Yet another release in yet the same place. 5.0.3 this time.
First, a request for pav regarding html dumps (I'll try to remember to email him, but in case I forget, perhaps somebody could pass this along?):
The html head section now contains some additional meta fields. I think the easiest one to use would be the 'status' field whose value is one of 'winner', 'dead' or 'alive'. This should directly map onto what oook displays on the ladder.
Here is a sample head section in the html output:
<head>
<meta name='filetype' value='character dump'>
<meta name='variant' value='PosChengband'>
<meta name='variant_version' value='5.0.3'>
<meta name='character_name' value='Chester Tester'>
<meta name='race' value='Gnome'>
<meta name='class' value='Mage'>
<meta name='level' value='1'>
<meta name='experience' value='1'>
<meta name='turncount' value='64828'>
<meta name='max_depth' value='1'>
<meta name='score' value='1'>
<meta name='fame' value='0'>
<meta name='status' value='dead'>
<meta name='winner' value='0'>
<meta name='dead' value='1'>
<meta name='retired' value='0'>
<meta name='killer' value='a Large white snake'>
</head>
Thanks, pav!!!!!
Now for the big changes:
[1] Player birth has been completely rewritten. I removed the auto-roller, since this apparently confuses new players, and replaced it with a generous point based system. In addition, the game picks a reasonable default stat allocation for you. If you are a new player, you can quickly begin play with a decent build.
[2] I added a new monster race: The Vortex. It is sort of a cross between a hound and a jelly, if that makes any sense. The ultimate form is rather fun and probably a bit too powerful.
[3] I added some new classes: The Gray and Yellow Mages. These are tweaks of the mage class and I figured we've done so many melee twists that it was time for some spellcasting love. The first is a slot based mage that 'learns' spells from books, but then casts them from memory (even if blinded). The second gets multiple spells per round, but cannot learn the really powerful stuff.
[4] I rewrote the Wizard Object command, since someone was complaining (Wizard and Cheat commands aren't really supported ... I used to compile these out altogether before I switched over to Linux for development). I list this as a big change because it was a huge amount of work!
Now, some smaller changes. Many were inspired from forum posts but since I work offline, I cannot remember which was which at the moment. Anyway, thanks for your feedback and keep it coming. I do read the forums (offline and irregularly) and will try to address issues major and minor (eventually):
[1] Fixed (?) curses display bug with beams of gravity (pref/spell-xx.prf was the culprit, using TERM_DARK for a display attribute. I'm not sure why, but on xterm, this erases to the end of the current line until you ^R to redraw)
[2] The Blood-Mage now uses his own blood (hit points) for the recharging spell.
[3] I tried to fix the issue with Burglary traps in the Arena ... but I thought I had already fixed this once before, long ago, so who knows? It might still be broken!
[4] The object list now collects interesting features on the surface, including shops and dungeon/quest entrances. Since you can 'travel' using this list, this should address the request for auto-travelling to various shops on the surface as well as the issues somebody had with being unable to locate a quest entrance. As an example, ]h` will auto travel to your home (You can quickly select an entry in this list by pressing the first letter of the choice ... h for 'Home').
[5] Travelling now checks for abort. This is very useful with [4]!
[6] The curses command line interface has been cleaned up. We now support -top and -left panels and a -spacer option. For example, I play with:
./poschengband -mgcu -u$1 -r -- -spacer 2x1 -left 56x22,* -spacer 0x0 -bottom 78x5
[7] Berserker updates display when tearing off a cursed item.
[8] Monster recall now always displays the observed spell frequency, even if you probe or play with easy_lore.
[9] cheat_peek now works for egos.
[10] ?CurseWeapon et. al. no longer downgrade heavy and permanent curses.
[11] html is now the default for character dumps. You'll need to change the extension to txt manually to get a plain text dump.
Now, for some experimental changes:
[1] I added an auto_target option. Use this with use_old_target for best effect. Every offensive spell or device will automatically target the nearest monster if there is not a valid target already specified (and you need to set use_old_target to be able to target before casting and zapping). With this option, simply cast 'n blast!!!
[2] With this, I tried to improve the monster recall child terminal to auto track monsters *before* you kill them. You should not need to target a monster to remove a stale tracking race.
[3] I played around with the repeat last command stuff. It seemed like a good idea at the time to use this facility as a quick temp macro facility, but I learned some surprising things in the process (like repeat does not record keystrokes and certainly doesn't work everywhere). Anyway, it was a bit of work to implement, so I left it in. Use "<register><command> to record <command> to <register> where registers are named with a single ascii character. The game always records new commands to the '.' register. Use '<register> to repeat the contents of <register> (so '. works just like 'n' or 'X', depending on your keyset, but you can now repeat many many commands). Use '' to list the current recordings prior to entering a register to repeat. So, ''f works the same as 'f, playing back the contents of the f register, except that the current recordings are listed to you once you press the second '. Recordings are not saved in your savefile.
There might also be a few minor bugfixes. You can check the changelog on github for all the details.
First, a request for pav regarding html dumps (I'll try to remember to email him, but in case I forget, perhaps somebody could pass this along?):
The html head section now contains some additional meta fields. I think the easiest one to use would be the 'status' field whose value is one of 'winner', 'dead' or 'alive'. This should directly map onto what oook displays on the ladder.
Here is a sample head section in the html output:
<head>
<meta name='filetype' value='character dump'>
<meta name='variant' value='PosChengband'>
<meta name='variant_version' value='5.0.3'>
<meta name='character_name' value='Chester Tester'>
<meta name='race' value='Gnome'>
<meta name='class' value='Mage'>
<meta name='level' value='1'>
<meta name='experience' value='1'>
<meta name='turncount' value='64828'>
<meta name='max_depth' value='1'>
<meta name='score' value='1'>
<meta name='fame' value='0'>
<meta name='status' value='dead'>
<meta name='winner' value='0'>
<meta name='dead' value='1'>
<meta name='retired' value='0'>
<meta name='killer' value='a Large white snake'>
</head>
Thanks, pav!!!!!
Now for the big changes:
[1] Player birth has been completely rewritten. I removed the auto-roller, since this apparently confuses new players, and replaced it with a generous point based system. In addition, the game picks a reasonable default stat allocation for you. If you are a new player, you can quickly begin play with a decent build.
[2] I added a new monster race: The Vortex. It is sort of a cross between a hound and a jelly, if that makes any sense. The ultimate form is rather fun and probably a bit too powerful.
[3] I added some new classes: The Gray and Yellow Mages. These are tweaks of the mage class and I figured we've done so many melee twists that it was time for some spellcasting love. The first is a slot based mage that 'learns' spells from books, but then casts them from memory (even if blinded). The second gets multiple spells per round, but cannot learn the really powerful stuff.
[4] I rewrote the Wizard Object command, since someone was complaining (Wizard and Cheat commands aren't really supported ... I used to compile these out altogether before I switched over to Linux for development). I list this as a big change because it was a huge amount of work!
Now, some smaller changes. Many were inspired from forum posts but since I work offline, I cannot remember which was which at the moment. Anyway, thanks for your feedback and keep it coming. I do read the forums (offline and irregularly) and will try to address issues major and minor (eventually):
[1] Fixed (?) curses display bug with beams of gravity (pref/spell-xx.prf was the culprit, using TERM_DARK for a display attribute. I'm not sure why, but on xterm, this erases to the end of the current line until you ^R to redraw)
[2] The Blood-Mage now uses his own blood (hit points) for the recharging spell.
[3] I tried to fix the issue with Burglary traps in the Arena ... but I thought I had already fixed this once before, long ago, so who knows? It might still be broken!
[4] The object list now collects interesting features on the surface, including shops and dungeon/quest entrances. Since you can 'travel' using this list, this should address the request for auto-travelling to various shops on the surface as well as the issues somebody had with being unable to locate a quest entrance. As an example, ]h` will auto travel to your home (You can quickly select an entry in this list by pressing the first letter of the choice ... h for 'Home').
[5] Travelling now checks for abort. This is very useful with [4]!
[6] The curses command line interface has been cleaned up. We now support -top and -left panels and a -spacer option. For example, I play with:
./poschengband -mgcu -u$1 -r -- -spacer 2x1 -left 56x22,* -spacer 0x0 -bottom 78x5
[7] Berserker updates display when tearing off a cursed item.
[8] Monster recall now always displays the observed spell frequency, even if you probe or play with easy_lore.
[9] cheat_peek now works for egos.
[10] ?CurseWeapon et. al. no longer downgrade heavy and permanent curses.
[11] html is now the default for character dumps. You'll need to change the extension to txt manually to get a plain text dump.
Now, for some experimental changes:
[1] I added an auto_target option. Use this with use_old_target for best effect. Every offensive spell or device will automatically target the nearest monster if there is not a valid target already specified (and you need to set use_old_target to be able to target before casting and zapping). With this option, simply cast 'n blast!!!
[2] With this, I tried to improve the monster recall child terminal to auto track monsters *before* you kill them. You should not need to target a monster to remove a stale tracking race.
[3] I played around with the repeat last command stuff. It seemed like a good idea at the time to use this facility as a quick temp macro facility, but I learned some surprising things in the process (like repeat does not record keystrokes and certainly doesn't work everywhere). Anyway, it was a bit of work to implement, so I left it in. Use "<register><command> to record <command> to <register> where registers are named with a single ascii character. The game always records new commands to the '.' register. Use '<register> to repeat the contents of <register> (so '. works just like 'n' or 'X', depending on your keyset, but you can now repeat many many commands). Use '' to list the current recordings prior to entering a register to repeat. So, ''f works the same as 'f, playing back the contents of the f register, except that the current recordings are listed to you once you press the second '. Recordings are not saved in your savefile.
There might also be a few minor bugfixes. You can check the changelog on github for all the details.
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