This is a release to fix a couple of shop stocking bugs that would otherwise make the competition character unplayable. It also fixes a major UI bug on Windows.
The source code is available at http://prdownload.berlios.de/unangband/unangband-062-wip7b-src.zip
A precompiled OS/X binary is available at http://prdownload.berlios.de/unangband/unangband-0.6.2-wip7b-osx.dmg
[Edit] A precompiled Windows binary is available at http://prdownload.berlios.de/unangband/unangband-062-wip7b-win.zip. Thanks to Nick McConnell for this.
Please report any bugs to http://developer.berlios.de/bugs/?group_id=331
### Game Play ###
- Every dungeon guardian creates a stairwell at death.
- Allow torches to be taken from walls.
- Tweaked trick throws, etc. a little bit (Mikolaj Konarski)
- If you have a torch or weapon with a known fire brand wielded, you can use this to light the terrain directly under you, using the | command.
- Added 'dungeon chicken'.
- Tweaked Bree so that it's doable in one go without WOR, made Bill Fenry and a pair of similar uniques bit weaker (Mikolaj Konarski)
- Give druids another spell at 3rd level. They didn't have enough of a choice otherwise.
### User Interface ###
- Tips about spikes, cooking, body parts and magical bags added.
- Added help files for when looking/targetting.
- Always dump character file at death.
- Update tips text to indicate importance of visiting the home in each town to
ensure restocking of shops occurs.
### Bug Fixes ###
- Fix problems with use_trackmouse causing messages to be lost.
- Fixes to make sure doors have to be opened, not walked around.
- Fix for Bug #8712 chaos is overly deadly for earlier levels.
- Fix several secret door types that were also dropping objects when searched.
- Corrected all problems with rings and amulets under 'C' and in combat. (Mikolaj Konarski)
- Remove corrupted OS/X pngs.
- Corrected style descriptions, fleshed out rings and amulets. (Mikolaj Konarski)
- Corrected characters from old messages appearing beneath "You feel stronger. Etc." messages (Mikolaj Konarski)
- Fixed 012322 Dungeon visited flags not reset at birth. (Mikolaj Konarski)
- Fix bug where stairs would be generated under the player in the wildernes.
- Ensure travel warning appears before travelling.
- Fix bug with shops not restocking after starting the game and not visiting Bag End.
- Description of the darkened Isengard was too long for travel UI (Mikolaj Konarski).
- Ensure that player knows what killed him if the object is unidentified.
- Forgot to include which dungeons were visited in save file, resulting in tips
being displayed too often.
- Hacky fix for player school books not restocking after reloading game.
- Show which regions visited in character dump.
- Fix fountains with objects in them disappearing once searched.
- Fix a couple of instances where reflexive pronoun was used incorrectly.
- We built a tunnel off to nowhere if we had difficulty placing the player but
didn't bother trying to put the player at the end of it. Fixed.
- Fix my favourite recurring bug: allied monsters can move even with NEVER_MOVE flag.
- Allies attempt to minimise player disturbance while resting.
- Fix missing UNDEAD flags and allow icky things to be animated... for a short space
of time.
- Remove some diagnostic code.
### Build / Platform ###
- Replace ralloc with mem_alloc in main-win.c (Thanks to Nick McConnell for the fix).
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.Welcome to the old Unangband page, a variant of Angband which I developed for over ten years.
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.
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.
Sunday, 4 November 2007
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11 comments:
Hmmm. You make me think of the chemical brothers: 'back with another one of those shop-stocking bugs'!
Ok, it's probably just me.
Anyway, do you want a linux binary ? Are they any use ? Am I burning CPU cycles solely for my personal enjoyment ?
Gav
Question:
How do I get walls to display as something other than a black space. I want my good ol' hash (#) or solid block back. This is on windows, btw.
Some stuff is missing graphics, but I guess this has, and always will be.
I love the tutorial / tooltips stuff that keeps popping up. And also how char-gen is simplified if you admit to not having played Angband/roguelikes before.
Oh, and there are crud* in your sources. In every directory, also under lib, there are three files too much:Makefile, Makefile.am and Makefile.in.
That is 300Kb - ~half a meg on disk. Not that it matters much, but it is crud*.
*) The meaning I was looking for is "the black stuff left inside your cup after letting the coffee stand over night.
Feature or bug? When I cast animate object, my animi (word?) tend to pick up potentially useful items, and when they leave my service take them with! If I'm surrounded by animated limbs, for example, I never get to pick up anything before they get it...
Gavin: If you get an account on berlios.de and tell me I can give you rights to upload the binary direct to there to avoid having to locate the appopriate comments thread. Looking there, we had 18 downloads of the first Linux binary so people are obviously using it.
Tormodh: This sounds like a recurrence of the Windows XP bug that plagued Angband and other variants. I'll have to amend the appropriate pref file as most people are using it. I believe you need to comment out references to the wall tile being redefined in graf-win or graf-ibm.
As for the crud in the sources - this is used for Automake on the Linux platform.
Ben: This is funnily enough an unintended bug. I'll be introducing a fix in wip7c (they'll drop the equipment when they leave your service) - and will be discussing this problem in the next Unangband monster AI update.
Tormodh: Correct, the file is font-win. Just checked a 'fixed' one into SVN.
The walls are back! YAY!
This is the virst *band that really kept my attention, not only because of the great blog and articles. Some notes from my site:
The tutorial stuff is great! One thing would be useful in my opinion: I chose that I have played roguelikes but not angband because I'm not familiar with it's keemap and some basic command stuff. But that didn't bring up any notes about basic movement for example... so I had to browse the help for the uncommon commands (and some I didn't even find, like interact with dungeon feature (if that exists)). I know, most roguelikes don't have sth like this at all but it would be a nice feature and could make noobs like me focus on gameplay rather than searching the right buttons. Just the basic stuff.
One of the notes says 'I' would give more information about your surroundings... for me it does something else (I can't remember) just the other key mentioned in that note worked.
I might have missed something but I think I encountered two dungeonlevels without down staircases which I had to reenter.
Other than that great work and especially great articles!
Chris: If you give me a URL to your site I can add it to Ascii Dreams.
You should be able to press the Enter key in order to bring up a list of commands, and then immediately type in the command. This only works at the main command menu at the moment.
As for tuning which tips to give for roguelike players, I've had other people complaining that they get given tips about potions, even though they've played roguelikes before... so I don't think I'll win which ever way I go with this.
Interacting with dungeon features is a matter of standing on the feature, and choosing a regular command. You then can press '.' to interact with the feature. e.g. Study at altars/magic circles, apply runes at shrines and so on. You can 'r'ecall a feature when you look at it to see what interactions are possible.
Just a typo: what I meant was "from my side". My site doesn't exist for now, but like every roguelike developer I'm currently developing my own roguelike: http://home.arcor.de/dungeonhunter/Screens/ .
Getting closer to a release. The release early and often principle leads to some problems when you focus on your engine... 5 years of development without a release for example :D
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