Announce: DaJAngband v1.0.97 Released

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  • will_asher
    DaJAngband Maintainer
    • Apr 2007
    • 1124

    Announce: DaJAngband v1.0.97 Released

    changes since 1.0.96:
    - Some improvements from vanilla 3.1: treasure and object detection combined, characters start wielding their equipment, elemental rings add branding damage to melee blows.
    - Most race flags are displayed on the birth screen.
    - Magic staffs are now wieldable
    - A few new various egos were added, including a couple new possible drawbacks. Darkvision is added to the list of random special abilities. Also, a few new mixed blessing mushrooms to replace some of the old ones.
    - My attempt at weapon balancing range weapons: Slightly nerfed bow damage (x2 multiplier multiplies damage by 1.75, etc). Got rid of the useless
    x1 launchers I had added earlier. Rogues, druids, barbarians, hobbits, and living ghouls get strength bonus added to slings, and barbarians also get strength bonus to thrown weapons.
    - My attempt at weapon balancing melee: Light weapons (4lb or less) get no strength bonus. Heavy weapons (more than 15lb) get double strength bonus. Strength bonus is now added before multipliers (brands & slays). Weapon weight is a bigger factor in the likeliness of critical hits than before (and character level is less).
    - Done away with infravision: it is now completely replaced by monster stealth and character alertness. Most monsters which used to be warm-blooded and invisible are now visible but stealthy, but there is a new monster spell which lets them temporarily turn invisibile. (The illusionist monster has spells which are more appropriate for an illusionist now: can temporarily turn invisible, but doesn't have the hold spell). Each class and race has an alertness rating like with other skills. Dwarves are the least alert race, but to make up for it, they have darkvision, meaning they don't need light to see monsters.
    - Humans, hobbits, and fairy gnomes now have a NICE flag, meaning non-evil animals and light fairies are less aggressive towards them. (I wanted to give something good to humans, this probably isn't enough).
    - Monster breath damage has been slightly nerfed.
    - Class changes: The war mage class now starts with a new type of magic staff as a weapon. The rogue spell list has been improved. Note: Several of the classes are kindof experimental, but the war mage especially is not finished and needs more testing & balancing. The problem is that I prefer to play with other classes, so I don't get around to testing it.
    - feather falling gives slight resistance to gravity damage (but not other effects of gravity).
    - a couple more new mushroom types replacing a couple old boring ones.
    - several other small changes that I didn't even keep track of

    Download link:

    (DaJAngband website link is in my sig)
    Last edited by will_asher; March 20, 2009, 22:19.
    Will_Asher
    aka LibraryAdventurer

    My old variant DaJAngband:
    http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)
  • Malak Darkhunter
    Knight
    • May 2007
    • 730

    #2
    This looks pretty cool Will, I'm glad my suggestion for weildable staffs made it into your list of changes. One more thing, do you think Item forging might someday find it's way into Dajangband?

    Comment

    • Nick
      Vanilla maintainer
      • Apr 2007
      • 9647

      #3
      Originally posted by will_asher
      - Done away with infravision: it is now completely replaced by monster stealth and character alertness. Most monsters which used to be warm-blooded and invisible are now visible but stealthy, but there is a new monster spell which lets them temporarily turn invisibile. (The illusionist monster has spells which are more appropriate for an illusionist now: can temporarily turn invisible, but doesn't have the hold spell). Each class and race has an alertness rating like with other skills. Dwarves are the least alert race, but to make up for it, they have darkvision, meaning they don't need light to see monsters.
      This is a cool idea - I'll be interested to see how it works out.
      One for the Dark Lord on his dark throne
      In the Land of Mordor where the Shadows lie.

      Comment

      • PaulBlay
        Knight
        • Jan 2009
        • 657

        #4
        Originally posted by Nick
        This is a cool idea
        I hope that wasn't a deliberate pun.
        Currently turning (Angband) Japanese.

        Comment

        • Donald Jonker
          Knight
          • Jun 2008
          • 593

          #5
          Might I request you implement selling to stores for ID (and of course without monetary compensation)? That's always been a hurdle that's been difficult for me to overcome when playing your variant (I've played a lot of Eddieband, so I'm a big fan of the other aspects). I've played around some with war mages and so far me likey , but I always dread the early game because of the difficulty with ID.
          Bands, / Those funny little plans / That never work quite right.
          -Mercury Rev

          Comment

          • will_asher
            DaJAngband Maintainer
            • Apr 2007
            • 1124

            #6
            Originally posted by Donald Jonker
            Might I request you implement selling to stores for ID (and of course without monetary compensation)? That's always been a hurdle that's been difficult for me to overcome when playing your variant (I've played a lot of Eddieband, so I'm a big fan of the other aspects). I've played around some with war mages and so far me likey , but I always dread the early game because of the difficulty with ID.
            That sounds like a good idea, and there's a good chance it'll be in the next version.

            As for item forging, I think that might be beyond my coding abilities. I don't dislike the idea, but it really doesn't seem nessesary.
            Last edited by will_asher; March 24, 2009, 00:15.
            Will_Asher
            aka LibraryAdventurer

            My old variant DaJAngband:
            http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)

            Comment

            • will_asher
              DaJAngband Maintainer
              • Apr 2007
              • 1124

              #7
              The link for DaJAngband 1.0.97 in the original post should work now. I posted the link wrong the first time.
              Will_Asher
              aka LibraryAdventurer

              My old variant DaJAngband:
              http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)

              Comment

              • will_asher
                DaJAngband Maintainer
                • Apr 2007
                • 1124

                #8
                There is now an updated version of 1.0.97 available using the same link with some bigfixes and a little cleaner code.
                I also added the ability to donate magic items to stores for ID and no money when selling to stores is turned off. (only works for unidentified magic items, and not weapons or armor)
                Will_Asher
                aka LibraryAdventurer

                My old variant DaJAngband:
                http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)

                Comment

                • Pete Mack
                  Prophet
                  • Apr 2007
                  • 6883

                  #9
                  It's much better. There are still some bugs in xtra1.c, but they don't matter much:
                  xtra1.c: In function ‘calc_bonuses’:
                  xtra1.c:2821: warning: suggest parentheses around && within ||
                  xtra1.c:3032: warning: suggest parentheses around && within ||
                  xtra1.c:3037: warning: suggest parentheses around && within ||
                  xtra1.c:3042: warning: suggest parentheses around && within ||
                  xtra1.c:3047: warning: suggest parentheses around && within ||
                  xtra1.c:3057: warning: suggest parentheses around && within ||

                  For example,
                  Code:
                    if ((p_ptr->pclass == 8) || (p_ptr->pclass == 10) && (p_ptr->ammo_tval == TV_SHOT))
                      { /* sling kindof is a priestly weapon */
                  should be:
                  Code:
                    if ([COLOR="yellow"]([/COLOR](p_ptr->pclass == 8) || (p_ptr->pclass == 10)[COLOR="Yellow"])[/COLOR] && (p_ptr->ammo_tval == TV_SHOT))
                      { /* sling kindof is a priestly weapon */
                  Other bugs:
                  x-spell.c:1269: warning: suggest parentheses around assignment used as truth value
                  use-obj.c:616: warning: suggest parentheses around assignment used as truth value
                  You almost certainly don't want to make these assignments. (Should use == not =)

                  You need to use 'return FALSE;' rather than just 'return;' in these cases:
                  x-spell.c:6099: warning: ‘return’ with no value, in function returning non-void
                  x-spell.c:6368: warning: ‘return’ with no value, in function returning non-void

                  Finally, an explicit example of how to change x-spell.c to get rid of that spellswitch:
                  Code:
                         case CHEM_ENCHANT_TO_HIT:
                          {
                              spellswitch = 18; /* enchant only bow or arrows */
                              return enchant_spell(rand_int(3) + plev / 20, 0, 0);
                              spellswitch = 0;
                  Should be:
                  Code:
                  /* In defines.h */
                  enum enchant_type {
                      Ench_archery,
                      Ench_armor,
                      Ench_weapon,
                  };
                  enum brand_type {
                      Brand_acidcoat,
                      Brand_venom,
                      Brand_any
                  };
                  
                  /* In spells2.c */
                  enchant_spell(int num_hit, num_dam, num_ac, enchant_type ench)
                  {
                    ...
                      if(ench == ENCH_ARCHERY) { /* Bows and arrows only */ }
                  }
                  ...
                  bool brand_ammo(brand_type brand) { ... }
                  
                  
                  /* In x-spells.c */
                          case SPELL_ENCHANT_ARMOR: /* enchant armor */
                          {
                              return enchant_spell(0, 0, rand_int(3) + plev / 20, Ench_armor);
                          }
                  
                          case SPELL_ENCHANT_WEAPON: /* enchant weapon */
                          {
                              return enchant_spell(rand_int(4) + plev / 20,
                                                   rand_int(4) + plev / 20, Ench_weapon);
                          }
                  
                  ...
                          case CHEM_ENCHANT_TO_HIT:
                          {
                              return enchant_spell(rand_int(3) + plev / 20, 0, 0, Ench_archery);
                          }
                  
                  ...

                  EDIT: Not that you can use ordinary #defines instead of the enumerated types if you want. Just pass them as arguments explicitly rather than via a global variable (that's just a huge stylistic no-no).
                  See for example:

                  Comment

                  • Malak Darkhunter
                    Knight
                    • May 2007
                    • 730

                    #10
                    Hey Will, I noticed several error messages when creating a character for Dajangband, they seemed to be inventory error messages, also when the game loads up there is a blank term 1 window in the background behind the term 0 window, are you using a preset configuration setting? Now I have windows Vista so the walls didn't display but I can fix that with the wall fix I downloaded a while back, had to do that with Sang as well. I noticed your name is the only one on the Dajangband ladder, I might have a chance to get my name on a high score ladder.

                    Comment

                    • will_asher
                      DaJAngband Maintainer
                      • Apr 2007
                      • 1124

                      #11
                      What error messages come up when you start a character?
                      The term window comes up because I always use it to show the monster list, so it's visible by default. You still have to go to the options menu to tell it to show the monster list though. Maybe term window visibility should be connected to savefiles because what the term window shows is connected to savefiles.

                      PS Yeah my dumps on the DaJAngband ladder are getting lonely.
                      Will_Asher
                      aka LibraryAdventurer

                      My old variant DaJAngband:
                      http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)

                      Comment

                      • Malak Darkhunter
                        Knight
                        • May 2007
                        • 730

                        #12
                        As soon as you roll up a character and type in a name and hit enter to start the game I get No object (0.1) No object (0.1) No object (o.) -more- No object (o.1) No object (o.2) no object (o.3) Invalid object in store_create_random()! -more-

                        It then repeats about three more times from (o.1) through(0.8) it reminds of something to do with the birth auto-wield code, but I'm no expert though.

                        Comment

                        • will_asher
                          DaJAngband Maintainer
                          • Apr 2007
                          • 1124

                          #13
                          I think I know what the problem is. I removed a few objects, but forgot to take them out everywhere that I needed to. I don't know why it would repeat the error message that many times though. I'll fix it for the next release. I guess for now just know that those are harmless messages. ..I don't want to bother my helpful host with yet another update for the same release.

                          EDIT: hmm.. maybe all you need to do is two little things in the text files. It looks like I already took the objects out everywhere I needed to in the code files. Could you do me a favor and make these two changes and see if you still get those messages? (I don't know why I don't get these error messages..)
                          1) Go into the p_class.txt file in the edit directory, and go to the tourist entry (N:15) and delete the line which says:
                          E:19:1:1:1
                          2) Go into the object.txt file in the edit directory, and delete (or comment out) the entry for double chain mail (N:121).
                          Last edited by will_asher; March 26, 2009, 02:52.
                          Will_Asher
                          aka LibraryAdventurer

                          My old variant DaJAngband:
                          http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)

                          Comment

                          • Malak Darkhunter
                            Knight
                            • May 2007
                            • 730

                            #14
                            No harm done, I can play and start up normally. I used my wall-fix download for vista, strangely though the wall's are shaped as diamonds, it'll take a little getting used to, I'm currently trying one of your favorites the Half-Troll.

                            Comment

                            • PaulBlay
                              Knight
                              • Jan 2009
                              • 657

                              #15
                              Originally posted by will_asher
                              2) Go into the object.txt file in the edit directory, and delete (or comment out) the entry for double chain mail (N:121).
                              Don' forget the shops.

                              I'm in the middle of hacking around the object list in my coding effort as well.
                              Currently turning (Angband) Japanese.

                              Comment

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