FAangband 1.2

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  • Nick
    replied
    Originally posted by Derakon
    (I do actually prefer the # walls over the solid-block walls, though)
    And that, sir, is your choice. But now it is a choice.

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  • Malak Darkhunter
    replied
    Cool always nice to have a new release of FA!

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  • Derakon
    replied
    Originally posted by Nick
    • Solid walls in OS X !
    Boo!

    (I do actually prefer the # walls over the solid-block walls, though)

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  • Nick
    replied
    FAangband 1.2.8 is now available for Windows, Mac or source as a tar.gz or zip file.

    It is savefile compatible with 1.2.7. The main changes from 1.2.7 are
    • UTF8 support, which has allowed
    • Solid walls in OS X !
    • It appears to be almost bug free


    I believe this is now stable enough to play - I have played for some time in linux (sdl port) and had no issues. I did get one crash in OSX on lighting a room - not sure if it's port-specific or not.

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  • Nick
    replied
    Cool, done (apart from the activation chance bit).

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  • LostTemplar
    replied
    https://github.com/LostTemplar/Yggband/tree/Base Here, the 'base' branch is actually Faangband 1.1.6 with my fixes.

    Added description to object recall, also fixed bug with unknown devices activation chance. Now device must be at least tried for chance to be displayed.
    Last edited by LostTemplar; March 10, 2012, 17:12.

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  • Nick
    replied
    Originally posted by LostTemplar
    Yes, I fixed it in my fork for 1.1.6.
    Where is that fork? I'll take a look.

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  • LostTemplar
    replied
    Yes, I fixed it in my fork for 1.1.6. It was only working for monsters you are looking, and books you are browsing, no it work also when browsing knowledge menu. Also fixed names for unseen scrolls, it is now consistent with potions, wands, etc. BTW I am in doubt if unseen flavoured items should be shown in knowledge menu.

    Object recall shows only item name, not description.

    Btw fix is about 10 lines of code, so it can be easy put in 1.2x

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  • Nick
    replied
    Originally posted by LostTemplar
    It seems, that "display monster (object) recall" subwindow display option does not work, it is just blank, regardless of what I do (in 1.1.6), other settings e.g. messages or equipment works fine.
    So for me - in either 1.1.6 or 1.2.7 - the monster recall subwindow shows monster recall for the last monster you looked at, but never for browsing from the knowledge menu. I will have a look at some point to see how Fay does it and whether it's easy to put in, in which case it will go into 1.2.

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  • LostTemplar
    replied
    It seems, that "display monster (object) recall" subwindow display option does not work, it is just blank, regardless of what I do (in 1.1.6), other settings e.g. messages or equipment works fine.

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  • Nick
    replied
    Originally posted by Mikko Lehtinen
    At least Ey (and Fay) have this.
    Well played

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  • Mikko Lehtinen
    replied
    Originally posted by Nick
    OK, I've checked this out, and it wasn't in FA 1.1 - so if it has been in FA, it was a long time ago.
    At least Ey (and Fay) have this.

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  • Nick
    replied
    Originally posted by imsabbel
    I am pretty sure that years ago, if you had a terminal set to monster recall, you got the info of the monster you were browsing in the lore list in that window.

    Not, it does not, so you have to press return everytime to see the stats/etc of the monster.

    Is this intentional, or would it be possible to change it back to the seamless style?
    OK, I've checked this out, and it wasn't in FA 1.1 - so if it has been in FA, it was a long time ago.

    Right arrow will bring up the monster recall entry, which might be handier than return.

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  • Nick
    replied
    I can't reproduce this - could you possibly send me a savefile?

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  • Monkay
    replied
    Yes it is 1.2

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