FAangband 1.3
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Gloves have a glove icon, but all caps also do. I have tried anything, even starting a new character.
At least, whatever I did, now the road pavement is back again.Last edited by Mondkalb; March 18, 2013, 11:17.Comment
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1.3.2
Version 1.3.2 is now available from the download page.
There is one obvious new feature - Sil-style hybrid and solid block walls have been duly stolen, and are now options (=, Display Options). In a similar vein (get it) neutral monsters have a shaded background, and the trap detect edge uses shading as well.
Bugfixes:- Element proofing only proofs one element
- Occasional mana for warriors has been removed
- Staff pricing works properly
- Inventory behaves as it should now (no more vanishing items and overfull pack)
- Origin of store-bought items is displayed properly
- Adamantite can be generated (thanks kaypy)
- The itemlist will not crash with too many items (kaypy)
- Spell displays are more accurate, the resistance spell no longer hastes (!), some other minor bits and pieces (all kaypy)
- Randart missile branding activation has a timeout
- Unarmed combat gets Holy Light bonus when appropriate
- Game autosaves on level change
- 32x32 tiles are using buzzkill's latest Universal Tileset
- Player race monsters appear in the correct places - note that the fix for this means the game has a noticeable pause on startup before loading the map
Bugs not yet fixed include spellcasting keymap issues, the lighting bug and the old trap detect radius not vanishing until the player moves after a new detect. I also have not done tile substitution for shapechanged players.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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1.3.3
Version 1.3.3 is now available from the download page.
New features:- Hard mode in wilderness is now harder (monsters are tougher)
- Tol-In-Gaurhoth still has lots of wolves and undead, but only the regular amount of hounds
- Neutral and sleeping monsters are separated properly in the monster list
Bugfixes:- html dumps now work
- Stole Elly's new view code from Vanilla, fixing the lighting bug
- Made the throw command start with quiver items if any
- Fixed cocoa port version number
- Object pseudo-id merging is better (notable activatable items like magestaffs)
I believe all bugs remaining are minor; please let me know if I'm wrong.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.👍 1Comment
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Awesome! Thanks for the new features and fixes, Nick. I've lost about a million and a half characters over the past few days, but I still can't stop myself from playing. With the throwing selection fix, I'm definitely going to try out my hobbit rogue again at last.Comment
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One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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I've seen it a few times, might just be a coincidence but the way it goes is that I enter the level to find a dragon pit, which I spend a while clearing, inevitably finding an !*enlightenment* which I drink and notice stacks of books with my (not auto)inscriptions on them and sometimes other stuff. I did back up a save which I could send you (or my current save).Comment
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I've seen it a few times, might just be a coincidence but the way it goes is that I enter the level to find a dragon pit, which I spend a while clearing, inevitably finding an !*enlightenment* which I drink and notice stacks of books with my (not auto)inscriptions on them and sometimes other stuff. I did back up a save which I could send you (or my current save).One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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