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 ###
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 ###
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