Announce: DaJAngband v1.0.98 Released

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  • will_asher
    DaJAngband Maintainer
    • Apr 2007
    • 1124

    Announce: DaJAngband v1.0.98 Released

    changes since 1.0.97:

    Fixed Bugs:
    - The three extra slots in the home no longer look like a bug and they're easier to get to now.
    - DaJAngband had inherited a bug from V 3.0.9, which made a scroll of rune of protection be re-useable if you read it from the ground. That is fixed.
    - fixed: In DJA 1.0.97, darkvision allowed you to see invisible.
    - fixed: crash when identifying the sling of snowballs.
    - fixed: orb of draining doesn't always destroy cursed objects.
    - fixed: random resist thing on some egos choses from the completely wrong set of flags.
    - fixed: crash when using a staff of zapping against monsters with PASS_WALL who are in a wall.
    - fixed: detect invisible scroll or spell doesn't detect monsters which are temporarily invisible.

    Stuff taken from new version of vanilla Angband:
    - shops carry deeper stuff when player gets deeper (I don't think it's as much of a change as in V)
    - mushrooms of emergency and clear mind
    - "always show lists" option added.

    Information stuff:
    - Monster memory is improved (depth is always known, and recall notes rarity.)
    - Birth screen shows a lot more information as you're putting your character together.
    - Object description shows average weapon damage, true bow multiplier (since it's not exactly x2 and x3 anymore), blessed status, and odds of getting a critical hit/shot.
    - Identify and *identify* scrolls have a chance to not be used up when you read them.
    - Searching frequency and alertness are combined, and the (c)haracter screen now shows throwing skill, darkvision, charm resistance, and partial poison resistance.
    - The monster list shows whether monsters are in line of sight or not and whether monsters are aware of you or not.
    - The monster list goes haywire when you're hallucenating.
    - "disturb_espmove" option added to notice when monster has entered your range of telepathy and when it has line of sight to the PC.

    Cool Features:
    - I'm not going to give nearly as much detail here as I have in the past, but there's several new and interesting magic items and spells (primarily in the prayer and alchemy realms). Among other things, the "prayer" prayer has been replaced, and there is a spell which lets a priest put a temporary blessing on an weapon, letting him wield it without penalty.
    - Magic staffs can now get weapon bonueses and egos. Since this can cause problems with stacking, I also added a free command "&" which can remove unwanted egos and weapon bonuses from a staff to allow it to stack with others of its kind.
    - Throwing and shooting now use two separate skills. Throwing weapons are implemented which can't be used for melee. They also have a chance based on throwing skill (and luck of course) to get branding from elemental rings that you're wearing.
    - Ego rings "of Eregion" and "of Warfare" borrowed from another variant (I forget which now). I had tried to add them before, but now they work.

    Monster changes:
    - There was some dicussion about Z hounds being nerfed a little, so I thought I'd mention that they're slightly rarer and come in smaller groups than in V, but that change was already in 1.0.97.
    - Monsters are not always asleep before they notice you. They walk around the dungeon, going about their business. The disturb_near option only triggers for monsters who are aware of you unless the monster has just entered your line of sight.
    - You will now always notice a non-invisible monster which is adjacent to you, and sleeping monsters get a penalty to stealth.
    - Monster breath damage is slightly reduced at long range. Also, there are shields with the BREATH_SHIELD flag which give damage reduction vs all monster breath.
    - A couple rather crude AI improvements: Monsters which are not in line of sight are able to blink. Monsters which prefer ranged combat have a little more chance to stay where they are and shoot or cast instead of coming closer to the player.
    - Some types of monsters (thieves, mages, kobolds, gargoyles, etc) are sometimes evil and sometimes not evil. Certain types of young and baby dragons are not always evil, but all the adult and ancient dragons are always evil. Any detect evil spell will let you know whether an individual monster is evil or not. Also, high wisdom characters have a chance to be able to tell whether a monster is evil or not by discernment.
    - Monsters and the player both can now climb over rubble, but not easily. You can never do it if you're carrying enough to be slowed. Monsters which don't have BASH_DOOR and can't fly, can't climb over rubble.
    - Boulders thrown by giants occationally leave rubble.
    - added monster spells which 'heal other monsters' and 'heal kin'. Also groups of orcs, ogres, or gargoyles are sometimes created with a shaman.

    Effects of effects and what they affect:
    - slow, confuse, fear, and sleep are now more effective and their effectiveness is affected by charisma.
    - *destruction* no longer affects vaults.
    - fixed weapon & armor curses (no shattering or removing of egos, added chance to affect range weapons & other armor)
    - traps now have a minimum level to appear on, also added a couple new traps which appear on deep levels.
    - perma_cursed items can be uncursed, but they have a heavy curse and re-curse themselves automatically after awhile.
    - lit rooms are now dimly lit.
    - There are nasty effects of the corrupt flag which is on the One Ring and a couple other egos and artifacts, though not so nasty if you only wear it a short time. Speaking of item drawbacks, experience drain on items now only kicks in when you attack, shoot, throw something at a monster, or use offensive magic.
    - confusion adds 25% to fail rate instead of automatically preventing you from casting spells. Likewise, confusion gives monsters a high fail rate instead of making them never cast spells. Monster stunning is also weakened. Now they have a fail rate for spells and are much more likely to miss when they're stunned. Before, monsters did nothing at all while they were stunned. Critcal hits have a chance to stun monsters now.
    - Aggravation can now be nullified by very high stealth: If your stealth is high enough, The AGGRAVATE flag will just lower your stealth by a lot instead of actually causing aggravation.

    Little minor stuff:
    - In DJA 1.0.97, you'd get no strength bonus for weapons lighter than 5lb and full strength bonus if they weighed at least 5lb. Now, there's no longer a breakpoint for getting a strength bonus: a dagger gets a small fraction of strength bonus, weapons get bigger fractions until at 7lb, a weapon gets full STR bonus. Then starting at 11lb, you start to get a little more than 1x sTR bonus until at 24lb, you get double STR bonus, and very heavy weapons may get even more than double. (I will likely think twice about this, double or more is probably too much).
    - removed the piece of Eddie's code which added PLITE to all artifacts which weren't obviously excellent.
    - cutlass restored to the damage it had in V. (I had changed it from 1d7 to 1d6)
    - magic staffs of a squelched type won't squelch if it's obviously an ego. Also, ego rings never squelch. (Makes it easy to recognise ego rings of a squelched type, but that's okay with me).

    Download link:

    (DaJAngband website link is in my sig)

    EDIT: forgot to mention: Savefiles have been broken, beaten, whipped, flogged, hanged, drawn-and-quartered, and beheaded since 1.0.97.
    Last edited by will_asher; May 26, 2009, 02:12.
    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...)
  • will_asher
    DaJAngband Maintainer
    • Apr 2007
    • 1124

    #2
    Just found a minor bug, but it's easily fixable in the .txt files:
    If you want these two artifacts to be able to appear, you'll have to make these two little fixes:
    1) go into artifact.txt in the edit folder
    2) Go to artifact number 120 (The Quarterstaff of Olorin)
    3) Change its I: line to "I:55:31:4"
    4) Go to artifact number 124 (The Great Bow 'Belthronding')
    5) Change its I: line to "I:19:34:1"

    This bug also makes randarts not work.
    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

    • Donald Jonker
      Knight
      • Jun 2008
      • 593

      #3
      The changelog looks pretty fly, especially the adjustments to effects. Look forward to checking this out.
      Bands, / Those funny little plans / That never work quite right.
      -Mercury Rev

      Comment

      • will_asher
        DaJAngband Maintainer
        • Apr 2007
        • 1124

        #4
        An update has been uploaded (thanks Pav) with randarts fixed. Randarts now work (as of 5/26/09). It was more than just those two little text file changes.
        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

        • Nolendil
          Adept
          • May 2007
          • 171

          #5
          - Monsters are not always asleep before they notice you. They walk around the dungeon, going about their business.
          That sounds cool
          A(3.2.0) C "Angdiira II" DP L:36 DL:44(2200') A+ R+ Sp w:Whip of Westernesse(+10,+10)(+2)
          A Mx H- D c-- f- PV+ s- d P++ M+
          C- S-- I So B++ ac GHB- SQ+ RQ++ V+

          Comment

          • ekolis
            Knight
            • Apr 2007
            • 921

            #6
            Hmm... How come when I choose my stats (point-based), every time I press a key my starting gold changes slightly?
            You read the scroll labeled NOBIMUS UPSCOTI...
            You are surrounded by a stasis field!
            The tengu tries to teleport, but fails!

            Comment

            • will_asher
              DaJAngband Maintainer
              • Apr 2007
              • 1124

              #7
              Because your starting gold is more randomized than in V, and isn't only based on how many stat points you've spent. Social class also affects it (like it ought to). ..And because I didn't feel like fixing it so that starting gold isn't calculated until you've accepted your character (which would probably make more sense).
              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
                Just found kindof a major bug: teleport other sometimes teleports yourself instead of the monster. I hate having a major bug in a release so I'll probably try to get out a 1.0.98b soon. (I do version numbers funny don't I?)
                sorry 'bout that
                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

                  #9
                  Announce: DaJAngband 1.0.98b bugfix update

                  A bugfix update for DaJAngband 1.0.98 has been released, fixing the following bugs:
                  - If you have very high stealth, monsters occationally fall asleep while you're fighting them. (Are you THAT boring?)
                  - teleport other sometimes teleports yourself
                  - any cursed item can slip when you throw it (making it way too easy to recognise curses). Now only cursed throwing weapons slip.
                  - monsters have to climb the rubble in order to attack you when you're standing on rubble.
                  - slays/brands of a main gauche wielded in the shield slot were listed in the self-knowledge screen.
                  - telepot control doesn't let you to teleport to a space with an object.

                  And a few little new things:
                  - confusion penalty to device skill no longer applies when using a staff or rod of curing (because you should be able to use it to cure confusion).
                  - hearing monsters no longer disturbs while resting or running. Also, you don't get a message saying that you heard a monster if you don't have the disturb_near option turned on.
                  - enchant armor can be applied to main gauches
                  - healing spells/potions have a minimum percentage of HPS healed
                  - combined restore stat potions into restore brawn/ Intellect / Sneakiness. (The way the sustain stat rings already were).
                  - stat gain potions now have an alternate effect when the stat is maxxed.

                  The download link is the same as in the original post. (I probably should've given the update a different file name, but I didn't and it's too late now..)

                  BTW, the DaJAngband website has moved (The link in my sig is correct, I changed it a few days ago).
                  Last edited by will_asher; June 3, 2009, 19:04.
                  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

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