FAangband 1.0

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  • Nick
    Vanilla maintainer
    • Apr 2007
    • 9637

    FAangband 1.0

    FAangband 1.0 is now available from the usual place. Please download, play, post dumps, complain, etc. I have many people to thank:

    - pav, as usual, for hosting;

    - Psi and buzzkill for playtesting alpha and beta versions;

    - HallucinationMushroom for designing an awesome vault based on the Luthien emblem I use as the FAangband icon;

    - takkaria for the Vanilla build system;

    - Psi again for producing version 0.3.6, which gave the endgame some much needed balance (which I have, I hope, only partially destroyed);

    - numerous people on the forums, rgra and ladder who have given me ideas and shot holes in my own ideas.

    There are big changes in this version, and more to come. Full details are below, but the big ticket items are vastly altered objects (especially ego-items), a complete overhaul of mages, and the introduction of player-race based monsters which are not always hostile. Object and monster changes will continue for the next version (1.1).

    As for the version numbers, this is actually 1.0.0, but anything of the form 1.0.x (so when the inevitable bugfixes happen) will be savefile compatible with it. The next thing not savefile compatible will be 1.1.0, etc.

    Enjoy.

    -------------------------------------------------------------------------------------------------------------

    Object Changes
    --------------
    Complete overhaul of ego items, with most purely bad types removed
    and many "mixed blessing" types introduced. There are now many types of curse,
    with the traditional "sticky" curse just one of them. Curse removal is no
    longer certain, and multiple removal attempts can destroy the item (even
    artifacts). Stat boosts, bonuses, slays, brands and resists are now all values
    rather than flags, so multiple "pvals" and variable slays and brands are
    possible. The objects bitflags have been completely reworked, and all
    information about an object is now kept with the object rather than referring
    to the object kind.

    Pseudo-id is now instant for all classes, and applies to all wearable items.
    Strong pseudo now shows perilous (ego with drawbacks), dubious (some drawback),
    average, good, excellent (ego with no drawbacks) and special (all artifacts);
    weak pseudo shows perilous (some drawback), average or good. Squelch
    categories have been changed accordingly, I hope in a useful way. *ID* has
    been reintroduced; now regular ID shows everything except curses, which are
    discoverable either by *ID* or (automatically) noticing when they show up.

    There are some corresponding changes to regular items and artifacts, and some
    new artifacts. Ungoliant now drops a specific item, making Nan Dungortheb
    worth visiting. Blades of Chaos have been replaced with Valinorean Swords, and
    "of Chaos" is now an ego type. Pricing has been changed to be more dependent
    on the object properties and less on the type. Activatible items can now be
    activated before they are ID'd.

    Player Race Monsters
    --------------------
    Most former human ('p') monsters are now assigned one of the player races, and
    have a chance not to be hostile to the player. Groups of these monsters now
    have the same player race, but not necessarily the same monster race. These
    groups have leaders, which influence the behaviour of the other monsters. The
    AI for these guys is still fairly basic, but will mature over the 1.x series.

    Mages and Magic
    ---------------
    Mage spells have been completely reworked to make early mages playable, and
    late game mages very powerful. Books have been reorganised and renamed, and
    spells changed - most notably the last book now consists of varoius rune laying
    spells. Magestaffs now activate to restore a small amount of mana. Mana
    attacks have been completely removed from player and monsters (apart from a
    couple of devices). Some monsters (and PDSM) now get an "elemental attack"
    spell comprised of all 14 resistable elements; this is chiefly useful for
    determining player resistances. Chaos has become much more chaotic, with
    multiple effects on terrain, monsters and (if unresisted) the player.

    Code Modernisation
    ------------------
    Much of the low level code from V3.1.1dev has been incorporated - including
    most of: the build system for *nix and windows, the OSX port and file handling.

    Other changes
    -------------
    A new terrain type - sand dunes - has been introduced. It can hold objects,
    and is easy to move through, but blocks line of sight.

    Some improvement to object descriptions.

    Spell descriptions appear before the spell is learned.

    Wands of the same type always stack; if one has an unknown number of charges,
    the whole stack does.

    Some of the Lothlann region is now plains instead of desert.

    Some monsters only appear in dungeons (gelatinous cubes, lurkers, etc).

    The Complainer has increased his vocabulary.

    Themed wilderness now exists - there are five themed wilderness levels, and
    four themed dungeon levels.

    Sound support has been upgraded so that it works properly, and Dubtrain's sound
    patch can be included in the same way as for Vanilla.

    Monster traps and runes can be laid on grids containing non-artifact objects
    (by destroying the objects).

    Uniques are more resistant to stunning.

    Bugfixes
    --------
    Killing dungeon guardians on Angband 100 no longer causes weird stuff.

    Squelched gear is dropped more quickly if hide_squelchable is on.

    Extended colours show properly in html screenshots.

    Autoinscriptions actually work.

    Ego squelch settings are reset at the start of each game.

    Anfauglith 58 is no longer chock full of artifacts.

    Stairs in to Amon Rudh dungeon are no longer ever encased in granite.

    Player ghosts work properly.

    Crash from buffer overflow with too much gold or experience fixed.

    Tree traps no longer appear under the player.
    One for the Dark Lord on his dark throne
    In the Land of Mordor where the Shadows lie.
  • buzzkill
    Prophet
    • May 2008
    • 2939

    #2
    Congrats on the release. Do you see comp. 73 in FA's future? Maybe a mage?
    www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
    My banding life on Buzzkill's ladder.

    Comment

    • Nick
      Vanilla maintainer
      • Apr 2007
      • 9637

      #3
      Originally posted by buzzkill
      Congrats on the release. Do you see comp. 73 in FA's future? Maybe a mage?
      Well, V3.1.1 may be a bit hard to ignore for 73. But maybe 74.
      One for the Dark Lord on his dark throne
      In the Land of Mordor where the Shadows lie.

      Comment

      • HallucinationMushroom
        Knight
        • Apr 2007
        • 785

        #4
        Yah, congrats on the ONE. I can't wait to see the new complainer messages.
        You are on something strange

        Comment

        • thapper
          Adept
          • Aug 2008
          • 168

          #5
          Congrats on the release! I'll start playing it right away (or when I get of this high-speed train, *banding here makes me nauseous).

          Comment

          • Nick
            Vanilla maintainer
            • Apr 2007
            • 9637

            #6
            Read this before upgrading an existing character

            I've just realised, I really should have mentioned this:

            Don't upgrade with an existing live character.

            Object properties get scrambled (mostly just deleted) in the upgrade process. If you want to retain your monster memory, the best way is to upgrade with a dead character.
            One for the Dark Lord on his dark throne
            In the Land of Mordor where the Shadows lie.

            Comment

            • ekolis
              Knight
              • Apr 2007
              • 921

              #7
              Nice! Keep up the good work!

              I did notice however that on the options menu, you can't use the arrow keys because they map to numbers, which map to the commands... perhaps the numbers should be letters like on the options submenus?
              You read the scroll labeled NOBIMUS UPSCOTI...
              You are surrounded by a stasis field!
              The tengu tries to teleport, but fails!

              Comment

              • Nick
                Vanilla maintainer
                • Apr 2007
                • 9637

                #8
                Originally posted by ekolis
                I did notice however that on the options menu, you can't use the arrow keys because they map to numbers, which map to the commands... perhaps the numbers should be letters like on the options submenus?
                Actually, that's a really good idea. This whole arrow/number thing has been a complete pain. I will do that.
                One for the Dark Lord on his dark throne
                In the Land of Mordor where the Shadows lie.

                Comment

                • Blackened
                  Rookie
                  • Oct 2007
                  • 18

                  #9
                  Congratulations on the 1.0 release, I am really looking forward to playing it! Unfortunately, unlike Vanilla, I am not able to compile it on my Linux machine and even running ./configure without any option at all results in following last four lines:

                  Code:
                  configure: creating ./config.status
                  config.status: creating mk/extra.mk
                  config.status: creating mk/sinclude.mk
                  config.status: error: cannot find input file: src/autoconf.h.in

                  Comment

                  • ekolis
                    Knight
                    • Apr 2007
                    • 921

                    #10
                    Oh, one more thing... it seems that when examining a wand/staff/etc. it always says I have a 100% chance of activating it, but that's not the case...
                    You read the scroll labeled NOBIMUS UPSCOTI...
                    You are surrounded by a stasis field!
                    The tengu tries to teleport, but fails!

                    Comment

                    • pampl
                      RePosBand maintainer
                      • Sep 2008
                      • 225

                      #11
                      Sounds cool, and I've had more luck compiling this version. I noticed a bug which I think is entirely cosmetic, in both the binary and self-compiled versions: when I exit after playing for a bit Windows says the program was non-responsive and had to be shut down. It still saved correctly before exiting, and it looked like it had closed normally in every way until the error dialogue box popped up.

                      Comment

                      • Nick
                        Vanilla maintainer
                        • Apr 2007
                        • 9637

                        #12
                        Originally posted by Blackened
                        Congratulations on the 1.0 release, I am really looking forward to playing it! Unfortunately, unlike Vanilla, I am not able to compile it on my Linux machine and even running ./configure without any option at all results in following last four lines:

                        Code:
                        configure: creating ./config.status
                        config.status: creating mk/extra.mk
                        config.status: creating mk/sinclude.mk
                        config.status: error: cannot find input file: src/autoconf.h.in
                        OK, sorry about that. It should work if you run ./autogen.sh first. I always get a bit confused about exactly which files are required at which step...

                        Let me know if that fails.
                        One for the Dark Lord on his dark throne
                        In the Land of Mordor where the Shadows lie.

                        Comment

                        • Nick
                          Vanilla maintainer
                          • Apr 2007
                          • 9637

                          #13
                          Originally posted by ekolis
                          Oh, one more thing... it seems that when examining a wand/staff/etc. it always says I have a 100% chance of activating it, but that's not the case...
                          This is a new feature, and I thought it was working correctly (because it definitely wasn't working correctly at first, and then I "fixed" it). What Race/Class are you using, and what devices? 100% chance is theoretically impossible, but it may round to that.

                          EDIT: Don't worry - this is broken. Look at it as an advertisement for a coming feature.
                          Last edited by Nick; August 10, 2009, 11:20.
                          One for the Dark Lord on his dark throne
                          In the Land of Mordor where the Shadows lie.

                          Comment

                          • Nick
                            Vanilla maintainer
                            • Apr 2007
                            • 9637

                            #14
                            Originally posted by pampl
                            I noticed a bug which I think is entirely cosmetic, in both the binary and self-compiled versions: when I exit after playing for a bit Windows says the program was non-responsive and had to be shut down. It still saved correctly before exiting, and it looked like it had closed normally in every way until the error dialogue box popped up.
                            I used to have a bug like this in a previous version, but haven't seen it for a while. I suspect it may be related to freeing memory on closing the game. Does the same thing happen if you use my windows binary?
                            One for the Dark Lord on his dark throne
                            In the Land of Mordor where the Shadows lie.

                            Comment

                            • Blackened
                              Rookie
                              • Oct 2007
                              • 18

                              #15
                              Originally posted by Nick
                              OK, sorry about that. It should work if you run ./autogen.sh first. I always get a bit confused about exactly which files are required at which step...

                              Let me know if that fails.
                              Thanks, that helped.

                              Comment

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