use very good knowledge bots or the wiki, post on reddit or the Tavern etc. Posted by aubilenon at 1:20 PM on DecemĭCSS also has a thriving community and surrounding ancillary goods, if you’re into that. #ANGBAND TILES DOWNLOAD#But you can ssh into a public server and play in a shell, or download it and play it locally (either with tiles or with ASCII). Though it is possible to play in a terminal, I, a nethack player who never could get into tiles, recommend playing DCSS with tiles. You can't wish for stuff, and you can't control your stats or intrinsics as easily.ĭespite the first goal, I think you'll find DCSS has plenty depth and learning curve. To the third goal, there aren't the tools nethack gives you that make all endgame kits almost identical. So there's never going to be anything like hanging around on an altar level for a billion turns or whatever. Towards the second, stuff that's tedious they try to automate or make unuseful to do. It even shows you which monsters it thinks are going to be particularly dangerous to you. So towards the first goal, information on monsters and spells and items and so on is available through the in-game interface. They explicitly try to make it accessible, to remove rewards for un-fun gameplay behavior, and to foster a variety of gameplay styles. DCSS has some very different design goals than nethack. I love both DCSS and nethack, so I can say: get ready for a little adjustment period. posted by Reclusive Novelist Thomas Pynchon to Grab Bag (8 answers total) 13 users marked this as a favoriteĭungeon Crawl Stone Soup seems like it might fit the bill. If it helps: other roguelikes i've enjoyed include adom, which at the time i played it sort of failed the no-jank criterion, and legit 100% old-school rogue, which was delightful but which sort of failed the varied-and-interesting-gameplay criterion.Īnyway. bonus points if i get to compile it myself.i know nothing can compete on polish with a game that's been in development for like 35 years, but nonetheless i don't want to invest time in a game that's just kinda janky the gameplay must be relatively polished.i fixated on nethack because angband was boring there's a reason why, back in the day, i ended up fixating on nethack rather than angband. the gameplay must be relatively varied.likewise, i must be able to use the vim movement keys to move my character.the display must be ascii characters on the terminal. ![]()
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