Angband 4.0.3 released

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  • Nick
    Vanilla maintainer
    • Apr 2007
    • 9638

    Angband 4.0.3 released

    Angband 4.0.3 is now available for Windows, OS X and as source. Rephial will update in due course.

    Main features are more rooms from Nomad, fizzix's stair skip constant, and more bugfixing. Plan is now to try and make some real progress on the 4.1 plans.

    The changelist:

    Changes:
    • Add stair-skip constant, making stairs go up or down that number of levels
    • Another 200 room templates (for a total of 500)
    • A number of code improvements, mainly from PowerWyrm
    • Shorten inventory prompt, put overweight info in 'C' screen


    Bugfixes:
    • Correct OOD boost for object feelings
    • Really fix lack of artifacts this time
    • Make RNexus prevent hostile teleport level
    • Stop crash from summoning traps
    • Improve object ID from ball spells
    • Stop game hanging on empty quiver
    • Stop crash during inventory item damage by elements
    • Stop auto-ignore from cancelling monster detection
    • Make sure all changes to equipment are counted
    • Correct monster energy/turn order, stopping double moves by slower monsters
    • Correct food descriptions
    • Improve quitting in OS X
    One for the Dark Lord on his dark throne
    In the Land of Mordor where the Shadows lie.
  • Zikke
    Veteran
    • Jun 2008
    • 1069

    #2
    Woohoo thanks Nick!
    A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe
    A/FA W H- D c-- !f PV+++ s? d P++ M+
    C- S+ I- !So B ac++ GHB? SQ? !RQ V F:

    Comment

    • getter77
      Adept
      • Dec 2009
      • 242

      #3
      Congrats on yet another release!

      Comment

      • tumbleweed
        Adept
        • May 2015
        • 112

        #4
        Good job! Hope I'll find time for some playing again soon.

        On a side note:
        Originally posted by http://rephial.org/nightlies
        iframe src="http://buildbot.rephial.org/builds/master/builds.html" width="400" height="400" scrolling="no"
        Originally posted by calendar
        2015

        Comment

        • PowerWyrm
          Prophet
          • Apr 2008
          • 2986

          #5
          From all stuff I've reported, here are the last things that have not been tackled for 4.0.3:
          - "command_menu" in ui-context is never freed (there's no reason to make it static too)
          - dropping missiles from the quiver doesn't refresh the missile count in the inventory subwindow immediately
          - picking up missiles from the floor doesn't refresh the equipment subwindow immediately
          - uniques with the S_KIN flag summons "kin", while they were summoning "their minions" before
          - unidentified potion of dragon breath asks for a direction, while it should simply cast a ball around the player
          - "you see a Pendant <+3,+4>" when finding Ingwe (jewelry treated differently compared to other artifacts)
          PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

          Comment

          • Nick
            Vanilla maintainer
            • Apr 2007
            • 9638

            #6
            Originally posted by PowerWyrm
            From all stuff I've reported, here are the last things that have not been tackled for 4.0.3:
            I think I can live with all those for now, although I'm annoyed I forgot the command_menu one.
            One for the Dark Lord on his dark throne
            In the Land of Mordor where the Shadows lie.

            Comment

            • PowerWyrm
              Prophet
              • Apr 2008
              • 2986

              #7
              Looking at the code, there's a "do_break" variable that's supposed to be used for SHATTER attacks, but is in fact never used.

              Code:
              		bool do_break = FALSE;
              
              ...
              
              				melee_effect_handler_context_t context = {
              					p,
              					mon,
              					rlev,
              					method,
              					ac,
              					ddesc,
              					obvious,
              					blinked,
              					do_break,
              					damage,
              				};
              
              ...
              
              		/* Skip the other blows if necessary */
              		if (do_break) break;
              This variable needs to be saved for later use:

              Code:
              				/* Save any changes made in the handler for later use. */
              				obvious = context.obvious;
              				blinked = context.blinked;
              				damage = context.damage;
              				[B]do_break = context.do_break;[/B]
              PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

              Comment

              • PowerWyrm
                Prophet
                • Apr 2008
                • 2986

                #8
                Also no check vs player death is done after applying damage, so the game still can apply cuts and stuns to a dead player, leading to funny messages.
                PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                Comment

                • Timo Pietilä
                  Prophet
                  • Apr 2007
                  • 4096

                  #9
                  Originally posted by PowerWyrm
                  Also no check vs player death is done after applying damage, so the game still can apply cuts and stuns to a dead player, leading to funny messages.
                  It kills you and then it gets nasty.

                  Not sure if that should be fixed.

                  Comment

                  • Derakon
                    Prophet
                    • Dec 2009
                    • 9022

                    #10
                    Originally posted by PowerWyrm
                    Looking at the code, there's a "do_break" variable that's supposed to be used for SHATTER attacks, but is in fact never used.
                    I believe that's meant to prevent Morgoth (and other shatterers) from continuing to attack the player after they've been pushed out of their current square. I know that was an issue awhile back.

                    Comment

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