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Angband
  PCRoguelikeEUR  
  opened by paleface at 13:00:57 11/18/21  
  last modified by paleface at 22:55:38 06/27/22  
  paleface [sys=PC; cat=Roguelike; loc=EUR]
           

 
Playing the extensively developed keyboard and ASCII-based fantasy dungeon crawler Angband via web browser on angband.live!
 
Angband is "a free, single-player roguelike dungeon exploration game" with a loose Tolkien theme. You can play over the web, download stand-alone versions to run on Windows or OSX (I incorrectly kept saying it was Linux, not OSX; Linux users are of course 1337 enough to compile their own), download the open source code and compile it for the system of your choice, participate in discussion with developers and players, and contribute to development yourself!
 
Here I'm playing the latest nightly build, 4.2.3-127; as it happens, the last couple nightlies contained fixes the dev team were good enough to make to a few obscure quirks I found while messing around with the nifty color editing feature. : )
 
Links to stuff mentioned:
 
angband.live: https://angband.live/
Angband site, docs, forum: https://rephial.org/
Angband code repository: https://github.com/angband/angband
 
UMoria 5.6-3: https://github.com/HunterZ/umoria/releases
(latest official "Umoria" is @ https://umoria.org/)
Let's Play Moria - @ROGUELove : https://www.youtube.com/playlist?list=PLTnwft743i382e5DVMfzPpMDehxe8Q94i
 
Hengband: https://hengband.github.io/
 

Pretty sure the lagout was on my end; I have the absolute cheapest plan I could get from my local cable monopoly, and it's kind of prone to bottoming out for a second or two every once in a while. : P
 
1:40:24 - I got confused after messing with so many variants based on older Angband--in current Angband, there's no gender!
 
1:40:58 - 14 pounds in a stone, says Google
 
2:16:40 - A new Firefox browser window popped up when I was trying to make noise by digging soon after 2:12:33 because in Angband's roguelike (aka vi keys, aka hjkl) control scheme, which I'm currently using, CTRL+N is what you hit to dig SE--but in Firefox, it's the shortcut for New Browser Window. Mozilla for some reason is very strict about absolutely preventing users and extensions from changing or disabling that shortcut. Why? Maybe so pirates or hackers couldn't exploit it? Urhg. I looked into it, and while there is a painstaking way you can temporarily disable it (the command is bound in browser.xhtml in the omni.ja optimized zip file), it can easily cause the browser to take more CPU time, and you'll have to redo it every time Firefox gets updated. So eh. I have yet another new keyboard on the way this week with a numpad, so I'm going to be trying out the regular control scheme anyway; maybe I'll be sticking with that. Also I don't plan on doing much mining; and I suppose if I have to, I can probably get away with just using S and E instead of SE. :P
 
  paleface 19:55:35 11/18/21
           

 
Okay so I haven't got used to the Moria/Angband thing of having lots of escape methods; my default is still just duking it out. : o What I *should* have done against those ochre jellies--which by the way were severely out of depth on level 5, they're native to level 13!!!!!!! and do they really need THREE acid attacks per round, anyway? =ooo--was to Phase Door away immediately when I found myself toe-to-toe with them; against the second one, where I was blind, as soon as I found *something* bathing me in acid--melting down all my armor to a puddle ;_;--I should have quaffed that Cure Light Wounds potion (sooner than I did; I foolishly wasted time trying to back away), which cures Blindness, and then read a Phase Door scroll.
 
Oh shoot and there was the ochre jelly visible right at the back of the room in that one good glimpse I'd got at first (1:18:32)--and then I looped around, and ended up shooting apart the molds in front of it, so it had a path to come out and drench me! ;_;
 
Angband has a lot of stuff that doesn't seem all that fun: having to manage light sources and food, for instance, and yeah getting bathed in acid. It feels like legacy stuff that should probably be re-examined.
 
Really not keen on the acid thing.
 
The extreme maze-like layout of the corridors is a bit much, too--maybe I'm just not into exploring enough, but they do wind around an awful lot; actually it isn't that so much as all the little juking around through single-square bits, or nested tiny corridors.
 
That rainbow-colored mold-packed room was pretty interesting. What little I glimpsed between getting blinded all the time, I mean. ; ) And then that jelly crept up on me... And I forgot about Phase Door, phooey.
 
There's also a tad more latency than I would like playing on angband.live; traceroute suggests the server is in London--and I'm in WA, USA, so that would explain it. Just makes all the button pressing you do crawling around the tiny little tunnel turnings a bit slower and clunkier than it would be otherwise.
 
  paleface 05:10:22 11/22/21
           
What I was doing wrong here was trying to play Angband as a non-grindy game; it lets you try to do that, which is nice of it I suppose, but it doesn't seem to work very well--or at least, not for a noob by me; there's too much terror of having your gear perma-wrecked by status effects (and stats? that happened in Moria, but I had something drain a few points from some stat in a test run, and then the stat came back a little while later, on its own).
 
That fear goes away if you just play Angband like it was designed to be played: going back to town for restocking and shopping when you need stuff, and playing through a set re-randomizing levels repeatedly until you feel strong enough to continue.
 
Because it *is* a grindy game. That can lead to very long play times, which seems like it might be pretty cool. So, note to self: if you're still looking for a meaty fantasy roguelike, try playing Angband normally.
 
  paleface 01:28:58 11/23/21
           
I tried it briefly, and the wild variant Frogcomposband (wilderness, multiple themed dungeons, multiple towns, etc), but I really do begrudge the time spent shopping and hunting around.
 
  paleface 18:46:54 11/29/21
           
According to ROGUELove's "Let's Play Angband" videos https://www.youtube.com/playlist?list=PLTnwft743i39bgnqTi86VYeybWPdfTvB0 , as of at least Angband 4.2.2, drained stats are restored when your character goes up in level.
 
For the digging SE on angband.live using vi-keys thing, a somewhat clunky workaround is to set a small movement delay, say 10 ms (= m 10), then dig by pressing ^J^L in quick succession.
 
  paleface 19:15:06 11/29/21
           
I put in an issue on the Angband github repository about the digging SE thing, and was quickly informed that there are not one but two function keys than can perform that same function without triggering interfering browser shortcuts: Shift+6, T (the ^ character, followed by T) and Shift+=, N (the + character, followed by N) effectively duplicate ^T (dig a tunnel) and ^N (dig a tunnel southeast) (where "^" stands for CTRL+).
 
  paleface 11:06:23 12/07/21 [relations updated]
           
Currently playing Dungeon Crawl Stone Soup (see entry 1413) which is kind of the anti-Angband as far as amenities goes--don't need to manage hunger, light sources, returning to a town, etc--but doesn't have the "just plunge down an endless dungeon, dude" flavor that may be unique to Angband; if/when I *do* return to Angband, way to go may be to play with more or less standard-ish settings--probably still randarts, and definitely vi-keys--but just returning to town only when absolutely necessary.
 
Old (2012) but may still be sort of useful to keep in mind: https://wuphonsreach.github.io/blog/angband/2012/05/23/angband-key-depths.html
 
~~~~~~~~~
have the following before descending below these levels:
 
1000' - Free Action (paralyze), See Invisible (ghosts, invisible critters)
1500' - Fire/Cold/Acid/Lightning Resists (the basic 4 resists)
2000' - Poison/Nether Resists, Hold Life
???? - Speed of +10 (permanent or temporary)
???? - Speed of +20 (permanent or temporary)
 
you will run the risk of senseless depth [death?] without some form of monster detection (such as telepathy or checking for monsters every 20-40 steps)
 
  paleface 12:27:51 12/07/21
           
Download added: 01_angband_live.jpg (86447 bytes)
  "Subwindow setup, full-screen, zoom on angband.live."
 
Current settings on angband.live, game:Angband, version:nightly
 
game font: Droid Sans Mono
font size: 20
subwindow right cols: 40
subwindow right split: 30
subwindow top rows:
subwindow bottom rows: 8
 
In game (=):
 
w) Subwindow setup
Term-1: Display monster recall, Display object recall
Term-2: Display monster list
Term-3: Display messages
 
a) User interface options
a) Use the roguelike command keyset: yes
c) Show damage player deals to monsters: yes
w) Allow mouse clicks to move the player: no
 
b) Birth (difficulty) options
Generate new, random artifact set: yes
 
Browser window tweaking for angband.live recording:
- once in, game, expand to full screen (via menu since F11 intercepted by game)
- zoom 110%
- switch chat to people
 
  paleface 12:42:26 12/07/21
           
Supposedly, most of the acid-spewing monsters are in the first 20 levels, later you get acid-resistance-conferring items, and most artifacts can't be damaged by it--so basically it's there to annoy noobs. : P
 
  paleface 00:46:39 12/15/21
           
Download added: 02_ascii_compile.jpg (69749 bytes)
  "Up-to-date console version compiled & running in Windows through Cygwin"
 

 
Based on reading the official manual https://angband.readthedocs.io/en/latest/hacking/compiling.html#native-builds and help on the forum from Angband devs backwardsEric and Nick : )
 
Please note:
 
- The steps given here do NOT make a Windows executable of Angband; rather, they make a Cygwin-specific executable of Angband that can only be run through Cygwin: in Windows, you first run Cygwin, then you run this Angband executable through Cygwin
 
- The steps below only make the single-window, ncurses ASCII console version of Angband, with its optional integrated "subwindow" terminal areas
 
- This process will take at least about 1.2 GB of drive space
 
- You can play the latest console versions of Angband and a bunch of variants, without all this bother, right through your web browser at https://angband.live
 
- I have almost no idea what I'm doing; the Angband - Development forum's stickied "Getting Angband from Github and compiling it" thread, from 2011 http://angband.oook.cz/forum/showthread.php?t=4302 , could be the proper dev way; I just wanted a local console version I could run on my Windows laptop--so:
 

1) Cygwin
 
a) Download the Cygwin set-up utility: https://www.cygwin.com/setup-x86_64.exe
b) Run it
c) I installed under a directory of my own (c:\downloaded\cygwin) rather than under Program Files or other Windows dir)
d) I don't know what download "site" is best to select during set-up; I used https://mirrors.sonic.net because it sounded fast 'p', and actually was faster than the two others I tried
e) In Setup, get these four additional packages: clang, make, libncurses++w10, libncurses-devel
f) If you'll be using the latest Angband source files, rather than a tagged release, also get these four packages: automake, autoconf, m4, libtool
 

2) Angband
 
Either
 
a) Get the latest Angband source files--these will require the "autogen" step (step 3b below) and packages (step 1f above)
 
https://api.github.com/repos/angband/angband/tarball
 
Or
 
b) Get the source files for a tagged Angband release (these steps might not work for old releases)
 
https://github.com/angband/angband/releases/ -- the source code is the asset ending in ".tar.gz" under each release
 
Then
 
c) Extract the Angband source files from the downloaded .tar.gz archive to the folder of your choice; these steps will assume you extract the source files--not including the containing folder or two they're in in the outer layer of the .tar.gz--to a folder you make and name "angband," inside the folder where you installed Cygwin; so for instance, since I installed Cygwin to c:\downloaded\cygwin\, I ended up with Angband's base README.md at c:\downloaded\cygwin\angband\README.md
 
(I use 7-zip ( https://www.7-zip.org/ ) for .tar, .gz, etc in Windows)
 

3) Compile
 
a) Run Cygwin
b) In the Cygwin terminal window, enter:
cd /angband
c) If you downloaded the latest Angband source files rather than a tagged release, enter:
./autogen.sh
and wait for it to finish
d) Enter:
./configure --with-no-install
e) After that finishes, enter:
make
 

4) Set
 
a) Click the green/black Cygwin icon in the upper left window corner and select "Options..."
b) Under "Terminal," set "Type" to "xterm-256color"
c) Set other settings as you like; I like
Looks: Cursor: Block; [ ] Blinking (unchecked)
Text: Font: Consolas, 20pt
d) After make finishes, exit Cygwin to reset the terminal type by entering:
exit
 

5) Run
 
a) Run Cygwin
b) If necessary for your terminal window size--my 20pt font requires this on my 1080p screen--press Alt+Enter to toggle to full-screen (toggling Alt+Enter while the itself game is running may wipe out subwindows)
c) If you don't use the game's subwindows, run the angband.exe game executable you compiled by entering:
/angband/src/angband
d) For subwindows, run the game by specifying the number of subwindows with the -mgcu option in the command line, where the -n digit is from 2 to 6: subwindow count + 1 for main display; I use 3 subwindows, so I do:
/angband/src/angband -mgcu -- -n4
e) Hopefully, Angband runs!
 

Notes:
 
- If you ran with the subwindow command line option, once you can see your @ character in the game, you can set up the subwindows by pressing = for options, then w (and you can save them for all users by =, s, "user.prf"--thanks Nick)
- The game stores settings in the directory where you installed Cygwin, under /home/[username]/.angband/Angband , and save files in the game folder, under /lib/save/
- Running from the command line with -? (ie "/angband/src/angband -?") will show you the available command-line options
- If something here didn't work for you, I probably won't know how to make it work because this is just my second day with this stuff and after some trial-and-error here and there due to my own rank ignorance, mine somehow--thanks in great part to the solid compile instructions in the Angband manual, and the command-line "--" suboption separator tip from backwardsEric--has just worked, even six more times now from scratch as I wrote up these steps
- If you compiled from a tagged release, that release number--"4.2.3-158-ga262294bd," for instance--shows up under the title on the game's splash screen, and with "V" (Shift+v) in-game; if you compiled from the full file download, only the latest full release number--"4.2.3," for instance--is shown
- Again, in Windows, you have to run the compiled /angband/src/angband.exe through Cygwin--if you try to run the angband.exe directly from Windows--by double-clicking it in a Windows Explorer window, for instance--rather than through Cygwin, Angband will abort, with Windows popping up System Error windows saying it couldn't find Cygwin dll files
- Cygwin setup stores temp files in folders per download site URL in Windows' Downloads folder; these may make later set-up with the same packages faster, but they can also be deleted
- Angband's last native Windows console version released was 2008's 3.0.9b https://rephial.org/release/3.0.9b , I think
- For downloading the latest Angband source files in step 2a above, you can alternately press the green "Code" button on https://github.com/angband/angband and choose "Download ZIP"; that gets you a generically named zip ( https://github.com/angband/angband/archive/refs/heads/master.zip ), whereas 2a's "tarball" URL gives you a .tar.gz, with the latest release number in the filename
- There are warnings about missing ncurses wide character support during configure and make--it wants version 5, and Cygwin only has version 6--but Angband seems to stick to 8-bit characters (ASCII), so wide character support, ie more than 255 characters--Unicode, for instance, shouldn't be needed anyway, which may be why these are warnings and not errors: I saw an Angband github issue where some that were errors were changed to warnings to work under a particular Linux distribution
- I was able to get Angband's graphical X11, SDL, and SDL2 front-ends to compile by getting a large number of additional packages for them through Cygwin's Setup utility (and then adding the --enable-sdl or --enable-sdl2 options to the ./configure command, as needed), but they still seemed to require further, separate configuration for Cygwin to be able to run them, and I couldn't find easy answers by googling, so since I very much prefer Angband's ASCII console--GCU, aka "curses"--front-end anyway, I didn't do any more messing with them (this Angband source file https://github.com/angband/angband/blob/master/src/main-x11.c has a comment about making a shell script setting a bunch of parameters for running the X11 front-end, for instance, and -? for the X11-enabled angband.exe I'd built listed too-cryptic-for-me X11-specific options; SDL and SDL2 both gave "no video device" or something errors when I tried to run recompiled angband.exes with their front-ends; ah and if you wanted tiles you might need to run angband.exe with the -g command-line option, too--but I don't know anything about that)
 
  paleface 07:31:54 12/16/21
           
I was able to compile a Windows console version through MSYS2:
- MSYS2 download and setup instructions here: https://www.msys2.org/
- Angband compiling instructions here: https://angband.readthedocs.io/en/la...2-with-mingw64
- and then you can just run the created angband.exe, or make a shortcut and give it subwindow parameters like "-mgcu -- -n4" for instance
 
Hm and it doesn't seem to be loading my last saved character automatically, like the Cygwin version has been. I wonder why that is. Oh well it's just a matter of sticking with one char name and adding the "-u[name]" option to the shortcut, so like "-u[name] -mgcu -- -n4"
 
I'd also have to get a better terminal program, I'm not fond of the default Windows terminal (is there a way even to get it to do 256 colors? 'p'). Heck I really like mintty or whatever it is that comes with Cygwin, I guess I'll just keep using that. 'D'
 
  paleface 19:38:48 12/16/21
           
(Update: tried a few terminal programs, none could actually run my compiled Windows angband.exe--well except for Microsoft's new "Windows Terminal," but that has real problems like auto line wrap and stuff, ugh.)
 
  paleface 19:48:40 12/16/21
           
For an even nicer-looking font for Angband, try "Droid Sans Mono"--free download, for instance here https://www.fontsquirrel.com/fonts/droid-sans-mono . It's the default font angband.live uses.
 
  paleface 20:30:56 12/16/21
           
(Droid Sans Mono doesn't have all the extended characters used in Dungeon Crawl Stone Soup, but Angband sticks to ASCII, which Droid has covered.)
 
  paleface 18:09:42 12/17/21
           
Under 4c (Cygwin window options), add
Window: Default size: Columns: 60; Rows: 30
 
(Then remove the "wipe out subwindows" warning under 5b : )
 
  paleface 23:48:49 12/17/21
           
Ah, for the MSYS2 build, the proper shortcut parameters would be "-uPLAYER -mgcu -- -n4"
 
  paleface 12:03:00 12/20/21
           
[Add step 2d] d) (Optional) If you want to have a custom version number showing on the title screen, put it in a text file named "version" in the root angband folder (where README.md is located)
 
  paleface 15:00:07 12/20/21
           
Download added: 03_title_edit.jpg (58684 bytes)
  "Customized title screen =p"
 
OR (At any time, doesn't have to be before compiling: ) Edit your version number directly into the title screen file \lib\screens\news.txt ; colors for the markup ("Magenta-pink" doesn't work) are listed in \lib\customize\message.prf
 
I'm attaching an edited example, for instance--I used the full hash of the last commit made for the code tarball from which I compiled (note that that is so long if used in the "version" file that it will squeeze out text on the ? and V screens, so I'd probably put just the first 8 chars of the hash and a "+" in there), lowered the tail on the "g" in "Angband" to fit that long version number in, and changed some colors and things (can't change the color of the version number if leaving it as a variable name, you have to hard-code it, it seems).
 
  paleface 12:51:26 12/22/21
           
Updated compiling steps: using "git" for getting the latest source code:
 

1) Cygwin
 
a) Download the Cygwin set-up utility: https://www.cygwin.com/setup-x86_64.exe
b) Run it
c) I installed under a directory of my own (c:\downloaded\cygwin) rather than under Program Files or other Windows dir)
d) I don't know what download "site" is best to select during set-up; I used https://mirrors.sonic.net because it sounded fast 'p', and actually was faster than the two others I tried
e) In Setup, get these nine additional packages: clang, make, libncurses++w10, libncurses-devel, automake, autoconf, m4, libtool, git
 

2) Angband
 
a) Run Cygwin
b) In the Cygwin terminal window, enter:
 
git clone https://github.com/angband/angband.git
 
(That command pulls down the full Angband source code into a folder in your Cygwin install directory, /home/angband/ . Now that you've done that, whenever you want to update to the latest code again in the future, you can just enter: "cd ./angband/src/" followed by "git pull")
 
c) (Optional) If you want to give your compiled version its own version number, you can:
 
i. Put the number in a text file named "version" in the root angband folder (where README.md is located)
 
and/or
 
ii. (At any time, doesn't have to be before compiling: ) Edit your version number directly into the title screen file /lib/screens/news.txt ; colors for the markup ("Magenta-pink" doesn't work) are listed in /lib/customize/message.prf ; here's an edited example, for instance--I used the full hash of the last commit made for the code tarball from which I compiled (note that that is so long if used in the "version" file that it will squeeze out text on the ? and V screens, so I'd probably put just the first 7 chars of the hash and a "+" in there), lowered the tail on the "g" in "Angband" to fit that long version number in, and changed some colors and things (can't change the color of the version number if leaving it as a variable name, you have to hard-code it, it seems):
 

3) Compile
 
a) In the Cygwin terminal window, enter:
cd ./angband
b) If you downloaded the latest Angband source files rather than a tagged release, enter:
./autogen.sh
and wait for it to finish
d) Enter:
./configure --with-no-install
e) After that finishes, enter:
make
 

4) Set
 
a) Click the green/black Cygwin icon in the upper left window corner and select "Options..."
b) Under "Terminal," set "Type" to "xterm-256color"
c) Set other settings as you like; I like
Looks: Cursor: Block; [ ] Blinking (unchecked)
Text: Font: Consolas, 20pt
Window: Default size: Columns: 60; Rows: 30; Scrollbar None
d) After make finishes, exit Cygwin to reset the terminal type by entering:
exit
 

5) Run
 
a) Run Cygwin
b) If necessary for your terminal font and/or window size settings, press Alt+Enter to toggle to full-screen
c) If you don't use the game's subwindows, run the angband.exe game executable you compiled by entering:
./angband/src/angband
d) For subwindows, run the game by specifying the number of subwindows with the -mgcu option in the command line, where the -n digit is from 2 to 6: subwindow count + 1 for main display; I use 3 subwindows, so I do:
./angband/src/angband -mgcu -- -n4
e) Hopefully, Angband runs!
 

Notes:
 
- If you ran with the subwindow command line option, once you can see your @ character in the game, you can set up the subwindows by pressing = for options, then w (and you can save them for all users by =, s, "user.prf"--thanks Nick)
- For an even nicer-looking font for Angband, try "Droid Sans Mono"--free download, for instance here https://www.fontsquirrel.com/fonts/droid-sans-mono . It's the default font angband.live uses.
- The game stores settings in the directory where you installed Cygwin, under /home/[username]/.angband/Angband , and save files in the game folder, under /lib/save/
- Running from the command line with -? (ie "./angband/src/angband -?") will show you the available command-line options
- If something here didn't work for you, I probably won't know how to make it work because this is just my second day with this stuff and after some trial-and-error here and there due to my own rank ignorance, mine somehow--thanks in great part to the solid compile instructions in the Angband manual, and the command-line "--" suboption separator tip from backwardsEric--has just worked, even six more times now from scratch as I wrote up these steps
- If you didn't set a custom version number before compiling (step 2c above), then only the latest full release number--"4.2.3," for instance--shows up under the title on the game's splash screen, and with "V" (Shift+v) in-game
- Again, in Windows, you have to run the compiled ./angband/src/angband.exe through Cygwin--if you try to run the angband.exe directly from Windows--by double-clicking it in a Windows Explorer window, for instance--rather than through Cygwin, Angband will abort, with Windows popping up System Error windows saying it couldn't find Cygwin dll files
- Cygwin setup stores temp files in folders per download site URL in Windows' Downloads folder; these may make later set-up with the same packages faster, but they can also be deleted
- Angband's last native Windows console version released was 2008's 3.0.9b https://rephial.org/release/3.0.9b , I think
- There are warnings about missing ncurses wide character support during configure and make--it wants version 5, and Cygwin only has version 6--but Angband seems to stick to 8-bit characters (ASCII), so wide character support, ie more than 255 characters--Unicode, for instance, shouldn't be needed anyway, which may be why these are warnings and not errors: I saw an Angband github issue where some that were errors were changed to warnings to work under a particular Linux distribution
- I was able to get Angband's graphical X11, SDL, and SDL2 front-ends to compile by getting a large number of additional packages for them through Cygwin's Setup utility (and then adding the --enable-sdl or --enable-sdl2 options to the ./configure command, as needed), but they still seemed to require further, separate configuration for Cygwin to be able to run them, and I couldn't find easy answers by googling, so since I very much prefer Angband's ASCII console--GCU, aka "curses"--front-end anyway, I didn't do any more messing with them (this Angband source file https://github.com/angband/angband/blob/master/src/main-x11.c has a comment about making a shell script setting a bunch of parameters for running the X11 front-end, for instance, and -? for the X11-enabled angband.exe I'd built listed too-cryptic-for-me X11-specific options; SDL and SDL2 both gave "no video device" or something errors when I tried to run recompiled angband.exes with their front-ends; ah and if you wanted tiles you might need to run angband.exe with the -g command-line option, too--but I don't know anything about that)
 
  paleface 16:24:49 12/22/21
           
You can get the latest tag and commit IDs--if you want to put those in your version number, for instance, with git log -n1" while in ./angband/src/.
 
  paleface 16:34:28 12/22/21
           
Your local news.txt could be replaced when you next sync to the latest code with "git pull" if the one on the repository has been updated in the mean time, so you should back your edited one up somewhere. ("git status" from ./angband/src/ will show you all the files in your Angband directories that differ from the repository. )
 
  paleface 00:16:54 12/23/21
           
The MSYS2 Windows console version doesn't load the PLAYER save by default, so you have to run it with -uPLAYER; if also using subwindow options this has to go in the order "angband.exe -uPLAYER -mgcu -- -n4" for instance.
 
  paleface 14:27:05 12/25/21
           
(According to Wikipedia, MSYS2 is a fork of Cygwin!)
 
Merry Christmas!! I think I got so obsessed with building, color customizing, Smeagol and Santa hunting, and just dungeon exploring--I seem to lose track of time completely while playing this game!!--that I forgot to give the season's greetings explicitly! 'D'
 
This is with the latest, version 4.2.3-193 source code:
 

 
Notes:
 
3:27 - According to Wikipedia https://en.wikipedia.org/wiki/Git#Naming, author Linus Torvalds' quip about his name for his "git" source control software he wrote for Linux was "I'm an egotistical bastard, and I name all my projects after myself. First 'Linux', now 'git'"
 
44:02 - That "dirty" version number is currently on the game's manual site https://angband.readthedocs.io/en/latest/, so I guess it is the actual name of the current latest build; I'm not sure why it isn't reading the one I put in the "version" file, it did before
 
1:55:56 - Tolkien pronouncing "Smeagol" (or "Sméagol," if you want to get technical) in-character as Gollum: https://youtu.be/AEDsyTE8YuI?t=90 (says it kind of like "shmee-gall"; the beginning and end might be his idea for Gollum's coarse pronunciation; at any rate, he doesn't seem to get caught up in trying to pronounce any special accent mark over the "e"
 
3:36:21 - According to I think a forum post, the "red-hatted elves" and "Father Christmas" can appear from December 24th through the 26th, as set by your system clock; the elves are aggressive and will come right after you and attack; Father Christmas comes right up to you, but does not attack; he's got a lot of hit points; I didn't get any loot from the elves; the elves seem to spawn more frequently (25%?) than Father Christmas (10%?), but you can get another spawn chance for them just by popping down to the first level of the dungeon and right back up to town again; probably inspired by Tolkien's "Father Christmas" letters https://en.wikipedia.org/wiki/The_Father_Christmas_Letters; ah and sheesh that explains the relatively early years: they were written to his children, not his grandchildren 'p' (I should have thought more about one of them being named 'Christopher' 'pp')
 
3:51:22 - Ahh I'm a chump: damage per round from missile weapons is shown under their ammo types, not under the weapons themselves
 
4:07:10 - I really didn't think Smeagol would reappear after I had failed to catch him, then gone back to town; good to know uniques will come back after such foolishness! Also, that infravision will spot warm-blooded invisible creatures
 
  paleface 18:16:47 05/15/22
           
Level 27 human warrior at dungeon level 22. After a few floors, things got real vs a unique EIGHT levels above me, who could summon both ME and assistants of nearly his own level!
 
Plus surprising loot: A ring of digging! A +40 cloak!! A helmet with telepathy!!
 

 
0:00 - L22
7:40 - Phase Door around a strength loss dart trap 'p'
10:47 - L23 - winding cave 'p', more traps 'p'
23:00 - Rod of Detection
32:32 - L24, Meat & Honey-cake
47:30 - Ring of Digging
52:40 - Staff of Destruction = oo
1:05:20 - Khim, Son of Mim & his Brigandine of Resistance
1:19:21 - L25 ("nervous") & back to town
1:30:51 - Rod of Hold Monster 'p'
1:34:14 - Lugdush, the Uruk & his +40 Cloak of Gilinach!!
1:51:26 - black oozes are hard to see?
1:57:38 - Lorgan, Chief of the Easterlings -- & his minions!!
2:36:07 - Steel Helm of Helote (telepathy!) & Wand of Teleport Other
2:39:06 - L26 & back to town
2:51:16 - Light Crossbow of the Haradrim
 
Wearing the Ring of Digging let me tunnel as if I had a pick or shovel, at a fraction of the weight. Still, it takes an inventory slot...so I guess I'll just keep relying on Phase Door for those hopefully rare times I may have to skip past a bad trap.
 
I'm surprised I'm spotting just about every trap! It's a lot different from Hengband where I think my Weaponsmith almost always runs into them blindly.
 
The Rod of Hold Monster turned out to be a bust--it would hold tough enemies...for a turn or so. ; P
 
A +40 cloak!!!! = ooo It raised my AC from 129 to 165!!!
 
I was level 28 when I got bushwhacked--summoned, blinded, and surrounded--by the (I saw once I got my vision back, when I was almost dead--thank goodness I had some good curing potions--oh yeah and those cured the blindness, I forgot they did that : ) level 36 Lorgan; and he, over the course of a long and roving battle, summoned multiple level 30+ critters! And kept moving me into inconvenient positions with his summon ability. I guess that's what Phase Door's for, though--that, and a lot of Speed and Cure potions. Wish I knew how to tell how long the Slow Monster was lasting on them.
 
I guess that young multi-hued dragon he summoned was "only" level 30. The level 35 wereworm turned out to be a total wimp, and the level 34 troll priests didn't seem to do much. That invisible level 34 blinding "shade" was a bit of a pain though, and the level 27 vampire (I think) did drain my XP--but only by 200 or so, huh. The level 34 "Eog golem" was the real brick; that guy took forever to wear down; didn't hit much, but when it did: ouch!
 
That Steel Helm of Helote has telepathy (as well as a Light beam, Acid & Fire resist, and good armor)! Which made the enemy-sensing of the Rod of Detection near obsolete, I think, since it seems to be able to monitor any intelligent creatures (not something real dumb like a gelatinous cube or whatever) nearby constantly, rather than single pings. I guess I can see why telepathy is always so talked about!
 
I wish the descriptions of ranged weapons included a clear explanation of what all their numbers mean. At least this "Light Crossbow of the Haradrim (x4) (+14, +12) {+4, +1}" explains its two ADDITIONAL numbers (which are actually in pointy brackets rather than wiggly brackets): the +4 is "shooting speed" and the +1 is "shooting power" which means eh I don't know. (And I had thought the x4 was speed or something? Oy. Now I dunno what that is.) Now that I look, my regular bolts fired from this thing are doing even more damage/round than my silly light-weapon-exploit rapier: 84.8 vs the rapier's 83.7--and a "turn" is 1.4 of these crossbow shots or 2.3 rapier "blows," apparently.
 
Clear as day! ; )
 
At the end I realized the medium-lightish blue I've been using for the text color is now not bright enough for my eyes--which have recovered a bit from recent months of photo-sensitivity caused by bad lighting and sleeping--so I'll have it at a very light gray shade next time--a bit brighter than what I've been using in Hengband (which I'll also have raised to this "EF" shade).
 
  paleface 00:01:43 06/27/22
           

 
Ran into trouble with a few key-combination commands, eventually got them sorted:
 
- CTRL+H (aka ^h) in Angband's roguelike keyset is "tunnel west"; but I'm playing under Cygwin, and in Cygwin, CTRL+H is a shortcut for Backspace--and it looks like somehow, I'd managed to erase what I think is the default keymap for CTRL+H in Angband, "+4" ("+" is the "alter grid" command, which includes tunneling, and "4" is "west" on the numeric keypad); so the real solution here is keymapping "+4" back onto CTRL+H (in this session I ended up doing the sillier thing of keymapping "+4" onto Backspace, so CTRL+H does Backspace but Backspace does "+4" ; ) : P)
 
- I found fancy new Bolts of Wounding for my crossbow, but to make them fire with the auto-fire key, I had to set them as the "default" ammo; and to do THAT, you have to inscribe the non-vanilla ammo with "@t0"--for the roguelike keyset--or "@f0"--for the regular keyset
 
Oh man that Potion of Dexterity I can't quite afford in the store. : P Think I'm going to buy a pick and do a bit of fund-raising next time...
 
The description of the abyss worm mass mentions "It is invisible and rarely detected by telepathy" and "It shrouds its surroundings in darkness." A real recipe for creepiness! = oo Plus, SOMETHING in that same area was draining my XP, I suppose that was probably the worms, too. = ooooo
 
Found a Rod of Disable Traps, keen. : )
 
Was able to raise the armor bonus of my telepathy-granting, laser-shooting (I'd forgotten about that part) Steel Helm of Helote from +13 to +14 (1:16:05) with a Scroll of Enchant Armor--well, 2: the first attempt failed. Not sure what the max enchant is; this 2010 thread on Angband 3.1.2 says the "theoretical cap" is +15: http://angband.oook.cz/forum/showthread.php?t=3894 .
 
(In Angband 2.8.2, 1998, the "practical limit" was apparently +10: https://groups.google.com/g/rec.games.roguelike.angband/c/8HE2EpXyH3A .)
 
  paleface 14:29:13 06/27/22
           
I'm told that while the "theoretical cap" is +15, the "practical limit" is still +10, and I just got extremely lucky getting anything above that on only the second try. ^ _^
 
  paleface 22:55:38 06/27/22
           

 
At one point I was complaining that ESC didn't back out from the Quiver to Inventory, when I had switched to Quiver with | from Inventory; but | is the universal command for opening the Quiver, which is a top-level exploration menu, like (I)nventory and (E)quipment, so, I gotta wrap my head around that. ; )
 
That shardstorm in the wight's crew was kinda ridiculous! All that bleeding. : P
 
Got a nifty new shield (extra resists and +4 strength!) and one of those "set of Caestus" gloves that gives hit and dam bonuses.
 
With those and two +10 dam rings, I seem to have pretty good damage output from my 3.7 attacks/turn rapier. A dagger would give me 3.8 attacks per turn, though... Maybe some time I'll have to try enchanting one up and see how it compares.
 
Too many monster types now to fit in my monster list subwindow, I'm gonna have to reduce the font size. ; )
    
 
references:
· Dungeon Crawl Stone Soup (PC)
· FrogComposband (PC)
· Hellband (PC)
· Hengband (PC)
· Umoria (PC)
· Zangband (PC)

 
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