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The *ALWAYS UPDATED* List of Currently Implemented
Changes in Sillyband:

Right now, for v0.2.0 (slated to be released mid-November I hope) I'm
working on:

* a completely new mage system
* a SH*TLOAD of changes.. all written down in my notebook.. Imagine
people. I had over 64 pages of crap to go thru before I condensed it all
into 8 neatly written, pages of ideas for the next version! :-)
* fixing up a couple things I played with (that I should've have :-) in v0.1.0
* adding a ton of new monsters, artifacts, and some really SUPER-COOL ideas:
        * accumlative resistances (the more resistances you have to an element,
            the more powerful your resistance is to it.. not like regular angband
            where resistances don't stack.) Courtesy of Tom Morton, where it
            it is also included in his update of Drangband.
* writing up some nice documentation for the whole thing.. this may be
    put off till future versions. Which leads us to:
* a couple new ideas:
            * class powers: based on the racial powers idea from Zangband,
                but powers depend on classes. Mages will be able to tap
                magical energy from wands (ie: drain wands/staves charges
                and replenish their mana), priests and paladins will be able
                to heal/destroy evil, warriors: haste self/heroism/berserk,
                and so on...
            * memorizable spells: the two pure spellcasting classes (mages/priests)
                will be able to "memorize" a spell, ie: they can pick 1 of 5 specially
                designed spells (by yours truly :-) to memorize.. when they decide
                to cast this spell, it costs no mana, and has no fail rate. But the downside:
                They forget the spell, and cannot relearn one of these special memorizable
                spells till their in the safety and quiet solitude of their own home...
* Nightmare Mode.. based on the idea from Doom. Every monster you kill
        is saved in an array/variable (working on this idea...) and 10 turns later
        it respawns either near you or in the dungeon. I'm still curious as to how
       I'd do this for uniques... So it may not get implemented for v0.2.0.
 

Currently, out of all these changes, I nearly completely rewrote the mage spells
    yesterday, as well as the spell tables for mages, rangers, and rogues... The
    only things left to do is coming up with a few more spells (about 3..) and then
    also writing code for the following new spells (which the game has no code for):
                    * Alchemy (probably rip code from Zangband :-)
                    * Entangle (*POWERFUL* sleep bolt spell)
                    * Telekinesis (Again, steal ^H^H^H borrow Zang code)
                    * Dimension Door: won't be to hard to code. just need some time
                            again to code, which won't be till this Friday.. Expect another
                            update then.