Cthangband 7.0-beta Released

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  • Dean Anderson
    Adept
    • Nov 2009
    • 203

    Cthangband 7.0-beta Released

    Well, it took nine months, but the Godot port of Cthangband is now finished. Since it's a complete rewrite in GDScript, I'm calling this version 7.0, and since it's bound to contain a few bugs after the entire code has been re-written I'm calling it a beta version. As far as I know it's bug free, but I'm assuming there are issues I don't know about!

    The new release can be found on GitHub here. There are precompiled binaries for Windows and Linux. For everyone else (or those who don't trust downloading binaries) you can download the source code and either run it directly from Godot (4.7 or later) or export your own binary.

    Anyway, here's the usual changelist...
    • Skeletons (items) now look like skeletons (monsters).
    • New, properly licensed, background image for most screens.
    • Unique monsters are now coloured magenta to make them visually distinct (existing magenta monsters such as grid bugs, shimmering vortices, and dark elf lords have been recoloured to avoid confusion).
    • Added sand dweller ancestry for people who want a physical-oriented ancestry that can walk through walls.
    • Summon spells now summon with a strength equal to the average of your level and the difficulty of the current dungeon level if the dungeon level difficulty is higher than your level, to make summoning more viable in the late game.
    • The Summon Reaver spell now occasionally works (but only occasionally).
    • Character viewer now shows how many pets you have and the maximum you can have before your power regeneration is reduced.
    • Added shadowling ancestry for people who want a magic-oriented ancestry that mutates.
    • Fixed bug where a friendly monster would continue attacking an enemy monster after they were dead.
    • Fixed bug where you could sometimes accidentally occupy the same square as a friendly creature instead of pushing past it.
    • Tidied up Abilities view in Journal.
    • Updated RGB values of colours to make them easier to distinguish (especially the blues, purples, and pinks).
    • Elder Sign symbol changed from '*' to ';' to match Yellow Sign and avoid confusion with gems.
    • Fixed bug where resting until fine would rest indefinitely if you had more power than your max power (such as from casting Annihilation).
    • Symbol identification command ('/') and Carnage spell now have full-screen display showing all symbols and what they represent.
    • Gems now look like veins and magic gems ('*') rather than like money ('$').
    • Cultist's primary ability score moved to Intelligence (and ability score bonuses adjusted accordingly) to match other arcane spell users.
    • Updated music to a new set of tracks that have much better consistency of style and theme.
    • Fixed gnome's self-knowledge text to match the actual range of their teleport ability.
    • Fixed cyclops' ancestral sound resistance, which was shown on the character sheet but didn't get applied to sound damage.
    • Fixed bug where mutating into an abomination would take too much from your ability scores.
    • Dying by drinking an Iocaine potion is now properly credited as such on the high score table.
    • Switched rumours to give you a repeat dungeon depth if you already know everything rather than a repeat quest, to avoid issues if you have also already completed all quests.
    • Added the Zealot profession, for those who like the randomness of a patron but don't want to play a spell caster.
    • Fixed 'Beak', 'Horns', 'Tail', 'Tentacles', and 'Trunk' mutations so that they now do the correct amount of damage.
    • Fixed Rogue's Cthangpedia entry to show correct spell levels.
    • 'Moronic' mutation changed to 'withered brain' mutation to avoid ablist slur.
    • 'Albinism' mutation replaced with 'Paper-thin skin' mutation to avoid ablist slur and is now in the "skin" group to avoid clashing with other mutations that change your skin.
    • Eat Rocks mutation now also lets you eat trees, but eating trees and doors gives you less sustenance.
    • Changed the colour of Black Reavers so they're actually black! And also changed the colours of Hunting Horrors (black to grey) and Clubber Demons (grey to brown) so the three can still be visually distinguished.
    • Eat Magic mutation now properly handles situations where you have no magic to eat.
    • Summoned phantasmal servants now use the correct honorific for your gender.
    • Mass Summon spell can no longer accidentally summon hostile uniques.
    • Made spell summaries have a consistent "xdy+z" format for damage and durations.
    • Simplified main menu to avoid confusion between save slots, save games, and persistent meta-progression.
    • Fixed bug where the various Resist spells in the Folk sphere had duration based on your existing cold resistance instead of your existing resistance of their type.
    • Fixed bug where the Malediction spell could accidentally fire multiple special effects.
    • Fixed bug where the Invoke Spirits spell was completely overpowered at low level and got worse the higher level you got.
    • Fixed bug where the Minor Displacement power couldn't be validly targeted if you were level 25 or higher.
    • Fixed bug where if a monster summoned Black Reavers while you were blind you would fail to hear them.
    • Fixed bug where Hellfire was behaving like Holy Fire
    • The price of services in town is now affected by charisma modifiers
    • Simplified buying by removing extra "are you sure" prompts.
    • Corrected prompt when choosing which deity to sacrifice to at the temple.
    • Added the Summoner profession, a semi-caster good at summoning (duh!).
    • Druids now get a strength bonus and poison resistance.
    • Fixed description of Earthquake effects to distinguish between towers and dungeons.
    • Fixed bug where legendary items are confused with artifacts when you try to enchant them further.
    • Updated description of Charisma ability score to emphasise that it is about strength of personality rather than looks.
    • Fixed obscure bug where killing the last quest creature and therefore winning the game would not create stairs down if that last creature was not killed on the bottom level of a dungeon.
    • Fixed bug where the wrong types of creature were vulnerable/immune to the martial arts ankle-breaker attack.
    • Fixed bug where random mutations would go off about 13x as often as they should.
    • Blind characters no longer notice their torches/lanterns growing faint.
    • The Shining Trapezohedron no longer burns the flesh of vampires.
    • Fixed the "theft protection" ability on legendary items not adding to their value.
    • Renamed 'Vis' to simply 'Power' (and 'Vis Points' to 'Power Points') for better grammar when talking about monsters and spells.
    • Characters of ancestries that are normally genderless (e.g., golems) will usually be genderless when randomly created.
    • Randomly generated characters may now sometimes be enbies.
    • Monster-health bar now indicates if target is confused, as well as if it is sleeping, afraid, or friendly.
    • Fixed bug where if a level had had too many monsters killed and replaced they would start remembering what dead monsters had learned about you.
    • Fixed rarely occurring bug where trying to place a monster and failing because the level was full would still increase the level's danger rating.
    • Reduced the depth requirement for quest levels.
    • 'Class' renamed to 'Profession' and 'Race' renamed to 'Ancestry' for consistency.
    • Fixed acceptance criteria for a "good" level to properly take into account depth as well as base dungeon difficulty.
    • Entire program re-written from the ground up in GDScript!
    • Game ported from Windows Presentation Framework to the Godot engine.
  • getter77
    Adept
    • Dec 2009
    • 215

    #2
    Congrats on managing such an onerous undertaking to grant another lease on life to the game both outright and for posterity.

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