[Un] Unangband 0.6.4-pre released

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  • andrewdoull
    Unangband maintainer
    • Apr 2007
    • 872

    [Un] Unangband 0.6.4-pre released

    This is a preview release of Unangband 0.6.4

    You can download the source code from http://prdownload.berlios.de/unangba...64-pre-src.zip. You can download a precompiled Windows build from http://prdownload.berlios.de/unangba...64-pre-win.zip or a precompiled OS/X build from http://prdownload.berlios.de/unangband/Unangband-0.6.4-pre-osx.dmg.

    ### Game Play ###

    - Made sneaking cap the maximum wake up speed of monsters at close ranges
    in return for losing charging and dodging through normal movement. Sneaking
    should be used for 2 specific situations: a) if you don't want your allies
    to wake up sleeping monsters and b) to avoid waking monsters you are aware
    of which are at range 4 or less.

    - You can now 's'teal from monsters. This is automatically successful if
    they are asleep and uses your stealth skill if they are awake. If you
    are detected the monster will be aggravated and alert it's allies. The
    's' command still searches if monsters are not adjacent to you - you can
    also cancel out of the steal attempt to be offered the chance to search
    instead.

    - You get warned several turns before a monster wakes up that it is about
    to be disturbed. Sneaking will buy you more time this way.

    - Town monsters can now fall asleep again or notice the player.

    - Magic/priest/spell book specialists are now much more restricted in which
    books they can choose from.

    - Add birth_no_identify, birth_no_selling and birth_evil options.

    - Add good monsters. These are automatically allied to the player when
    placed in the dungeon unless the player has the birth_evil flag. Exactly two
    monsters are good at the moment (The ones people complain about having to kill).

    - Add 'O'ffer an item command. This allows you to give items to your allies,
    sell items to townsfolk and trade items with monsters in the dungeon. There
    is plenty of testing and balancing still to do here. You should be able to
    bribe monsters in the dungeon to have them progressively become less likely
    to kill you and more friendly by trading at a loss. However, such monsters
    will usually turn on you or leave you if you don't continue to pay them (You
    will be warned in advance of this happening). Be especially wary of dealing
    with evil monsters although they tend to offer much better deals up front.
    There are several functions left to do here: a monster still needs to be able
    to 'prematurely drop' in order that it has a more interesting set of items
    to trade with you, and they need to be able to reveal the part of the dungeon
    where they live, so you can go there for any moneys they haven't paid you
    yet.

    - Allow all stores now buy books, statues.

    - Library no longer stocks services based on the books it owns.

    - Use a fake Blessed Weapon tval to indicate that the store can buy any
    weapon if it is blessed. Might change this to a flag at a later date.

    - Beginners are no longer beginners after reaching level 10.

    - Improve access to help files during character creation.

    - Add some additional help and tips.

    - Make monsters less aggressive if they are woken up.

    - Adjust magic book rarity.

    - Allow raising of dead familiars.

    - Tattoos no longer trigger icky hands (Suggested by Derakon).

    - Remove prerequisites from detect power (Suggested by thorgot) and add them
    to detect magic instead.

    - Finish rogue class changes.

    - Split mage spell books up to reduce the total number of spells in each book
    for balance purposes. Schools now have 5 books per school (except semi-schools
    TBD) and each specialist book has been split into a low and high version of
    that book.

    - Reduce radius of Wizard Light spell (Suggested by Derakon).

    - The East Road and Brandywine Ferry are now directly connected after the
    Dunlending Agent is killed (Suggested by Derakon).

    - Allow player to throw objects accurately at short range.

    - Make walls of fire much less common in rooms.

    - Make earlier levels more Angband-like.

    - Rename nest to burrows.

    - Add ambrosia.

    - Give starting sorcerors a more viable spell selection.

    - Add three new room types: cellular cave, burrows and polygonal rooms.

    - Add some Dead Marsh themed monsters.

    - Add Osgiliath and the battle of the Black-Gate.

    - Split Barrow-downs into two dungeons, the lesser of which guarded by a
    Barrow-wight.

    - Make skeletal monsters more consistent in what they resist.

    - Slight tweak to petrification from fear.


    ### User Interface ###

    - Only restrict races available to birth_intermediate option, not classes.

    - Improve access to help files during character creation.

    - Add some additional help and tips.

    - Add display of primary and secondary stats while picking class during
    character generation.

    - Allow many player commands to interact with ally inventories and/or the
    inventories of the targetted monster. Needs testing.

    - Tweak valves to look less like doors.

    - Examining a book now details the services it allows a shopkeeper to provide.

    - Hide various pain/destruction messages if the character is not yet in the
    dungeon.

    - Some work on sound configs. I've not tested this so it may break sound
    completely.

    ### Bug fixes ###

    - Fix bug where warrior style specialists could cast any spell.

    - Fix for bug #14485 You can travel forever without ever starving to death.

    - Try to fix all instances of monster race being displayed without correctly
    choosing male, female or pluralisation.

    - Fix for Arralen's WTF.

    - Fix for bug 15564 projectile blocking is weird.

    - Fix some stacking bugs and improve diagnostic code (enable this using
    cheat_xtra).

    - Fix bug with teleport player to monster spells (Reported by Derakon).

    - Fix for bug 15833 You can't enter a store with monlist on.

    - Fix opening lever logic.

    - Fix bug #16024 'guided shot' spell has faulty logic (Thanks to ncc17).

    - Fix depths of room contents.

    - Fix remaining issues with dungeon connectivity, too few rooms and dungeons
    failing to generate. This is one known buffer overrun (see post in the
    Angband dungeon discussion thread for a full list of known generation bugs).

    - Fix spelling of waterfall in room descriptions.

    - Fix wilderness dungeons being generated too frequently.

    - Fix deadfall traps.

    - Fix avoiding traps and make it clearer why you avoid particular traps.

    - Fix the quake bug which caused monsters with quake to make themselves
    disappaear.

    - Fix bug where runes reported you could still cast spells from them (Thanks
    to Tony Bowes).

    - Fix divide by zero bug when shooting or throwing without any skill (Thanks
    to ebizzell for test case).


    ### Build / Platform ###

    - Adopt PostMessage replacement in main-win.c from Vanilla (Thanks to zaimoni
    for suggestion).

    - It is now possible in most places in the edit files to specify tval by name
    instead of number. Currently only the store.txt file does so, and it does this
    to specify items that can be bought in the stores. This is no longer hard coded.

    - Use a fake Blessed Weapon tval to indicate that the store can buy any
    weapon if it is blessed. Might change this to a flag at a later date.

    - Move to safer use of project_one instead of project_o etc.

    - Updated main-gcu from Vanilla (Thanks to d_m for the suggestion).

    - It is now possible to restrict vaults to particular level themes. Use this
    primarily for vaults which are 'corridor-like' to avoid affecting the likelihood
    of larger vaults appearing.


    Andrew
    The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more-
    In UnAngband, the level dives you.
    ASCII Dreams: http://roguelikedeveloper.blogspot.com
    Unangband: http://unangband.blogspot.com
  • Arralen
    Swordsman
    • May 2007
    • 309

    #2
    Savegame compatibility to 0.6.3a ?
    No, I don't have a clue 'bout C, and I'm not starting my own variant.
    Never. Ever.

    Comment

    • andrewdoull
      Unangband maintainer
      • Apr 2007
      • 872

      #3
      Originally posted by Arralen
      Savegame compatibility to 0.6.3a ?
      Should be fine. I've only ever broken save file compatibility unintentionally.

      There's some unavoidable changes - you may find you don't have the book you need to cast a mage spell you have learned already, for instance.

      Andrew
      The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more-
      In UnAngband, the level dives you.
      ASCII Dreams: http://roguelikedeveloper.blogspot.com
      Unangband: http://unangband.blogspot.com

      Comment

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