Angband 3.1.2 RC1

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  • takkaria
    Veteran
    • Apr 2007
    • 1951

    Angband 3.1.2 RC1

    Hey everyone,

    It's that time again, but different. I've just put together the release candidate for Angband 3.1.2, which you can get from:





    Unless anyone reports big issues in the next day or so, these will be exactly the same as Angband 3.1.2 final. Please note that 3.1.2 will not import 3.1.1 savefiles. I'm really sorry about this, but it's hard to preserve savefile compatibility with some of the changes we make.

    Release notes for this version follow.

    =============

    We, the Angband development team, are proud to present the latest iteration of the game, in the form of Angband 3.1.2. Like other releases in the 3.1.x series, this is a beta, though it should be less buggy than other 3.1.x releases have been. Doubtless there will be another release in a few weeks time fixing the bugs found herein, but in the meantime, play.

    Please note that this release breaks savefiles again.

    This release was brought to you by (in no particular order): bron, Tobias, Eddie Grove, Antoine, Chris Carr, MarbleDice, Eric Osheim, Stefan O'Rear, Peter Denison, Andi Sidwell, rhinocesaurus, and Andrew Doull, Marco and Pete Mack. Other people may have contributed too; of you're missed off here, please file a bug.


    Gameplay changes
    ================

    Make paralysis non-cumulative (you can't be paralysed more if you're already paralysed)
    New algorithm for device failure rates, and display those rates in object recall
    Extensive tweaking of artifact list (http://angband.oook.cz/forum/showthread.php?t=2454)
    Various randart changes, including random activations (#974)
    Add NPP-style quiver
    Tweaks to ID-by-use:
    - When items have base dice which differ from their object kind (artifacts and boosted egos), don't display it until wield
    - Notice artifacts on pickup
    Bows of Power/Accuracy should always have a good bonus
    Show stat requirements for next blow when describing melee weapons
    Decouple chance to enchant and chance to uncurse
    Increase variability of gold drops
    Increase prices of ego ammo by assuming +9 launcher
    Make player races a bit more varied.
    Deep Descent now acts as a 2-level down ?TL
    General store buys some stuff again.
    Empty wands/staffs sold to stores are recharged
    Boost device damage on high device skill
    Make wands/rods of lightning bolt always beam.
    Mage damage spells have lower mana usage than before, by about half, making using magic when attacking more appealing
    Detect Invisible spell should reveal non-invisible monsters too
    Combine priest DTrap and DStairs prayers
    Introduce more variety in dungeon size
    Remove destroyed levels
    Remove self knowledge
    Increase odds of OoD monsters
    Smeagol now has HURT_LITE
    Give rods of lightning balls IGNORE_ELEC (like wands)


    User interface
    ==============

    New commands:
    - Center map (Ctrl-L)
    - Fire at nearest enemy with default ammo ('h')
    - Target closest monster ("'") (#374)
    Make look/target command a lot more usable, with less stuff cluttering the screen and a '?' display a la the stores (#927)
    Display shots modifiers on bows in the multiplier
    Display fail rate when aiming/zapping/etc
    Uniques are now all purple
    Destroy command now asks 'yns'
    Tweak monster recall; (#743, #532)
    - add damage estimates for monster spells
    - add more meaningful colours that depend on the player's state (vulnerabilities and resistances
    - change the order of sentences
    Show player-turns on C screen and in dumps (#891)
    Add "{unseen}" to unaware items in stores (#732)
    Add price to the item list when the player is prompted to select an item to sell (#861)

    List of bugs fixed
    ==================

    #294 Fix ego-item recall on object knowledge browser
    #443 Lack of HURT_LITE and HURT_ROCK are noted as resistances
    #688 Fix "learning spells" message when casting.
    #641 Fix Morgoth artifacts *again*
    #708 Monster recall and object knowledge update more correctly with sleep/scare/etc effects
    #816 Random teleport no longer prints odd messages if you try to work into a store when it triggers.
    #884 Don't use a turn when an item has no charges. (also see #980)
    #915 Print trampling and pushing past messages only when monster is in view of the player.
    #918 Warn player when melee attacks do no damage
    #920 Make permarock a different colour
    #929 Avoid giving away unknown pvals in object descriptions
    #923 Add notify_recharge option to notify on all rod/activation recharges without inscriptions
    #926 Restore artifact activations to character dumps
    #929 Fix prices of known objects with unknown pval
    #935 Check that the item exists before accessing it in resistance display
    #937 Quality squelch UI fixes
    #943 Use correct symbol for wand of teleport other
    #945 Make !Darkness notice rDark as well as rBlind
    #948 Fix corrupted messages when dropping in the home
    #954 Ring of Accuracy displays (+h,+d) like everything else
    #972 Reword origin of store items to make sense when inspected before purchase
    #975 Potion of Dragon Breath can destroy itself and cause double-delete
    #978 Stop knowledge menu leaking info via squelch settings
    #986 Don't show refuelling info for unrefuellable lights
    #988 Artifact spoilers include curses again
    #989 When artifact creation fails, fallback to great items
    #990 Inven/equip windows keep weights closer to item names
    #993 Auto-identify doesn't update AC
    #994 Make {wielded} inscription change to {worn} as necessary for consistency
    #999 Artifacts that ID-by-use now show up in character history
    #1010 Branding now IDs the item after branding
    #1011 Fix fail behaviour of gain-one-lose-one stat potions
    #1013 Multiple brand/slays should only print one message and only print brand messages once
    #1016 Make jewelry auto-ID properly
    #1034 Town no longer interrupts level feelings
    #1040 Object origin now shown correctly on chest-generated items
    #1042 Fix room lighting crash bug
    #1043 Rods on the floor now charge as fast as rods in inventory
    #1055 Show ring and chest mimics in monster knowledge
    #1055 Fix pval display on fixed-pval jewelry
    #1064 Stop invalid open/disarm/etc commands repeating
    #1067 Monster list updates on monster move
    #1068 Stop stat rings IDing prematurely
    #1070 Auto-repeat the search command
    #1082 Don't print messages for squelched items dropped underfoot
    #1084 Fix gold generation bug

    Fix effect descriptions for unIDd food, potions and scrolls.
    Describe brands on torches and flasks correctly (they do not brand melee attacks)
    Re-enable auto-stat-buying in the birth process.
    Ensure it is possible to destroy wielded items with the destroy command.
    r1630 fix keymap loading issue
    improvements to grammar per mailing list
    Better grammar in ID messages
    Fix possibility of infinite loop when generating ego-items
    Update description of GAIN_EXP effect
    Player melee confusion effect now triggers before monster death is checked.

    Misc
    ====

    #43 Move names for randarts and player into names.txt
    #46 Create missing directories on startup if necessary
    #771 make object_desc use better use of bitflags
    #782 Add a minimums line to the ego item file
    #934 Flags set in monster lore now mean "know the presence or absence of this flag", a la known_flags on object_typeThis is a development version. Be warned.
    #983 Remove the raw files
    #984 Move artifacts to alloc_prob system
    #939 Scale X11 port's colours to the maximum gamut
    #1038 Various fields in the edit files now take random values of the form "5+2d6M8" (e.g. stack size, pval, to_hit, to_dam, to_ac, recharge time, number of charges)
    #1079 Fix GTK port memory leak
    Import UnAngband's 256-colour display code

    Unix
    ----

    Remove debian/ directory
    Make --no-install work again
    Make --use-private-dirs the default
    Improve the GCU port a bit:
    - added gcu subopts -a(scii) and -g(raphics)
    - fix ncurses-autoconf bug; fix gcu bg-color bug; add xterm-256color support
    - handle putty numpad
    - supports dynamic resizing
    takkaria whispers something about options. -more-
  • fizzix
    Prophet
    • Aug 2009
    • 3025

    #2
    A quick scan of the uniques list has the following uniques not purple:

    Maggot
    Beorn
    Eol
    Ar-pharazon
    Polyphemus
    Morgoth (he probably doesn't need to be)

    Comment

    • chem
      Adept
      • Sep 2007
      • 150

      #3
      There are still several dozen open trac entries listed specifically for the 3.1.2 beta milestone:


      Are those being pushed to 3.1.3? Or perhaps already resolved or decided to not implement, but the trac entries are stale? I always kind of just checked the trac to follow dev progress.

      Comment

      • Netbrian
        Adept
        • Jun 2009
        • 141

        #4
        I understand that the smaller levels have had the side-effect of making vaults less common. Will this be changed for 3.1.2?

        Comment

        • takkaria
          Veteran
          • Apr 2007
          • 1951

          #5
          Originally posted by chem
          There are still several dozen open trac entries listed specifically for the 3.1.2 beta milestone:


          Are those being pushed to 3.1.3? Or perhaps already resolved or decided to not implement, but the trac entries are stale? I always kind of just checked the trac to follow dev progress.
          They'll all be moved onto 3.1.3 when the 3.1.2 milestone is marked as completed. All the bugs blocking release of 3.1.2 were tagged "blocker" and have now been resolved.
          takkaria whispers something about options. -more-

          Comment

          • PowerDiver
            Prophet
            • Mar 2008
            • 2820

            #6
            Originally posted by takkaria
            - When items have base dice which differ from their object kind (artifacts and boosted egos), don't display it until wield
            In the nightlies, this was don't display until you get a hit. Is the above a miswording, or are you moving closer to the view of noticing attack things on wield, or something else?

            Comment

            • bron
              Knight
              • May 2008
              • 515

              #7
              > Please note that this release breaks savefiles again.

              I can understand this breakage, but needing to rebuild the monster memory is painful (I know that I personally have gone to a great deal of trouble to Probe virtually the entire monster list. More than once.). Perhaps when this breakage occurs you could make playing with the "know all monster info" cheat option not be considered to be a cheat for that release?

              And on the topic of Probing, it would be nice if there was an indication in the monster description that that monster has been the subject of a Probe. Admittedly, the "cannot be confused or slept" message is a reasonably proxy, since I almost never attempt to sleep a monster, but an explicit "This monster has been Probed." would be nice.

              Comment

              • ekolis
                Knight
                • Apr 2007
                • 921

                #8
                When I cast "magic missile", the bolt looks like the wrong symbol... the slash is pointing perpendicular to the direction it should point! E.g. if I cast to the northwest, I get a forward-slash character instead of a backslash as I'd expect.
                You read the scroll labeled NOBIMUS UPSCOTI...
                You are surrounded by a stasis field!
                The tengu tries to teleport, but fails!

                Comment

                • Magnate
                  Angband Devteam member
                  • May 2007
                  • 5110

                  #9
                  Originally posted by fizzix
                  A quick scan of the uniques list has the following uniques not purple:

                  Maggot
                  Beorn
                  Eol
                  Ar-pharazon
                  Polyphemus
                  Morgoth (he probably doesn't need to be)
                  Fixed in r1904 - thanks for spotting these. I left Morgoth and Maggot untouched, but changed the others.
                  "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                  Comment

                  • Nick
                    Vanilla maintainer
                    • Apr 2007
                    • 9637

                    #10
                    I hope the names have been corrected as well - Ulfang the Purple, Ar-Pharazon the Purple, Smaug the Purple, etc.
                    One for the Dark Lord on his dark throne
                    In the Land of Mordor where the Shadows lie.

                    Comment

                    • Colbey
                      Apprentice
                      • Feb 2008
                      • 51

                      #11
                      Wasn't the tone of the previous purple powwows trending toward reverting the change (perhaps in favor of giving uniques colors similar to their old colors but that are never used for non-uniques)? I seem to recall there being significant disagreement with the purple.

                      Comment

                      • Pete Mack
                        Prophet
                        • Apr 2007
                        • 6883

                        #12
                        Yes, that's fixed. I also discovered that the Phoenix became the Flying Purple People Eater.

                        Comment

                        • PowerDiver
                          Prophet
                          • Mar 2008
                          • 2820

                          #13
                          There is still the bug where when you take off an item with full inventory that causes you to drop the last item in your pack instead of the removed item.

                          Comment

                          • ZenDragon
                            Scout
                            • Oct 2009
                            • 38

                            #14
                            level feelings

                            does anyone know if the level feelings have been fixed?

                            Comment

                            • Marble Dice
                              Swordsman
                              • Jun 2008
                              • 412

                              #15
                              Originally posted by PowerDiver
                              There is still the bug where when you take off an item with full inventory that causes you to drop the last item in your pack instead of the removed item.
                              I can confirm this, but it only happens when you've got something in your quiver.

                              Comment

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