

#Angband disable selling update#
#Angband disable selling windows#
Mouse control can now be fully disabled in the Windows client.Windows client will now report additional mouse buttons properly.


Mouse keys and actions can now be swapped, see mouse.prf.Who were unhappy with similar 'easy_alter' Angband option. 'bump_open' option from MAngband 0.7.2a is back, for people."New" option from Angband 3.0.9 'pickup_inven' to automatically pick up items, that match existing inventory items.Players can yet again create macros, that are only executed when the game is waiting for a command, and not from every prompt and sub-menu. Add keymap browser (press '=' from 'interact with macros' menu).Time-bubbles/slow-down indicator should be more intuitive.Macro those as \e=H-\e\e to get a single-key toggle.Press the - key at threshold prompt to toggle between 0% and your last setting.Press the = key at threshold prompt to set 100%.New ability to set hitpoint threshold to 100%, to enable bullet-time at will:.Port partial blows per round from Angband 3.2.'monster_recoil' will make monsters skip a turn after performing a melee attack.'energy_buildup' allows players to accumulate x2 energy by standing.Two very cheesy options from MAngband 1.4.0 are back: ( #1248).21x31 version of Tangar's 1-bit font is now shipped with the client.ttf/.otf fonts with any desired point sizes. Supports all possible font files from all platforms.Can be used both as multi-window and as a single-window client.The SDL2 client was originally written by you're awesome! This release was made possible by contributions from PowerWyrm, Borg, gwarl and all the players who reported bugs and provided comments on 1.5.X game balance. Does your character lack? Well, you can just keep going down which is going to be slow on your character or attempting to win high risk high reward situations such as getting wishes to get ahead.MAngband Version 1.5.3 (20th March 2020) Thanks Is your character already well developed? Here, you can do this dungeon for a potentially big reward. Give the player options during gameplay, like Nethack does in forms of a branching dungeon. It seems rather manipulative to give the player the illusion of progression like that.Īnyway, grinding - be it either for xp or items - shouldn't be streamlined into non-existance, but rather disincentivized if it's not something you want your roguelike to have. Honestly makes my head scratch why items are even in the game anymore. You can automatically convert items to currency, items are always fully identified, no cursed items or anything like that and you can vault items for another character, etc.

I even have a hard time considering ToME a roguelike anymore, due to it's odd choices to streamline their game (Also it defaults to Adventurer mode instead of Roguelike mode if you start it for the first time), but I know I'm alone with that opinion. I don't think streamlining gameplay is the way to go if you want to label your game a roguelike instead of a roguelite. Because they feel that players will get sucked into grinding because they feel like it's optimal, and then end up not enjoying the rest of the game
