Ironband - third (last?) beta

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  • Antoine
    Ironband/Quickband Maintainer
    • Nov 2007
    • 1010

    Ironband - third (last?) beta

    Hi all

    As noted by Pav, there is a third beta of Ironband at angband.oook.cz/ironband.

    It is savefile compatible with first and second betas and I recommend upgrading immediately.

    I hope this will be the last beta and I can move to a full (final?) release next. The lingering issues are
    - want nice out-of-the-box screen display under Vista
    - terrain features not displaying properly in some tilesets
    - still have not fixed install/compile problems experienced by a few users.

    I also would be keen for more player feedback before going to a full version.

    The changes in this version are:

    Put some options back in that were removed earlier, and changed a couple of defaults.
    Options are now displayed properly in the character dump.
    You can now run through sand.
    Poison still hurts a lot, but wears off quicker than before.
    Getting confused will occasionally make you hallucinate for a short period, if you don't have confusion or chaos resistance.
    If you try to teleport away a monster that resists nexus, it is not teleported but its energy is drained.
    For convenience, wands still give a mana bonus even when you cast the spell from a book.
    Glowing stones and glowing jewels can now have special properties.
    Various changes to edit files.
    Pseudo-id produces 'magic' instead of 'good', 'splendid' instead of 'excellent'
    Elemental rings no longer activate for resist element (since they already give immunity)
    Fixed bug where text appears on the wrong line during character generation
    Plural of 'knife' is 'knives'.

    Enjoy,
    A.
    Ironband - http://angband.oook.cz/ironband/
  • bonzo
    Scout
    • Sep 2007
    • 43

    #2
    Antoine:

    Thought I'd enter my first competition and have been enjoying Ironband lately ...nice work.

    One possible bug...
    I seem to be able to change Birth Options after a character has been created...is this a bug?
    NPP(0.5.0-BETA6) D "Daith" KoRo L:36 DL:50 A+ R+ Sp w:The Two-Handed Sword of Cutur (3d6) (+18,+16) (+2)
    En/NPP(Un/Cr/Do) L H- D c-- f PV+ !s d P++ M+
    C-- S- I-- !So B-- ac GHB- SQ+ RQ V

    The Angband Code

    Comment

    • Antoine
      Ironband/Quickband Maintainer
      • Nov 2007
      • 1010

      #3
      Originally posted by bonzo
      Antoine:

      Thought I'd enter my first competition and have been enjoying Ironband lately ...nice work.

      One possible bug...
      I seem to be able to change Birth Options after a character has been created...is this a bug?

      That does sound buggy, thanks, will put on the to-do list.

      How far through the game are you? Feel free to post a dump on the oook ladder...

      A.
      Ironband - http://angband.oook.cz/ironband/

      Comment

      • ekolis
        Knight
        • Apr 2007
        • 921

        #4
        But do the birth option changes actually affect the current game? If not, perhaps it's a feature - you might forget to change them next time during character creation! :P
        You read the scroll labeled NOBIMUS UPSCOTI...
        You are surrounded by a stasis field!
        The tengu tries to teleport, but fails!

        Comment

        • zaimoni
          Knight
          • Apr 2007
          • 590

          #5
          Originally posted by ekolis
          But do the birth option changes actually affect the current game? If not, perhaps it's a feature - you might forget to change them next time during character creation! :P
          In V, you can change the birth and cheat options mid-game but the changes won't take until the next character is generated.

          I haven't verified how far back this goes, but I think it goes back pretty far.
          Zaiband: end the "I shouldn't have survived that" experience. V3.0.6 fork on Hg.
          Zaiband 3.0.10 ETA Mar. 7 2011 (Yes, schedule slipped. Latest testing indicates not enough assert() calls to allow release.)
          Z.C++: pre-alpha C/C++ compiler system (usable preprocessor). Also on Hg. Z.C++ 0.0.10 ETA December 31 2011

          Comment

          • bonzo
            Scout
            • Sep 2007
            • 43

            #6
            Originally posted by zaimoni
            In V, you can change the birth and cheat options mid-game but the changes won't take until the next character is generated.

            I haven't verified how far back this goes, but I think it goes back pretty far.
            That may be what I'm seeing. The option changes immediately, mid-game, but I haven't gotten far enough in the dungeon to know 100% if it took effect for a current game or to create a save file that might prove anything.
            NPP(0.5.0-BETA6) D "Daith" KoRo L:36 DL:50 A+ R+ Sp w:The Two-Handed Sword of Cutur (3d6) (+18,+16) (+2)
            En/NPP(Un/Cr/Do) L H- D c-- f PV+ !s d P++ M+
            C-- S- I-- !So B-- ac GHB- SQ+ RQ V

            The Angband Code

            Comment

            • Nick
              Vanilla maintainer
              • Apr 2007
              • 9637

              #7
              I've just compiled and run the x11 port of Ironband successfully:
              1. make -fMakefile.std in the src directory
              2. This gives an executable called nppangband which can be copied to the top level directory
              3. cd lib/xtra/font
              4. chmod 744 compile_bdf_fonts.sh
              5. ./compile_bdf_fonts.sh
              6. remove lib/pref/font-x11.prf - the x11 fonts are messed up, and I don't know how to fix them. Alternatively, edit the terrain lines in font-x11.prf by replacing 127 everywhere with 2, and removing all the other terrain lines.
              One for the Dark Lord on his dark throne
              In the Land of Mordor where the Shadows lie.

              Comment

              • Antoine
                Ironband/Quickband Maintainer
                • Nov 2007
                • 1010

                #8
                Originally posted by Nick
                I've just compiled and run the x11 port of Ironband successfully:
                1. make -fMakefile.std in the src directory
                2. This gives an executable called nppangband which can be copied to the top level directory
                3. cd lib/xtra/font
                4. chmod 744 compile_bdf_fonts.sh
                5. ./compile_bdf_fonts.sh
                6. remove lib/pref/font-x11.prf - the x11 fonts are messed up, and I don't know how to fix them. Alternatively, edit the terrain lines in font-x11.prf by replacing 127 everywhere with 2, and removing all the other terrain lines.
                Nice work, it is good to have this posted!

                A.
                Ironband - http://angband.oook.cz/ironband/

                Comment

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