[Un] Unangband 0.6.2-gold2 released

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  • andrewdoull
    Unangband maintainer
    • Apr 2007
    • 872

    [Un] Unangband 0.6.2-gold2 released

    Unangband 0.6.2 Gold 2 "The Shinier" aka "Heeerrrreeesssss Bandy!" has been released.

    My involvement during this release has been merely 'file release dogsbody'. Bandobras and Big Al Phillips should receive all the praise: myself all the blame.

    You can download the source code from http://prdownload.berlios.de/unangba...-gold2-src.zip.

    You can download a precompiled Windows build from http://prdownload.berlios.de/unangba...-gold2-win.zip. A debug build for Windows users is available at http://prdownload.berlios.de/unangba...-win-debug.zip.

    The list of changes follows:

    Unangband 0.6.2 Gold 2 "The Shinier" aka "Heeerrrreeesssss Bandy!"

    ### Game Play ###

    * Various fixed and tweaks of dungeon generation

    * Corrected geography in Bree description

    * Moved the Old Man Willow's town to the bottom of the Old Forest to make it
    a little harder to get to the Goldberry gifts

    * Some more tweaks to undead food

    * Undead now can eat harmful shrooms

    * Only the first blow of charging works on huge monsters, to be consistent with UI
    that names only the first blow 'charging'

    * No charging happens if num_charge < 0 to be a little less annoying to casual small
    weapon users and a little bit more cruel to melee-only characters with great small
    weapons

    * A tweak to handgear damage, though still puny, so brands still useless for unarmed
    combat

    * Low-level staves no longer in {good} drops

    * An attempt to make foo of Searching less common deep down

    * Tunneling was counted twice in power

    * Rebalanced SPEED again

    * Yet another set of tweaks to summoning, this time to make it more common

    * Summoning tweaks, not as subtle as before, but simple and should be effective

    * Added crushing by a door to the list of things that do not kill you

    * Out of sight summons not possible, unless ball spells would be possible in the same
    situation

    * Removed non-unique guardians so that they can appear normally in the dungeon

    * Removed casting from runes --- lots of hacks cleaned up

    * Num_charges is now max of both weapons, not of the primary weapon; both in gold and trunk

    * Limited base ego bonuses by dice or base ac


    ### User Interface ###

    * Got rid of commas in base dungeon names, since they looked wierd in dungeon knowledge
    descriptions

    * Implemented #14001 (FR: "entering makes x, y inaccessible" in dungeon knowledge)

    * Now automatically saves the game just before any player command that entails generating
    a new level(e.g. just before reading WOR); RNG behaves well, recreating the same dungeon
    level from the backup savefile

    * Disabled 'Cf' dump object descriptions, until they are rewritten, see dumps for how they
    are useless

    * Bags only show their contents only once in 'Cf' dumps

    * Made the blink and invisibility messages a bit less annoying

    - Sort the locations at the 'travel to where?' prompt in order, and fix up the starting home locations.

    - Reorder dungeon.txt.

    - Add View Visible Monsters command ('[') for people without term windows and tidy it up a bit.

    - Add item source tracking, from V/Ey with modifications.

    - Fix up depth_in_feet in a lot of places, remove 'Level 0' in town descriptions.

    * Updated the Mirkwood description, taking inspiration from the Anne version


    ### Bug fixes ###

    * Fixed #13996 (do_cmd_save_bkp not reproducible when multihued breaks seed)

    * Fixed #13994 (monster_level should be bounded by 99), but it was not so dangerous, after all

    * Fixed #13995 (do_cmd_save_bkp sometimes does not save _before_ generation) that was
    caused e.g. by triggering do_cmd_save_bkp by displaying the travel menu

    * Fixed #13409 (Disturb detect problems) and some similar cases of easy_more breakage, others
    remain

    * Fixed #11333 (Item in grass destroyed by stair creation)

    * Made sure #13623 (Killing Faramir lets you get to the 19th level of Ithilien) stays closed
    (seems to be fixed before)

    * Fixed #13883 (No summoning on surface causes monsters to lose mana)

    * Increased the number of saved messages from 80 to 800 for debugging savefiles

    * Fixed the bug with artifact knowledge require 2 keypresses to show an artifact

    * Fix a bug that prevented !Lose Memories from draining EXP

    * !Lose Memories and objects draining CON now heal undead races (Men of Erech)

    * Reverted a hasty change to object.txt parsing; pval should default to 1 later on

    * Fixed a bug that monsters never failed to cast a spell; now they probably fail too often

    * Fixed a bug causing the character to never learn spells that the monster aimed at himself,
    e.g. animate objects spell

    * Repaired some spell descriptions

    * Fixed 13905 (vagrind output when shooting with coated things)

    * Probably fixed #13903 (Valgrind output from dungeon generation at Minas Tirith)

    * Fixed #13457 (Knowledge screen recall missing first character of each line)

    * Greyed out schools in birth books menu

    * Cleaned up and fixed monster spell power, etc.

    * Fixed a bug that made most player spell damage several times larger than intended

    * Fixed lack of effect of shrieker mushroom shrieks and possibly some of the lacking
    monster description words

    * Fixed thorgot's bug: 'After killing the death knight at dunland, the staircase brought
    me to regular Isengard (as opposed to war-ready or emptied)'

    * gold: fixed a bug that removed recycled guardians over time

    * Fixed #12307 (Wrong home shown in the knowledge screen)

    * A partial fix to #8412

    * Reverted to the old randart power calculation, with all the bugs, to preserve randart
    compatibility with gold1. The compatibility seems perfect and moreover in gold3 the
    calulcation can be fixed, because in gold2 randarts are finally saved so the changes will
    not break compatibility, unless somebody moves from gold1 straight to gold3

    * Finally removed the randart regeneration on load

    * Added missing charisma restoration to a service (#13871)

    * Bumped savefile version again to remove one of the invocations of do_randarts at load;
    fixed seed for old savefiles so that peoples' randart names don't change; the remaining
    invocation of do_randart means that randart power will still be out of sync if randart
    code changes

    * Repaired an old bug, which resulted in artifact names and powers taken from the same
    trivial seed, always, regardless of recreated randarts

    * The fix is a very ugly hack (#013873)

    * Bumped version number because of an improvmenet to randart porting

    * It seems randarts were stuck at a particular seed forever and at the same time artifact
    lore was wiped out every new game

    * No power to objects that have the pval stated in object.txt --- this makes the staves of
    summoning cheap instead of extra expensive

    * Fixes the bug where monsters cast balls through walls and also probably monsters fighting
    monsters that cast spells at others out of range, because they use their distance from the
    player not from the monster they fight

    * Init files now do not parse for non-unique guardians

    * Fixed comments in the nicely redone dungeon.txt

    * Fixed broken GF_CONF_WEAK

    - Fix WoR message in towers.

    - Fix for Bug #13692 Colours above 16 are broken on trunk.

    * Fixed (in gold and unstable) a memory corruption I introduced with the new shop owner code

    - Fixed character dump reporting all items having all base resistances

    ### Build / Platform ###
    The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more-
    In UnAngband, the level dives you.
    ASCII Dreams: http://roguelikedeveloper.blogspot.com
    Unangband: http://unangband.blogspot.com
  • Bandobras
    Knight
    • Apr 2007
    • 726

    #2
    Now, this one is really gold; it's really stable, no more bugs, you can trust me on that. *flees to a nameless village among forests until it's safe to return*

    And in case of any crashes caused by lightning strikes or electricity blackouts, there is a backup savefile created always before dungeon generation, with '.bkp' at the end of the file name.

    Comment

    • Bandobras
      Knight
      • Apr 2007
      • 726

      #3
      Before I flee to safety, I should assure you of one more thing: savefiles are 100&#37; guaranteed compatible with gold (probably all betas too). The list of changes suggests otherwise (re randarts), but only when read from top to bottom, instead of the natural bottom to top way. Also, a few of the listed changes are a marketing trick and will only be available at a later date or to the buyers of the Unangband Luxury Boxed Set With 256 Colours Painted Lead Figurines. Or in 0.6.3, if it comes out before the boxed set reaches shops (Christmas, I guess). Thanks UnAndrew!

      Comment

      • Arralen
        Swordsman
        • May 2007
        • 309

        #4
        !! ***** ?!?! !
        "Debug version" .. at last .. and the ***** thing does not crash any more !?!


        I copied over the savegame, user-PRFs and even INI file .. but no crash from breathing bats.


        On the other hands, I seemingly do not get any room descriptions any more: "You entered a ."


        PS: Ok, it took 8 more bats to have [Un] crash again. Sadly, WinDbg still cannot read any symbols from Unangband .. either it looks for a seperate symbol file in the executables directory, or I understood (and am doing) something fundamentally wrong ...
        Last edited by Arralen; June 14, 2008, 17:31.
        No, I don't have a clue 'bout C, and I'm not starting my own variant.
        Never. Ever.

        Comment

        • bonzo
          Scout
          • Sep 2007
          • 43

          #5
          Any chance for a pre-compiled Linux version soon? Having a hard time compiling it myself.
          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

            #6
            Originally posted by bonzo
            Any chance for a pre-compiled Linux version soon? Having a hard time compiling it myself.
            The configure script is broken (and this is partly my fault...). My way to get Un running in linux is:
            • cd src
            • make -fMakefile.std
            • cp unangband ..
            • cd ..
            • ./unangband
            One for the Dark Lord on his dark throne
            In the Land of Mordor where the Shadows lie.

            Comment

            • Bandobras
              Knight
              • Apr 2007
              • 726

              #7
              Originally posted by bonzo
              Any chance for a pre-compiled Linux version soon? Having a hard time compiling it myself.
              *unhides* Here you are. *hides in the floor*

              Comment

              • Bandobras
                Knight
                • Apr 2007
                • 726

                #8
                Of the release TODO (http://angband.oook.cz/forum/showthread.php?t=729) for gold2, these remain:

                2. Write Berlios news item.
                12. After OS/X compiles uploaded, update freshmeat.net.
                13. Send a word to Reuters.

                Comment

                • bonzo
                  Scout
                  • Sep 2007
                  • 43

                  #9
                  Originally posted by Bandobras
                  *unhides* Here you are. *hides in the floor*
                  Awesome, thanks.

                  Thanks also to Nick for the compile info.
                  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

                  • andrewdoull
                    Unangband maintainer
                    • Apr 2007
                    • 872

                    #10
                    Originally posted by Arralen
                    !! ***** ?!?! !
                    "Debug version" .. at last .. and the ***** thing does not crash any more !?!
                    I'm straining to figure out your expression.
                    PS: Ok, it took 8 more bats to have [Un] crash again. Sadly, WinDbg still cannot read any symbols from Unangband .. either it looks for a seperate symbol file in the executables directory, or I understood (and am doing) something fundamentally wrong ...
                    I've generated gdb symbols - these may not be compatible with windbg...

                    Can't see a solution with a quick Google.

                    Andrew
                    The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more-
                    In UnAngband, the level dives you.
                    ASCII Dreams: http://roguelikedeveloper.blogspot.com
                    Unangband: http://unangband.blogspot.com

                    Comment

                    • Bandobras
                      Knight
                      • Apr 2007
                      • 726

                      #11
                      Originally posted by Bandobras
                      Of the release TODO (http://angband.oook.cz/forum/showthread.php?t=729) for gold2, these remain:

                      2. Write Berlios news item.
                      12. After OS/X compiles uploaded, update freshmeat.net.
                      13. Send a word to Reuters.
                      Did anybody compile gold2 on Apple Mac (any kind)? It would be great to publish a compiled version at


                      If you have a compiled package (there are scripts for packaging inside the source, I suppose), please upload it to
                      ftp://ftp.berlios.de/incoming
                      and let me know...

                      Comment

                      • baddog73
                        Apprentice
                        • Mar 2008
                        • 62

                        #12
                        This release seems much more stable, thanks.

                        I have a gameplay question: I am playing a Stone Troll Thief, who has poor pseudo-id. Is there a stat(s) that I can raise to increase the pseudo-id level?

                        Comment

                        • Bandobras
                          Knight
                          • Apr 2007
                          • 726

                          #13
                          Originally posted by baddog73
                          This release seems much more stable, thanks.
                          I'm glad to hear that.

                          Originally posted by baddog73
                          I have a gameplay question: I am playing a Stone Troll Thief, who has poor pseudo-id.
                          You mean you rarely sense object price, as thieves should, but only get average/unusual on each item on the floor?

                          Originally posted by baddog73
                          Is there a stat(s) that I can raise to increase the pseudo-id level?
                          AFAICS, only your level affects this. INT might be a good idea, actually. Anyway, read scrolls of Sense Magic, if you have any, and your racial heavy psudo-id will kick in, giving you the price of the item.

                          Comment

                          • baddog73
                            Apprentice
                            • Mar 2008
                            • 62

                            #14
                            Hmm. I sometimes get the price, but not often. This is my first Un thief - I have no idea how frequently that should happen.

                            I get a lot of "unusual" items, which ideally would more often be "excellent" or "cursed" or something. I was wondering if increasing INT (3 right now, ack) over time might help with that.

                            On second thought, guessing the price might actually be better, assuming cursed items are worthless.

                            Comment

                            • Bandobras
                              Knight
                              • Apr 2007
                              • 726

                              #15
                              Originally posted by baddog73
                              I get a lot of "unusual" items, which ideally would more often be "excellent" or "cursed" or something. I was wondering if increasing INT (3 right now, ack) over time might help with that.

                              On second thought, guessing the price might actually be better, assuming cursed items are worthless.
                              Thieves only get average/cursed or price (which is always 0 for cursed IIRC). INT does not help; on low levels you get price only rarely; read/cast Sense Magic for price (for other classes it does not show price, but their 'heavy' pseudo-id).

                              Comment

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