3.2 release candidate is upon us!

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  • d_m
    Angband Devteam member
    • Aug 2008
    • 1517

    3.2 release candidate is upon us!

    As of d1a64ee we have the final version of Angband 3.2.0. The Windows build is available from the autobuilder (http://rephial.org/nightlies), and the source is available from the github project's download page: https://github.com/angband/angband. (EDIT: mac build is at http://beent.je/macangbandnightly/cu...4ee55c-osx.dmg)

    At this point all the blocker bugs for 3.2 have been fixed. There will be an official release once the release candidate has seen some wider testing. See changes.txt for a comprehensive list of changes for 3.2.

    Please feel free to play this and report any bugs you find (in particular, crashes, display problems, typos, documentation patches, etc.).

    The core gameplay for 3.2.0 is set (for better or worse)--once 3.2 is out I expect us to begin collecting gameplay tweaks to go into 3.2.1 and to start discussing the larger roadmap to 3.3 (and beyond).

    Thanks to everyone who submitted bugs, patches, feature requests and generally gave feedback on the game!
    Last edited by d_m; December 15, 2010, 20:30.
    linux->xterm->screen->pmacs
  • Philip
    Knight
    • Jul 2009
    • 909

    #2
    Have you fixed the bug that prevents beginning chars from having gold, but lets others have it? I don't understand it at all.
    EDIT: Is it intended or not?

    Comment

    • Dean Anderson
      Adept
      • Nov 2009
      • 193

      #3
      Do you have a list of what the changes are between 3.1.2v2 and 3.2?

      Comment

      • d_m
        Angband Devteam member
        • Aug 2008
        • 1517

        #4
        Originally posted by Philip
        Have you fixed the bug that prevents beginning chars from having gold, but lets others have it? I don't understand it at all.
        EDIT: Is it intended or not?
        I believe that bug is fixed. If you notice it happening please report what you did to see the bug. Thanks!
        linux->xterm->screen->pmacs

        Comment

        • d_m
          Angband Devteam member
          • Aug 2008
          • 1517

          #5
          Originally posted by Dean Anderson
          Do you have a list of what the changes are between 3.1.2v2 and 3.2?
          I'm not currently sure (and I'm at work so I can't look into it deeply). I will ask on IRC and see if anyone knows. If 3.1v2 has a changes.txt file also it should be possible to figure this out.
          linux->xterm->screen->pmacs

          Comment

          • takkaria
            Veteran
            • Apr 2007
            • 1951

            #6
            Originally posted by Dean Anderson
            Do you have a list of what the changes are between 3.1.2v2 and 3.2?
            A free, single-player roguelike dungeon exploration game - angband/angband
            takkaria whispers something about options. -more-

            Comment

            • Dean Anderson
              Adept
              • Nov 2009
              • 193

              #7
              Excellent - just what I was looking for.

              Comment

              • Dean Anderson
                Adept
                • Nov 2009
                • 193

                #8
                Reading through the change log, I'm actually very pleasantly surprised by it.

                I'd got the impression - a false impression it now seems - from reading what people have been saying about the nightly builds that there were big changes happening on an almost daily basis.

                But that change log looks nicely conservative (I think Vanilla should change only incrementally, and leave radical stuff to the variants; only after something big is tried and tested in a variant and reasonably universally liked should it be back-ported to V).

                So - how long do you guys reckon it will take to go from a release candidate to an actual 3.2 release?

                Comment

                • d_m
                  Angband Devteam member
                  • Aug 2008
                  • 1517

                  #9
                  Originally posted by Dean Anderson
                  So - how long do you guys reckon it will take to go from a release candidate to an actual 3.2 release?
                  This probably depends on how much time devs have to play, and how many other people report things working OK (or report problems). I was imagining getting 3.2 out before the new year, but if we do hit unforeseen bugs it could stall out a bit.

                  One of the nice things about having people playing nightlies is that a lot of the acceptance testing is being done on a continuous basis
                  linux->xterm->screen->pmacs

                  Comment

                  • Timo Pietilä
                    Prophet
                    • Apr 2007
                    • 4096

                    #10
                    Originally posted by Dean Anderson
                    Reading through the change log, I'm actually very pleasantly surprised by it.

                    I'd got the impression - a false impression it now seems - from reading what people have been saying about the nightly builds that there were big changes happening on an almost daily basis.
                    Not quite daily basis, but changes in missile multipliers, ego-DSM:s, fractional blows (ever cleared orc pit faster with warrior with +2 blows weapon than with priest with OoD?) and those new special rooms/pits/vaults are big changes.

                    Comment

                    • Sirridan
                      Knight
                      • May 2009
                      • 560

                      #11
                      Glad to see how it's shaping up so far , I know it isn't because its the 3.2 RC, but my mage did find Raal's on dlvl 4 just now...

                      Anyway, BUG:
                      --Wore ring in dungeon (Garnet ring)
                      --Ring was cursed, showed -8 ac soon after, did not id as protection yet
                      --In town, bought a +7 protection ring after uncursing myself
                      --Garnet ring -8 showed as protection, but when casting ID from spellbook 3, it gave me the option to ID the -8 ring.

                      No other bugs or problems yet , and this one is relatively minor.

                      Comment

                      • bio_hazard
                        Knight
                        • Dec 2008
                        • 649

                        #12
                        Originally posted by Philip
                        Have you fixed the bug that prevents beginning chars from having gold, but lets others have it? I don't understand it at all.
                        EDIT: Is it intended or not?
                        I'm not sure if this is what you are talking about, but I fired up a gnome mage on the OSX version (new file), and had zero gold. Next char from same started with 400+ gold.

                        Comment

                        • PowerDiver
                          Prophet
                          • Mar 2008
                          • 2820

                          #13
                          Originally posted by bio_hazard
                          I'm not sure if this is what you are talking about, but I fired up a gnome mage on the OSX version (new file), and had zero gold. Next char from same started with 400+ gold.
                          Old versions had gold inversely related to stats, with randomness tossed in on top. I don't know how much of that has been kept. There have been changes to initial equipment and to prices, and pricier equipment now means less money.

                          It's probably a bug, but it might not be.

                          Comment

                          • Dean Anderson
                            Adept
                            • Nov 2009
                            • 193

                            #14
                            Hmmm....

                            I tried merging the 3.2 changes to 3.1.2v2 with my own homebrewed changes to it last night, and it seems that the internals of the code have changed much more than the change list would indicate.

                            There has been a lot of refactoring under the hood which - while not changing the gameplay - does mean that some functions that I modified no longer exist, and many flags that my code uses now work in a different way, and so forth.

                            I think the easiest way for me to incorporate the 3.2 changes is actually to scrap what I've done to 3.1.2 so far (it's only few evening's worth of work anyway) and reproduce the same functionality in 3.2 by hand.

                            Comment

                            • takkaria
                              Veteran
                              • Apr 2007
                              • 1951

                              #15
                              Originally posted by Dean Anderson
                              Hmmm....

                              I tried merging the 3.2 changes to 3.1.2v2 with my own homebrewed changes to it last night, and it seems that the internals of the code have changed much more than the change list would indicate.

                              There has been a lot of refactoring under the hood which - while not changing the gameplay - does mean that some functions that I modified no longer exist, and many flags that my code uses now work in a different way, and so forth.

                              I think the easiest way for me to incorporate the 3.2 changes is actually to scrap what I've done to 3.1.2 so far (it's only few evening's worth of work anyway) and reproduce the same functionality in 3.2 by hand.
                              Yup, we aim to keep people on their toes.
                              takkaria whispers something about options. -more-

                              Comment

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