While not opposed to making hunger back into an "interesting" effect, right now I'm just finding it a pain in the. The 'Gorged' state has returned - it is beyond full, has the old -10 speed effect, but resolves itself fairly quickly.Satisfy Hunger now puts the player at 16000 rather than 16999.The 'Full' state now goes from 16000 to 17000 on the food counter (it used to start at 10000).Hunger states of hungry and below give progressively worse side effects, starting with to-hit and to-dam penalties, and then moving on to penalties to device skill, disarming, saving throw, and searching.Note that the issue of lit walls (particularly in circular rooms) sometimes being visible and lit from outside the room remains that needs more though. Necromancers can now wield objects with permanent light of radius 1, at the cost of a reduction of 1 in their dark radius and fail rate penalties (decreasing with level, as is the usual case for casting on lit squares).Necromancers now have a visible dark radius.Yellow light option makes white walls (such as granite) yellow in torchlight.Magma and quartz veins now get lighter the more they are lit.Fix power assessment for extra shots which was making ridiculous prices.Fix (at least partly, and hopefully wholly) bug which sometimes caused crashes when dropping one of a stack of objects.Make starting stat allocation more sensible.Make druids and necros get 4 blows maximum, but incerease the blows for some of their shapechange forms.Fix to roman numeral incrementing bug which was causing crashes.There too the interface is done quite well IMO.New builds are now up on the nightlies page and on angband.live with the following changes: Ideally, I would be able to assign F-keys to keystrokes such as m-a-a (or whatever I happen to choose).īut as said, IââŹâ˘m very happy with this port, so these suggestions are more for convenience.įinally, I recommend to have a look at the Android port of DCSS (ASCII version). Instead, it's about having additional keys to make some commands more easily accessible and more convenient while keeping the original keyset intact. This is not about remapping key commands. Some frequent commands on Android require multiple taps and are more cumbersome compared to a full-blown hardware keyboard, such as "list of monsters" or "cast netherbolt." If I had five F-keys, which I would be able to easily remap, I would put list of monsters on F1, list of known objects on F2, netherbolt on F5, or something like this. In addition, I was wondering whether it might be helpful to extend the keyboard by including F-keys. Maybe an optional and very transparent 3x3 grid overlay would help me. This works well most of the time, but I also ran into some walls because I tapped slightly off, like I wanted to walk west but somehow my big thumb landed on southwest. For me, the interface is well done overall. This is not necessarily a bad thing playing on Android has a certain flow to it. On Android I play much slower compared to the desktop version. But zoom-in and zoom-out mapped to the hardware volume-up and volume-down buttons respectively is really helpful. Usually I play in portrait mode with the fit width option.