I've released a debug build of the Windows version for those people experiencing the crash on level up bug which I've not been able to duplicate.
You can download this debug build from here and update the bug details here if you experience the crash with this build.
This also includes a fix for the invulnerable familiar bug discussed here.
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.
Saturday, 24 July 2010
Monday, 5 April 2010
Unangband 0.6.4 released
This is the "Once your variant gets a nowhere town, it will never leave" release aka "Wasn't this supposed to be out months ago?"
You can download the source code from http://prdownload.berlios.de/unangband/unangband-064-src.zip. You can download a precompiled Windows build from http://prdownload.berlios.de/unangband/unangband-064-win.zip, a pre-compiled Mac OS/X build from http://prdownload.berlios.de/unangband/Unangband-0.6.4-osx.dmg. A Linux version should be following shortly. [Edit: Now available at http://prdownload.berlios.de/unangband/unangband-064.tar.gz - thanks to Mike].
Special thanks to all those who reported bugs and especially those who fixed them for this release. My apologies if I didn't get to your bug this time around.
### Game Play ###
- Add low level spell to allow Masters to light rooms.
- Ensure minimum blood debt.
- Reduce summoning debt for some monster types.
- Allow travelling while poison is slowed.
- Allow line of sight/panel/level based spells to affect objects and
grids separately from monsters.
- Improve sensing of non-cursed items using techniques which sense cursed state.
- Improve sensing to note that an item is not cursed when you wield it and it is not cursed, if it was unusual or nonmagical (The other cases were correctly handled prior to this).
- If you sense what bag an item belongs in without identifying the item,
all subsequently created items are similarly sensed
- Make Cure Poison mushrooms cure poison instead of slowing it.
- Rebalance some master summoning spells to be more useful at lower levels, as well as balance some of the resulting summons.
- Differentiate spells which summon a monster, versus those which create or animate a monster. The latter do not incur mana or blood debt and do not leave your service.
- Hatched eggs or rebuilt golems no longer leave your service.
- Lemures are now truly larval.
- Prevent regions 'double-hitting' a grid during the same attack.
- Make some plants strangle.
- Prevent monsters fighting each other from using attacks which would heal their intended target (Reported by vrbones).
- Make player traps more useful: murder holes use up ammunition less frequently; spring-loaded traps never use up ammunition; allow magic items with higher multipliers when set in traps; give bonus shots and damage multipliers to traps set by the player deeper in the dungeon.
- Add deeper and more deadly murder holes and spring-loaded traps.
- Cure all (debug command) should restore stats before healing.
- Better balance depth of traps based on damage.
- Slight tweak to ensure monkeys only carry pebbles.
- Flask throwing monsters can now carry gunpowder flasks.
- Add seeker shots.
- Allow monsters to surrender.
- Attempt to make mechanisms useful for something.
- Add Reveal Secrets spell.
- Grey monsters are now consistently immune to acid and cold and frequently immune to poison. Grey orcs no longer blink (bug 16745).
- Add identify and recharge item I services to the Magic Shop. These were almost always added by the presence of various Wizard books in those shops, and so unfairly penalized non-Wizard school casters. (Bug 16739, suggested by thorgot). Doubled cost of identify service to compensate.
- Give take item to unseen servants to make them more servant like.
- You now learn monster hit points and armour class based on the number of times you damage the monster, and the number of times you attack the monster with attacks which can miss, instead of the number of times you kill them.
- Make magic mapping dection area consistant with all other detection areas.
### User Interface ###
- Warn the player if their summoning spell doesn't produce a monster.
- Summoned monsters are always visible the first round they are summoned.
- Changed sunken city to sunken cities (Suggested by Arralen).
- Add reserve mana to character display. (Thanks to bigalphillips for this and other fixes).
- Rewrite level up screen to show how increasing a stat will affect your characters abilities. (Thanks to bigalphillips)
- Move Gain Familiar Ability menu over to fit longer entries on a 80x24 screen.
- Minor command documentation changes
### Bug Fixes ###
- Prevent monsters being entombed by traps or regions.
- Fix style description on character sheet.
- Fix display not refreshing after a quake.
- Fix psionic blast message.
- Fix for monsters not incurring summoning debt.
- Distinguish between spells which summon multiples of 1 of a monster vs spells which can summon group monsters.
- Fix for Bug #16933 Libraries need owners
- Fix for 016789 Targeting that does not target ...
- Fix for bug #16792 {Magic} items are called egos or artifacts, but not always (Reported by bigalphillips).
- Fix for Bug #16799 Monster is afraid after already dying (Reported by bigalphillips).
- Fix monster spell and blow descriptions.
- Remove invalid assertion that would cause game to crash.
- Fix description of monsters guarding locations.
- Was biasing stairs in wrong direction.
- Fix for bug Bug #16746 Lines of doors and shops appear in dungeon (Thanks to Big Al for triage and careful analysis).
- Fix for bug 016731 Sanity check birth_gollum.
- Fix for bug 016730 Don't award disarming experience for traps you can't hit
- Fix for potion of experience description.
- Fix parsing of dungeon zone names (reported by Arralen).
- Fix up bag of holdings in dumps. (#16791)
- Fix up various documentation inconsistancies and typos.
- Fix descriptions of bags of holding in death dumps.
- Fix for Bug #16732 stealing doesn't display items you can steal.
- Fix for bug #16780 failed to move 1, 0 messages (Reported by bigalphilips).
- Fix up some typos in character dumps. (#16734)
- Fix spell power calculations (especially for Apprentice Mages). #16735.
- Fix gollum mode birth option. (#16733)
- Fix bug where tangleroot/briarpatch would damage monsters not near water or plants (Reported by satyr).
- Fix bug where detect objects would detect the terrain which contained an object (Reported by arralen).
- Fix pickup messages for items in magic bags. (#13835)
- Fix for bug 16743 Lightning Spark description (Reported by Bandobras).
- Fix for bug 16758 Sting spell never learned, uses energy or mana (Foolishly reported by Pete Mack, also konijn and others)
- Fix for bug 016749 specialist items in off-hand slot can be destroyed by acid
- Fix for bug 016748 specialist can't wield to off-hand slot if a shield is worn.
- Add parentheses to fix punctuation problems. (#16760)
- Stop the player from landing on the downstairs of the Mirkwood Cellers (towns now use MORE and LESS flags).
- First pass at updating monster descriptions to include damage for spells and breaths. There's a couple of extraneous 'to's but looks good otherwise.
- Fix lighting of lanterns with no fuel message.
- Fix up spellbook descriptions for magic specialists.
You can download the source code from http://prdownload.berlios.de/unangband/unangband-064-src.zip. You can download a precompiled Windows build from http://prdownload.berlios.de/unangband/unangband-064-win.zip, a pre-compiled Mac OS/X build from http://prdownload.berlios.de/unangband/Unangband-0.6.4-osx.dmg. A Linux version should be following shortly. [Edit: Now available at http://prdownload.berlios.de/unangband/unangband-064.tar.gz - thanks to Mike].
Special thanks to all those who reported bugs and especially those who fixed them for this release. My apologies if I didn't get to your bug this time around.
### Game Play ###
- Add low level spell to allow Masters to light rooms.
- Ensure minimum blood debt.
- Reduce summoning debt for some monster types.
- Allow travelling while poison is slowed.
- Allow line of sight/panel/level based spells to affect objects and
grids separately from monsters.
- Improve sensing of non-cursed items using techniques which sense cursed state.
- Improve sensing to note that an item is not cursed when you wield it and it is not cursed, if it was unusual or nonmagical (The other cases were correctly handled prior to this).
- If you sense what bag an item belongs in without identifying the item,
all subsequently created items are similarly sensed
- Make Cure Poison mushrooms cure poison instead of slowing it.
- Rebalance some master summoning spells to be more useful at lower levels, as well as balance some of the resulting summons.
- Differentiate spells which summon a monster, versus those which create or animate a monster. The latter do not incur mana or blood debt and do not leave your service.
- Hatched eggs or rebuilt golems no longer leave your service.
- Lemures are now truly larval.
- Prevent regions 'double-hitting' a grid during the same attack.
- Make some plants strangle.
- Prevent monsters fighting each other from using attacks which would heal their intended target (Reported by vrbones).
- Make player traps more useful: murder holes use up ammunition less frequently; spring-loaded traps never use up ammunition; allow magic items with higher multipliers when set in traps; give bonus shots and damage multipliers to traps set by the player deeper in the dungeon.
- Add deeper and more deadly murder holes and spring-loaded traps.
- Cure all (debug command) should restore stats before healing.
- Better balance depth of traps based on damage.
- Slight tweak to ensure monkeys only carry pebbles.
- Flask throwing monsters can now carry gunpowder flasks.
- Add seeker shots.
- Allow monsters to surrender.
- Attempt to make mechanisms useful for something.
- Add Reveal Secrets spell.
- Grey monsters are now consistently immune to acid and cold and frequently immune to poison. Grey orcs no longer blink (bug 16745).
- Add identify and recharge item I services to the Magic Shop. These were almost always added by the presence of various Wizard books in those shops, and so unfairly penalized non-Wizard school casters. (Bug 16739, suggested by thorgot). Doubled cost of identify service to compensate.
- Give take item to unseen servants to make them more servant like.
- You now learn monster hit points and armour class based on the number of times you damage the monster, and the number of times you attack the monster with attacks which can miss, instead of the number of times you kill them.
- Make magic mapping dection area consistant with all other detection areas.
### User Interface ###
- Warn the player if their summoning spell doesn't produce a monster.
- Summoned monsters are always visible the first round they are summoned.
- Changed sunken city to sunken cities (Suggested by Arralen).
- Add reserve mana to character display. (Thanks to bigalphillips for this and other fixes).
- Rewrite level up screen to show how increasing a stat will affect your characters abilities. (Thanks to bigalphillips)
- Move Gain Familiar Ability menu over to fit longer entries on a 80x24 screen.
- Minor command documentation changes
### Bug Fixes ###
- Prevent monsters being entombed by traps or regions.
- Fix style description on character sheet.
- Fix display not refreshing after a quake.
- Fix psionic blast message.
- Fix for monsters not incurring summoning debt.
- Distinguish between spells which summon multiples of 1 of a monster vs spells which can summon group monsters.
- Fix for Bug #16933 Libraries need owners
- Fix for 016789 Targeting that does not target ...
- Fix for bug #16792 {Magic} items are called egos or artifacts, but not always (Reported by bigalphillips).
- Fix for Bug #16799 Monster is afraid after already dying (Reported by bigalphillips).
- Fix monster spell and blow descriptions.
- Remove invalid assertion that would cause game to crash.
- Fix description of monsters guarding locations.
- Was biasing stairs in wrong direction.
- Fix for bug Bug #16746 Lines of doors and shops appear in dungeon (Thanks to Big Al for triage and careful analysis).
- Fix for bug 016731 Sanity check birth_gollum.
- Fix for bug 016730 Don't award disarming experience for traps you can't hit
- Fix for potion of experience description.
- Fix parsing of dungeon zone names (reported by Arralen).
- Fix up bag of holdings in dumps. (#16791)
- Fix up various documentation inconsistancies and typos.
- Fix descriptions of bags of holding in death dumps.
- Fix for Bug #16732 stealing doesn't display items you can steal.
- Fix for bug #16780 failed to move 1, 0 messages (Reported by bigalphilips).
- Fix up some typos in character dumps. (#16734)
- Fix spell power calculations (especially for Apprentice Mages). #16735.
- Fix gollum mode birth option. (#16733)
- Fix bug where tangleroot/briarpatch would damage monsters not near water or plants (Reported by satyr).
- Fix bug where detect objects would detect the terrain which contained an object (Reported by arralen).
- Fix pickup messages for items in magic bags. (#13835)
- Fix for bug 16743 Lightning Spark description (Reported by Bandobras).
- Fix for bug 16758 Sting spell never learned, uses energy or mana (Foolishly reported by Pete Mack, also konijn and others)
- Fix for bug 016749 specialist items in off-hand slot can be destroyed by acid
- Fix for bug 016748 specialist can't wield to off-hand slot if a shield is worn.
- Add parentheses to fix punctuation problems. (#16760)
- Stop the player from landing on the downstairs of the Mirkwood Cellers (towns now use MORE and LESS flags).
- First pass at updating monster descriptions to include damage for spells and breaths. There's a couple of extraneous 'to's but looks good otherwise.
- Fix lighting of lanterns with no fuel message.
- Fix up spellbook descriptions for magic specialists.
Friday, 22 January 2010
Unangband 0.6.4-pre4 released
This is another pre-release of Unangband 0.6.4.
You can download the source code from http://prdownload.berlios.de/unangband/unangband-064-pre4-src.zip. You can download a precompiled Windows build from http://prdownload.berlios.de/unangband/unangband-064-pre4-win.zip, a pre-compiled Mac OS/X build from http://prdownload.berlios.de/unangband/Unangband-0.6.4-pre4-osx.dmg and a precompiled Linux build from http://prdownload.berlios.de/unangband/unangband-064-pre4-linux.tar.bz2 (Thanks to Mike, Th. G. and SaThaRiel - I've ended up using Mike's compile).
### Game Play ###
- Add three additional druid spells including a pre-requisite spell
for 3rd book druidic cold spells.
- Ent's Song and Ent's Seeds now ranged.
- As the Stone troll uniques are tougher than Ted Sandyman, Bill Ferny
and Lotho, swap the relative depths of the two sets of uniques.
- Improve running algorithm to ignore terrain the player starts near.
The only outstanding item is for the player to be able to follow the
walls of wide corridors more easily.
### User Interface ###
- Add option 'ally_messages' for people who want detailled combat
messages for allies.
- Hitting 'x' while targetting allows you to target your allies.
- Add ^L command (X in roguelike keyset) to center the screen on the
player (From Angband 3.1.2).
- Add 'h'andle command ('%' in roguelike keyset) which allows you to
choose an item, then specify which command you use with that item.
This will support the inscribing the item with %x where you automatic-
ally choose command 'x' if you handle the item, but that component has
not been implemented yet. There's also quite a bit that can be done on
the menu display side of things. This will at some point support
commands that an item can be the transitive component for e.g. you'll
be able to choose a torch to fuel the one you have equipped, as
opposed to at the moment you have to choose the equipped torch, then
the torch you wish to fuel it with.
- Significantly improve the quality of object and spell descriptions.
- Improve region descriptions.
- For some reason the single space indentation following a line
return in text_out_to_screen was being added to the previous line. I've
removed this for the moment.
- Prevent allies movement disturbing the player.
- You now notice the language skills imparted by equipment and race.
- You now notice when examining an object or shape, which objects
or shapes prevent various flags from taking effect.
- Shape change spells now provide a description of what the shape
change does to you.
### Bug fixes ###
- Fix various issues with allies not attacking enemies, particularly
if they were some distance from the player, or immobile.
- Fix for projections ending up targetting the caster if a monster was
in the way.
- Fix misplaced return in game statistics output.
- Fix crash when checking for fumble with zero or negative chance to
hit (Thanks to Pete Mack).
- Fix for loading familiar fix. Had accidentally put this outside the
loop (Thanks to SaThaRiel).
- Fix help file reference.
### Build / Platform ###
You can download the source code from http://prdownload.berlios.de/unangband/unangband-064-pre4-src.zip. You can download a precompiled Windows build from http://prdownload.berlios.de/unangband/unangband-064-pre4-win.zip, a pre-compiled Mac OS/X build from http://prdownload.berlios.de/unangband/Unangband-0.6.4-pre4-osx.dmg and a precompiled Linux build from http://prdownload.berlios.de/unangband/unangband-064-pre4-linux.tar.bz2 (Thanks to Mike, Th. G. and SaThaRiel - I've ended up using Mike's compile).
### Game Play ###
- Add three additional druid spells including a pre-requisite spell
for 3rd book druidic cold spells.
- Ent's Song and Ent's Seeds now ranged.
- As the Stone troll uniques are tougher than Ted Sandyman, Bill Ferny
and Lotho, swap the relative depths of the two sets of uniques.
- Improve running algorithm to ignore terrain the player starts near.
The only outstanding item is for the player to be able to follow the
walls of wide corridors more easily.
### User Interface ###
- Add option 'ally_messages' for people who want detailled combat
messages for allies.
- Hitting 'x' while targetting allows you to target your allies.
- Add ^L command (X in roguelike keyset) to center the screen on the
player (From Angband 3.1.2).
- Add 'h'andle command ('%' in roguelike keyset) which allows you to
choose an item, then specify which command you use with that item.
This will support the inscribing the item with %x where you automatic-
ally choose command 'x' if you handle the item, but that component has
not been implemented yet. There's also quite a bit that can be done on
the menu display side of things. This will at some point support
commands that an item can be the transitive component for e.g. you'll
be able to choose a torch to fuel the one you have equipped, as
opposed to at the moment you have to choose the equipped torch, then
the torch you wish to fuel it with.
- Significantly improve the quality of object and spell descriptions.
- Improve region descriptions.
- For some reason the single space indentation following a line
return in text_out_to_screen was being added to the previous line. I've
removed this for the moment.
- Prevent allies movement disturbing the player.
- You now notice the language skills imparted by equipment and race.
- You now notice when examining an object or shape, which objects
or shapes prevent various flags from taking effect.
- Shape change spells now provide a description of what the shape
change does to you.
### Bug fixes ###
- Fix various issues with allies not attacking enemies, particularly
if they were some distance from the player, or immobile.
- Fix for projections ending up targetting the caster if a monster was
in the way.
- Fix misplaced return in game statistics output.
- Fix crash when checking for fumble with zero or negative chance to
hit (Thanks to Pete Mack).
- Fix for loading familiar fix. Had accidentally put this outside the
loop (Thanks to SaThaRiel).
- Fix help file reference.
### Build / Platform ###
Sunday, 17 January 2010
Unangband 0.6.4-pre3 released
This is probably the final prerelease before the Unangband 0.6.4 release.
You can download the source code from http://prdownload.berlios.de/unangband/unangband-064-pre3-src.zip. You can download a precompiled Windows build from http://prdownload.berlios.de/unangband/unangband-064-pre3-win.zip or or a precompiled OS/X build from http://prdownload.berlios.de/unangband/Unangband-0.6.4-pre3-osx.dmg. If someone could compile a Linux build for me would be much appreciated.
Changes follow:
### Game Play ###
- Allow the familiar to spy for the player if the player is blind.
- Add further tweaks to familiars and allies spying for you.
- Allies capable of detecting scents now track and chase nearby monsters even out of line of sight.
- Add more familiar types.
- Familiars now always get an attack when the player reaches 10th level, plus an additional ability depending on the type of familiar.
- Increase length of time allies, neutral monsters hang around.
- Try to make familiars without blows at least somewhat useful by improving spying and making them fetch objects for you.
- As mana and hp regeneration have been separated, they should only affect food consumption half as much each.
- Reduce time required to control an uncontrolled object.
- Allow player to notice when their equipment doesn't activate uncontrollably.
- Make resist blindness flag consistently allow monster to see invisible.
- Prevent allies walking into traps.
- Prevent allies evading your attacks if you target them directly (This allows you to use a Wand of Heal Monster on your familiar reliably).
- Sleeping using the 'Rest until Dusk / Rest until Dawn' service now recovers stats somewhat.
- Reorganise bard spell books so they have 4 basic books instead of 3.
- Provide additional documentation during character creation for
magic, prayer and song book specialisation and school choices.
- 'M'ap command in town reveals 'hand-drawn' map of Middle Earth.
- If a multiplying monster is poisoned, their spawn will be likewise
poisoned. This makes Stinking Cloud and Dust of Sneezing & Choking
much more effective against breeders.
- Make water created by Find Water more fountain like.
### User Interface ###
- Include depth of deepest unique in order to provide rankings for competition (Requested by pav).
- Add additional categories for new tip files in tip knowledge menu. Oops. Didn't realise these were visible - they might have to be somewhat
renamed.
- Ensure visible traps have visible trap regions.
- Skip allied monsters when looking to steal.
- Improve formatting of spoiler table for very long object names somewhat.
- Add tips for wizards, master and druid players.
- Add tips file for Find Familiar spell.
- Add game statistics option to knowledge menu and included in
character dump. At the moment, just statistics about monsters killed
are included.
### Bug fixes ###
- Fixed Call Lightning.
- Fix bug where monsters would take damage if a feature was created under them (reported by thorgot).
- Fix/workaround for duplicate tips appearing.
- Fix problem with familiar improvements being delayed by one or more levels.
- Fix assembly and body part descriptions.
- Fix shadow fairy mana regeneration.
- Fix bug preventing uncontrolled objects becoming controllable.
- Fix bug where equipment making the player hungry could incorrectly mark them as a dwarf.
- Fixed wasn't scaling distance by scale factor when checking whether allies could see invisible monsters.
- Fix conditional test to check whether 'Rest' services could be used at day/night.
- Fix bug in poly room generation code (Thanks to SaThaRiel).
- Fix crash bug when displaying object descriptions which included a range.
- Fix scattering bug that prevented scattering more than 1 square distance.
- Fix region projection bugs that prevented automatic regions having any effect.
- Clear targets for monsters you successfully ally through offering.
- Fix for Sting not working (Reported by thorgot).
- Fix to output of monster spoilers.
- Fix detection spells so that they update the display immediately.
### Build / Platform ###
- You can now add tip files for spells, if a player studies the individual spell. These are of the form spellnn.txt.
- Wasn't treating evasive as as powerful as it really should have been for monster power calculations.
You can download the source code from http://prdownload.berlios.de/unangband/unangband-064-pre3-src.zip. You can download a precompiled Windows build from http://prdownload.berlios.de/unangband/unangband-064-pre3-win.zip or or a precompiled OS/X build from http://prdownload.berlios.de/unangband/Unangband-0.6.4-pre3-osx.dmg. If someone could compile a Linux build for me would be much appreciated.
Changes follow:
### Game Play ###
- Allow the familiar to spy for the player if the player is blind.
- Add further tweaks to familiars and allies spying for you.
- Allies capable of detecting scents now track and chase nearby monsters even out of line of sight.
- Add more familiar types.
- Familiars now always get an attack when the player reaches 10th level, plus an additional ability depending on the type of familiar.
- Increase length of time allies, neutral monsters hang around.
- Try to make familiars without blows at least somewhat useful by improving spying and making them fetch objects for you.
- As mana and hp regeneration have been separated, they should only affect food consumption half as much each.
- Reduce time required to control an uncontrolled object.
- Allow player to notice when their equipment doesn't activate uncontrollably.
- Make resist blindness flag consistently allow monster to see invisible.
- Prevent allies walking into traps.
- Prevent allies evading your attacks if you target them directly (This allows you to use a Wand of Heal Monster on your familiar reliably).
- Sleeping using the 'Rest until Dusk / Rest until Dawn' service now recovers stats somewhat.
- Reorganise bard spell books so they have 4 basic books instead of 3.
- Provide additional documentation during character creation for
magic, prayer and song book specialisation and school choices.
- 'M'ap command in town reveals 'hand-drawn' map of Middle Earth.
- If a multiplying monster is poisoned, their spawn will be likewise
poisoned. This makes Stinking Cloud and Dust of Sneezing & Choking
much more effective against breeders.
- Make water created by Find Water more fountain like.
### User Interface ###
- Include depth of deepest unique in order to provide rankings for competition (Requested by pav).
- Add additional categories for new tip files in tip knowledge menu. Oops. Didn't realise these were visible - they might have to be somewhat
renamed.
- Ensure visible traps have visible trap regions.
- Skip allied monsters when looking to steal.
- Improve formatting of spoiler table for very long object names somewhat.
- Add tips for wizards, master and druid players.
- Add tips file for Find Familiar spell.
- Add game statistics option to knowledge menu and included in
character dump. At the moment, just statistics about monsters killed
are included.
### Bug fixes ###
- Fixed Call Lightning.
- Fix bug where monsters would take damage if a feature was created under them (reported by thorgot).
- Fix/workaround for duplicate tips appearing.
- Fix problem with familiar improvements being delayed by one or more levels.
- Fix assembly and body part descriptions.
- Fix shadow fairy mana regeneration.
- Fix bug preventing uncontrolled objects becoming controllable.
- Fix bug where equipment making the player hungry could incorrectly mark them as a dwarf.
- Fixed wasn't scaling distance by scale factor when checking whether allies could see invisible monsters.
- Fix conditional test to check whether 'Rest' services could be used at day/night.
- Fix bug in poly room generation code (Thanks to SaThaRiel).
- Fix crash bug when displaying object descriptions which included a range.
- Fix scattering bug that prevented scattering more than 1 square distance.
- Fix region projection bugs that prevented automatic regions having any effect.
- Clear targets for monsters you successfully ally through offering.
- Fix for Sting not working (Reported by thorgot).
- Fix to output of monster spoilers.
- Fix detection spells so that they update the display immediately.
### Build / Platform ###
- You can now add tip files for spells, if a player studies the individual spell. These are of the form spellnn.txt.
- Wasn't treating evasive as as powerful as it really should have been for monster power calculations.
Thursday, 14 January 2010
Wooden you?
In careless disregard of the physical axioms of the universe, I included a Wooden golem in the pre2 release that failed to be, and I quote 'lumbering'.
Since it is required by one of the fundamental forces that all Wooden golems are lumbering, the pre2 release had some subtle but important bugs - one of which manifested itself straight away as being unable to cast the only spell that both competition characters had in common.
So instead of doing another release within 24 hours, I've just silently updated the source and Windows binaries - the OS/X pre2 binary is also now available with these fixes included.Please download again if you've already downloaded the pre2 release. My apologies.
You'll be happy to notice that I've included a section in the character dump which now lists the deepest unique killed.
Since it is required by one of the fundamental forces that all Wooden golems are lumbering, the pre2 release had some subtle but important bugs - one of which manifested itself straight away as being unable to cast the only spell that both competition characters had in common.
So instead of doing another release within 24 hours, I've just silently updated the source and Windows binaries - the OS/X pre2 binary is also now available with these fixes included.Please download again if you've already downloaded the pre2 release. My apologies.
You'll be happy to notice that I've included a section in the character dump which now lists the deepest unique killed.
Unangband Competition 81 & 82: Master vs Apprentice
It's time for another Angband competition featuring Unangband. The Angband competition is part of the celebration of Angband and variants that is run every month by the maintainer of FAAngband, Nick. I've decided to mix things up a little by running two simultaneous competitions, with an overall winner chosen from all the entries.
Unlike most roguelike competitions, the Angband competition works on an honesty system - you play a shared save file and see how well you can do. To enter, download the save file from either this page, or this page and start playing. You can also follow the competition thread at angband.oook.cz but be aware most of the competition discussion occurs on the competition ladder entries - so be sure to upload your character on an ongoing basis, and rename the character before you upload if you want your earlier entries to be listed separately.
The competition is "Master vs Apprentice". Winner in least number of active turns (Act Turn on the character sheet) . If no winner, deepest unique killed, but Mirest receives a bonus of +5 levels depth when calculating this.
Mirest will need wands of spark to survive early on, Aspir scrolls of phase door. It is possible to do a conventional mage build with these once you survive the early game and start finding the dungeon books. But by then you may have grown to appreciate the strengths of each speciality by that time.
Unlike most roguelike competitions, the Angband competition works on an honesty system - you play a shared save file and see how well you can do. To enter, download the save file from either this page, or this page and start playing. You can also follow the competition thread at angband.oook.cz but be aware most of the competition discussion occurs on the competition ladder entries - so be sure to upload your character on an ongoing basis, and rename the character before you upload if you want your earlier entries to be listed separately.
The competition is "Master vs Apprentice". Winner in least number of active turns (Act Turn on the character sheet) . If no winner, deepest unique killed, but Mirest receives a bonus of +5 levels depth when calculating this.
Mirest will need wands of spark to survive early on, Aspir scrolls of phase door. It is possible to do a conventional mage build with these once you survive the early game and start finding the dungeon books. But by then you may have grown to appreciate the strengths of each speciality by that time.
Wednesday, 13 January 2010
Unangband 0.6.4-pre2 released
This is the second preview release of Unangband 0.6.4
You can download the source code from http://prdownload.berlios.de/unangband/unangband-064-pre2-src.zip. You can download a precompiled Windows build from http://prdownload.berlios.de/unangband/unangband-064-pre2-win.zip or a precompiled Linux build from http://prdownload.berlios.de/unangband/unangband-064-pre2-linux.tar.bz2 (Thanks to Mike). I'll be updating the OS/X build in a couple of days - the code on it has diverged from the Windows box I've been playing on and I need to figure out how to reconcile the two.
[Edit: The OS/X build is now available at http://prdownload.berlios.de/unangband/Unangband-0.6.4-pre2-osx.dmg]
### Game Play ###
- Allow cancellation of restricted teleports for free if you don't meet the criteria.
- Dust of Sneezing now Dust of Sneezing & Choking; with a poison effect as well.
- Discount Sting and Darkness so they only cost 1 mana.
- Make druid starting spells more interesting.
- Add a second wooden monster and made warp wood effective against them both.
- Prevent player allies killing themselves in regions.
- Prevent the player throwing or firing away cursed equipment.
- Add birth_gollum option which starts you deep in the dungeon, but with the snivelling, wretched ability to make any offer sound good to a hostile monster who would listen to you.
- Make cheat_lore and cheat_auto birth options.
### User Interface ###
- Add view_fogged_grids option. Switching this off, but leaving view_unsafe_grids on now duplicates the Angband detect trap behaviour. Adjust the invisible grid graphic as required if you want to match the appearance exactly.
- Display information about which stats determine spells learned, failure percentages and mana in birth screen.
- For safety, you now have to use @ to target yourself.
### Bug Fixes ###
- Fix detect mind not using a turn or mana.
- Fix to allow cancellation of some effects which were able to be held as songs.
- Fix for get_quantity not returning a value.
- Fix problem with targeting multi-blow spells when they weren't targetting a monster.
- Fix monster body descriptions.
- Fix problems with limited range beam spells skipping first grid.
- Fix starting homes for 2 races.
- Fix array access error when selecting a vault (Thanks to Tynan Fitzpatrick for finding this).
You can download the source code from http://prdownload.berlios.de/unangband/unangband-064-pre2-src.zip. You can download a precompiled Windows build from http://prdownload.berlios.de/unangband/unangband-064-pre2-win.zip or a precompiled Linux build from http://prdownload.berlios.de/unangband/unangband-064-pre2-linux.tar.bz2 (Thanks to Mike). I'll be updating the OS/X build in a couple of days - the code on it has diverged from the Windows box I've been playing on and I need to figure out how to reconcile the two.
[Edit: The OS/X build is now available at http://prdownload.berlios.de/unangband/Unangband-0.6.4-pre2-osx.dmg]
### Game Play ###
- Allow cancellation of restricted teleports for free if you don't meet the criteria.
- Dust of Sneezing now Dust of Sneezing & Choking; with a poison effect as well.
- Discount Sting and Darkness so they only cost 1 mana.
- Make druid starting spells more interesting.
- Add a second wooden monster and made warp wood effective against them both.
- Prevent player allies killing themselves in regions.
- Prevent the player throwing or firing away cursed equipment.
- Add birth_gollum option which starts you deep in the dungeon, but with the snivelling, wretched ability to make any offer sound good to a hostile monster who would listen to you.
- Make cheat_lore and cheat_auto birth options.
### User Interface ###
- Add view_fogged_grids option. Switching this off, but leaving view_unsafe_grids on now duplicates the Angband detect trap behaviour. Adjust the invisible grid graphic as required if you want to match the appearance exactly.
- Display information about which stats determine spells learned, failure percentages and mana in birth screen.
- For safety, you now have to use @ to target yourself.
### Bug Fixes ###
- Fix detect mind not using a turn or mana.
- Fix to allow cancellation of some effects which were able to be held as songs.
- Fix for get_quantity not returning a value.
- Fix problem with targeting multi-blow spells when they weren't targetting a monster.
- Fix monster body descriptions.
- Fix problems with limited range beam spells skipping first grid.
- Fix starting homes for 2 races.
- Fix array access error when selecting a vault (Thanks to Tynan Fitzpatrick for finding this).
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