Welcome

"Don't let the name fool you: The Unnamed Angband has no shortage of distinct flavour that sets it apart from any other variant. You adventure in Tolkien's world, through towns and wilderness and multiple dungeons, journeying from Bree towards greater and greater danger.

This variant roughly doubles the monster list, expands the class-based system of Angband with numerous possible specialties that let you fashion a unique character, offers a positively absurd variety of terrain (cages that trap you, floor chests that can store objects, burnable woods, chasms, bloodstains), and includes a bunch of major interface improvements, including better presentation of graphics and an experimental isometric view." - From angband.oook.cz.
Welcome to the old Unangband page, a variant of Angband which I developed for over ten years.

The official Unangband home page is now at at https://dgolddragon28.github.io/Unangband/ which contains links to the latest releases and source code.

I would also like to thank the new Unangband maintainer DGoldDragon28 for taking over this variant. DGoldDragon28 had been developing a variant based on Unangband, and now has my blessing to continue with the main Unangband releases as well.

Tuesday, 30 October 2007

Unangband-0.6.2-wip7a has been released

This release is mostly a bug fix revision to wip7, however, I was able to sneak in some game play changes.

Source code is available at http://prdownload.berlios.de/unangband/unangband-062-wip7a-src.zip

[Edit] A precompiled Windows executable is available at
http://prdownload.berlios.de/unangband/unangband-062-wip7a-win.zip

A precompiled OS/X executable is available at http://prdownload.berlios.de/unangband/Unangband-0.6.2-wip7a-osx.dmg

Please report any bugs to http://developer.berlios.de/bugs/?group_id=331

### Game Play ###

- You can now use the run command to 'step' into an adjacent monster, instead of attacking
it.

- Vampires/inns allow rest until dusk/dawn.

- Service of Healing now available at the temple.

- You no longer have to be full to travel.

- The player only suffers a monster disease if the monster disease state isn't upgraded. This
gives them some grace e.g. preventing small chance of paralysis on the first blow.

- Disease monsters now afflict you with the disease effects straight away.

- Different approach to applying disease effects. They now only hit you when you enter a level,
unless a quick disease (which retains the old process).

- Added ecologies based on monster name and dragon breaths.

- Make trees resistant to blunt weapons.

### User Interface ###

- Added display of command listing by pressing Enter key.

- Grey out gifted and chosen school choices where no spell available in the first spellbook.

- Prevent show_tips interrupting running and repeated actions.

### Bug Fixes ###

- Fix up some animal speech sayings.

- Tweak berserk so that it is cast in low mana situations.

- Fix possible crash bug with diseases.

- Fix outstanding part of Bug #10219 Coating related issues: identifying a coated arrow removes the inscription (but not the effect).

- Fix part of Bug #10219 Coating related issues: mushroom of Sickness coating on an arrow did not get identified even though the pink jelly was reported as "appears sicklier". The jelly is no longer harmed by the coating after that.

- Ensure any item with immediately noticeable negatives is cursed.

- Fix for Bug #12215 Everything is "nearby" in the wilderness

- Fixed bug preventing cursed rings of Teleportation from working correctly.

- Fix for Bug #10266 Golden Crowns always {of Might?}.

- Allow potions etc to be thrown from magical bags.

- Fix bug Bug #12228 No death cause.

- Fix Parth Galen.

- Try to display messages before improving stats.

- Fixes to easy_more messaging.

- Fix for Bug #12229 Rooms types have wildly different loot amounts.

- Fix bug Bug #12283 view_granite_lite option not turning off.

- Fix for Bug #10197 Some things about new dungeon object.

- Fix for Bug #8420 Warriors of *slaying only get 5 blows.

- Fix for one-handed/two-handed warriors still qualifying for none style when wielding a shield.

- Fix for Bug #10284 stack_force_notes doesn't work with full inventory in stores.

- Fix for Bug #10230 Shop services prevent shop buyout.

- Fix for bug #11910 Outer walls in town not lit.

- Possible fix for Bug #12238 Trees change colour after reload.

- Fixes for Bug #12279 Level weirdness from out of sequence maps.

- Fix for Bug #12278 Rewards not available if worth more than current gold.

- Fix for Bug #12277: Windows mouse tracking crashes outside town.

- Fix for after each price the string " 32" was printed (Thanks to Peter Wiersig for the patch).

- Fix Bug #11909 - Random choice not selectable if all choices are greyed out.

- Added prerequisites for Frost Bolt II and III.

- Fix for #12234 cannot parse savefile.

- Fix moving to stores with mouse.

- Fix bug #12291 ancient hex garbles display.

### Build / Platform ###

- Add spell tables spoiler.

7 comments:

tormodh said...

FYI: Still can't link under XP/Vista with MinGW 5.1.3 (gcc-core 3.4.2). Still complaining about ralloc in main-win.c

I know you haven't done anything about it, and I didn't expect it either. I just tried under XP.

Anyone manage to compile under XP/Vista please tell me :)

Gavin said...

Managed to compile a build of wip7a. You can get it (again) from http://pedantic.co.za/unangband.

Just loading up I noticed a useful (for me) change. There's a bit of tutorial which wasn't showing up in earlier builds. Quite useful actually since I'm a total Angband n00b!

tormodh said...

Yes, thanks. I just wondered what OS / tools you were using for compiling it, in case I wanted to tinker with the code myself.

I tried (under Vista / XP with MinGW 5.1.3):

cd src
make -f Makefile.cyg

and it gave me the errors I posted under the wip7 release post.

I guess I'd better dig for my desktop box and run it under Linux. I didn't like the mousey thing anyway (yet, at least).

Gavin said...

Hi. Sorry for not being more specific. I'm using (K)ubuntu 7.10 to compile. Let me know if you need a hand.

Gav

tormodh said...

Thanks :)

Andrew Doull said...

tormodh: I've fixed the problem in SVN, and it should be straight forward for you to fix. My apologies for not getting this into 7a.

Replace the instances of ralloc with mem_alloc in main-win.c. Its exactly the same calling convention, and will fix the problem.

tormodh said...

Works like a charm!