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.
Showing posts with label unangband. Show all posts
Showing posts with label unangband. Show all posts

Monday, 19 September 2011

Unangband 0.6.4b released

This is a back port of a number of features from the SVN version which probably deserve some air time prior to me releasing a broken 0.6.5.  You can download the source code from http://prdownload.berlios.de/unangband/unangband-064b-src.zip, a precompiled Windows build from http://prdownload.berlios.de/unangband/unangband-064b-win.zip and a precompiled OS/X (Intel) build from http://prdownload.berlios.de/unangband/Unangband-0.6.4b-osx.dmg.

Changes as follows:

- Every spell book you study now uses up an inventory slot.

- Magic bags use two inventory slots.

- A number of new magic bags to spread out e.g. potions, among more bags.

- Mushrooms with mixed abilities.

- Monsters can now be dazed, hallucinate, suffer amnesia and be terrified (as opposed to merely afraid).

- Sorcerers get illusion spells which damage monsters which are hallucinating or sleeping.

- Priest monsters (and allies) now cast useful magics on their companions.

- Familiars now get more abilities including intentional support of draining life healing the player.

Sunday, 22 August 2010

Unangband 0.6.4a released

You can download the source code from http://prdownload.berlios.de/unangband/unangband-064a-src.zip and a precompiled Windows build from http://prdownload.berlios.de/unangband/unangband-064a-win.zip.

Changes in this release:

- Fix crash on Windows when levelling up (Reported by michielgk).

- Prevent friendly uniques from being invulnerable to enemy attacks (Reported by Ashkir).

Saturday, 24 July 2010

Unangband 0.6.4 windows debug build

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.

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.

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 ###

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.

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.

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.

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).

Monday, 11 January 2010

Unangband 0.6.4-pre released

This is a preview release of Unangband 0.6.4

You can download the source code from http://prdownload.berlios.de/unangband/unangband-064-pre-src.zip. You can download a precompiled Windows build from http://prdownload.berlios.de/unangband/unangband-064-pre-win.zip or a precompiled OS/X build from http://prdownload.berlios.de/unangband/Unangband-0.6.4-pre-osx.dmg.

### Game Play ###

- Made sneaking cap the maximum wake up speed of monsters at close ranges
in return for losing charging and dodging through normal movement. Sneaking
should be used for 2 specific situations: a) if you don't want your allies
to wake up sleeping monsters and b) to avoid waking monsters you are aware
of which are at range 4 or less.

- You can now 's'teal from monsters. This is automatically successful if
they are asleep and uses your stealth skill if they are awake. If you
are detected the monster will be aggravated and alert it's allies. The
's' command still searches if monsters are not adjacent to you - you can
also cancel out of the steal attempt to be offered the chance to search
instead.

- You get warned several turns before a monster wakes up that it is about
to be disturbed. Sneaking will buy you more time this way.

- Town monsters can now fall asleep again or notice the player.

- Magic/priest/spell book specialists are now much more restricted in which
books they can choose from.

- Add birth_no_identify, birth_no_selling and birth_evil options.

- Add good monsters. These are automatically allied to the player when
placed in the dungeon unless the player has the birth_evil flag. Exactly two
monsters are good at the moment (The ones people complain about having to kill).

- Add 'O'ffer an item command. This allows you to give items to your allies,
sell items to townsfolk and trade items with monsters in the dungeon. There
is plenty of testing and balancing still to do here. You should be able to
bribe monsters in the dungeon to have them progressively become less likely
to kill you and more friendly by trading at a loss. However, such monsters
will usually turn on you or leave you if you don't continue to pay them (You
will be warned in advance of this happening). Be especially wary of dealing
with evil monsters although they tend to offer much better deals up front.
There are several functions left to do here: a monster still needs to be able
to 'prematurely drop' in order that it has a more interesting set of items
to trade with you, and they need to be able to reveal the part of the dungeon
where they live, so you can go there for any moneys they haven't paid you
yet.

- Allow all stores now buy books, statues.

- Library no longer stocks services based on the books it owns.

- Use a fake Blessed Weapon tval to indicate that the store can buy any
weapon if it is blessed. Might change this to a flag at a later date.

- Beginners are no longer beginners after reaching level 10.

- Improve access to help files during character creation.

- Add some additional help and tips.

- Make monsters less aggressive if they are woken up.

- Adjust magic book rarity.

- Allow raising of dead familiars.

- Tattoos no longer trigger icky hands (Suggested by Derakon).

- Remove prerequisites from detect power (Suggested by thorgot) and add them
to detect magic instead.

- Finish rogue class changes.

- Split mage spell books up to reduce the total number of spells in each book
for balance purposes. Schools now have 5 books per school (except semi-schools
TBD) and each specialist book has been split into a low and high version of
that book.

- Reduce radius of Wizard Light spell (Suggested by Derakon).

- The East Road and Brandywine Ferry are now directly connected after the
Dunlending Agent is killed (Suggested by Derakon).

- Allow player to throw objects accurately at short range.

- Make walls of fire much less common in rooms.

- Make earlier levels more Angband-like.

- Rename nest to burrows.

- Add ambrosia.

- Give starting sorcerors a more viable spell selection.

- Add three new room types: cellular cave, burrows and polygonal rooms.

- Add some Dead Marsh themed monsters.

- Add Osgiliath and the battle of the Black-Gate.

- Split Barrow-downs into two dungeons, the lesser of which guarded by a
Barrow-wight.

- Make skeletal monsters more consistent in what they resist.

- Slight tweak to petrification from fear.


### User Interface ###

- Only restrict races available to birth_intermediate option, not classes.

- Improve access to help files during character creation.

- Add some additional help and tips.

- Add display of primary and secondary stats while picking class during
character generation.

- Allow many player commands to interact with ally inventories and/or the
inventories of the targetted monster. Needs testing.

- Tweak valves to look less like doors.

- Examining a book now details the services it allows a shopkeeper to provide.

- Hide various pain/destruction messages if the character is not yet in the
dungeon.

- Some work on sound configs. I've not tested this so it may break sound
completely.

### Bug fixes ###

- Fix bug where warrior style specialists could cast any spell.

- Fix for bug #14485 You can travel forever without ever starving to death.

- Try to fix all instances of monster race being displayed without correctly
choosing male, female or pluralisation.

- Fix for Arralen's WTF.

- Fix for bug 15564 projectile blocking is weird.

- Fix some stacking bugs and improve diagnostic code (enable this using
cheat_xtra).

- Fix bug with teleport player to monster spells (Reported by Derakon).

- Fix for bug 15833 You can't enter a store with monlist on.

- Fix opening lever logic.

- Fix bug #16024 'guided shot' spell has faulty logic (Thanks to ncc17).

- Fix depths of room contents.

- Fix remaining issues with dungeon connectivity, too few rooms and dungeons
failing to generate. This is one known buffer overrun (see post in the
Angband dungeon discussion thread for a full list of known generation bugs).

- Fix spelling of waterfall in room descriptions.

- Fix wilderness dungeons being generated too frequently.

- Fix deadfall traps.

- Fix avoiding traps and make it clearer why you avoid particular traps.

- Fix the quake bug which caused monsters with quake to make themselves
disappaear.

- Fix bug where runes reported you could still cast spells from them (Thanks
to Tony Bowes).

- Fix divide by zero bug when shooting or throwing without any skill (Thanks
to ebizzell for test case).


### Build / Platform ###

- Adopt PostMessage replacement in main-win.c from Vanilla (Thanks to zaimoni
for suggestion).

- It is now possible in most places in the edit files to specify tval by name
instead of number. Currently only the store.txt file does so, and it does this
to specify items that can be bought in the stores. This is no longer hard coded.

- Use a fake Blessed Weapon tval to indicate that the store can buy any
weapon if it is blessed. Might change this to a flag at a later date.

- Move to safer use of project_one instead of project_o etc.

- Updated main-gcu from Vanilla (Thanks to d_m for the suggestion).

- It is now possible to restrict vaults to particular level themes. Use this
primarily for vaults which are 'corridor-like' to avoid affecting the likelihood
of larger vaults appearing.

Saturday, 20 June 2009

Unangband 0.6.3a released

This is a bugfix release of Unangband 0.6.3a "Football Competition" Release

You can download the source code from http://prdownload.berlios.de/unangband/unangband-063a-src.zip. You can download a precompiled Windows build from http://prdownload.berlios.de/unangband/unangband-063a-win.zip or a precompfiled OS/X build from http://prdownload.berlios.de/unangband/Unangband-0.6.3a-osx.dmg.

A full list of changes follows:

Unangband 0.6.3a "Football Competition" Release

### Game Play ###

- Storage locations now contain fully identified objects. It is possible for the player to learn about new items this way.

- Never discount services.

- Add service of Acid Proofing to Small Goods Store and Armoury.

- Temples should now usually stock Satisfy Hunger service.

- Don't break thrown weapons.

- Allow flasks to be wielded into the quiver.

- Increase number of monsters in wilderness.

- Reduce starting number of monsters on each dungeon level.

- Reduce frequency of diseases caused by non-disease damage.

- You will now get a disease if you let your stat be drained while at the minimum.

- Grass fires now burn out much faster.

- Make Hornburg open above the ground level.

- Improve routine which picks player allies on the battlefield.

- Make forge giant monsters more like player class.

- Prevent battlefields from getting consumed by fire as easily.

- Improve effectiveness of wand of haste monster.

- Ensure staff of perilous summoning is marked cursed.

- Change semantics of healing percentage to match Angband's.

- Change most healing effects to heal a percentage of the player hit points.

- Increase length of time poison attacks last for.

- Change throwing so that badly balanced weapons do the minimum damage and only have half the damage bonus when thrown.

- Increase frequency of potion and scroll drops deeper in the dungeon.


### User Interface ###

- Allies use the player's name when speaking about them.

- If a player is not hungry and not full and eats and ends up in the same state, don't report anything.

- Remember when we get objects from storage locations or as quest rewards.

- Change appearance of pits and silent watchers to prevent trap regions having the same appearance as unknown areas.

- Suppress messages about weapons getting damaged on the ground.

- Change appearance of shady trail.

- Improve appearance of Old Forest.

- Allow cancellation of recall to avoid consuming scroll.

- Tweak throwing damage information.

- Make some mushroom tips appear early enough to be useful.

- Make the monlist option switched off by default. Bump the save file version to force this off for the competition 70 character. This is due to an unresolved bug with monlist option on preventing stores from being entered.

- Separate out the option to toggle the monlist on or off via space bar from whether it is actually on to start with.


### Bug fixes ###

- Fix stacking bugs between lit and nonlit torches.

- Prevent lit torches in inventory.

- Fix bug where object sold to store wouldn't 'really' become identified.

- Fix bugs causing duplicate tips to appear when seeing items in stores.

- Fix for mushroom spores not stacking.

- Fix bug where thrown items wouldn't be identified when the target died.

- Fix for room filled with trap doors.

- Fix bug with aura reporting itself as an undefined attack.

- Fix explosion and slime attacks so they affect the player.

- Fix bug where ice chasms would be created from wet ground.

- Fix stair direction on the top levels of towers.

- Fix Violin and Drum svals (Thanks to Satyr).

- Fix possible out of bounds error when enchanting (Thanks to Satyr).

- Fix resist nether being accidentally identified on items.

- Fix bug causing slow poison messages every round if poison slowed.

- Fix bug when wielded instruments acted as bows.

- Avoid writing base terrain twice.

- Fix for bug 015845 Khazad-dum - map is locked to 0,0

- Fix up some timed effect description mismatches.

- Fix for discounts not reducing cost of items.

- Fix for Bug #15841 Quake destroys critter

- Fix levels some room descriptions appear on to ensure that the appropriate objects are generated.

- Fix for bug Bug #15836 Giant white mousemice bone

- Fix for Old Forest locations suggested by Satyr.

- Fix for Bug #15830 Dropped staff turned to Nothing

Tuesday, 9 June 2009

Football competition

"This won't do at all!" said Thorin. "If we don't get blown off or drowned, or struck by lightning, we shall be picked up by some giant and kicked sky-high for a football."

The Angband competition #70 features Unangband. Discussion thread here.

Monday, 8 June 2009

Windows binary updated

Apologies to those of you who downloaded a corrupt Windows archive. The download has been updated and verified as working correctly.

[Un] Unangband 0.6.3 released

This is the final release of Unangband 0.6.3 "Death to the Case Statement" aka "The Projected Release".

You can download the source code from http://prdownload.berlios.de/unangband/unangband-063-src.zip. You can download a precompiled Windows build from http://prdownload.berlios.de/unangband/unangband-063-win.zip or a precompiled OS/X build from http://prdownload.berlios.de/unangband/Unangband-0.6.3-osx.dmg.

A full list of changes follows:

### Game Play ###

- Compress dungeon levels from 0 - 100 to 0 - 60 to speed up the end game.

- Allow player to assemble friendly monsters and carry eggs to hatch friendly monsters.

- Prohibit certain races from acquiring particular equipment flags.

- Penalize shape shifter mana.

- Add ability to tattoo and woad yourself.

- Change earthquakes and destruction to use projection code.

- Add wilderness paths (from FAAngband).

- Try harder to prevent escape from Moria.

- Add firearms.

- Updated druidic spells to use new region code.

- Add in new sorceror spells that allow them to create traps from objects and other spells.

- Make body armours appear earlier in the dungeon. This is to try to make them a more viable option...

- Tweak weapon values as per blog. Note there are some additional tweaks here not mentioned in the blog entry.

- Add additional trap types.

- Add poisonous levels.

- Change how traps themes work.

- Sneaky monsters can now disarm traps.

- Implement sticks to snakes and familiars. Somewhat hackish.

- Tweak spell lists for mages based on 'Designing a Magic System - Part 14'

- Add some useful low level rings so that first rings !cursed. Now the first cursed rings occur at level 15, and are actually mixed cursed and beneficial.

- Altered amulets so there is no duplication in ring and amulet abilities. Amulets now occur deeper and are almost always useful.

- Make freeze have an ice effect.

- Increase power of torch and chill spells.

- Added slow poison potions and spells back. Slow poison now delays the onset of poison effect.

- Added slow digestion temporary effect.

- Added spells and mushrooms of slow metabolism.

- Improve Sauron end game. Morgoth end game still to be done.

- Remove rooms from Fangorn aflame.

- Golems leave behind larger parts to make them easier to reassemble when destroyed.

- Add remaining disease remedies.

- Applying a flask to yourself will hurt you.

- Reduce accuracy at range at the same rate for both player and monsters.

- Tweak monster to hit values so that deeper monsters are as accurate as 0.6.2, missile weapon range has a constant penalty, and only shields provide additional protection at range.

- Blind monsters can now cast spells, just inaccurately.

- Tweak Miasma and Cloud Kill to take advantage of poison graduate effects.

- Increase the range of different poison attacks.

- Weaken poison ball initial damage for weaker poison balls.

- Prevent allies from teleporting away as often.

- Modified stinking cloud so it does no immediate damage.

- Change how chill spell works.

- Tweak flask frequencies.

- Allow potions of water to wash off other coatings.

- All objects (wands/staffs etc) now base their damage on the object level.

- Improve semantics of sense_magic.

- Add ac protection to a variety of weapons.

- Add more variety to criticals inflicted by weapons.

- Rebalance frequency of many low level items.

- Learn by use for bows for a fixed number of shots.

- Decrease uses required to id by use.

- Remove feedback from Gandalf's shop and replace with a useful lower level service.

- Change how slays and brands work for gloves, bows and rings.

- Player traps now use slays and brands.

- Slight tweak to the ac of a couple of low level monsters.

- Slight tweak to make scarecrows deeper than green molds.

- Add scarecrow. Make snakes more interesting.

- Added spikey mushroom patches and stone jellies.

- Magic shops and temples will now buy statues.

- Add monster pits.

- Increase ecology variety.

- Make Farmer Maggot easier to kill via ranged attacks.

- Allow player to travel directly from rebuilt Hobbiton to Angband. Not sure why this was removed.

- Thieves now improve searching as they improve levels.

- Traps now affect a region around them.

- Work on improving rubble with objects. Make this rubble only sometimes have objects but room description indicate when it is likely that this is the case.

- Monster ecologies now ramp up so that the most dangerous monster is only found in the central most room of that ecology.

- Dangerous vaults now have much more dangerous monsters surrounding them.

- Implement Sangband style vaults.

- Significantly improve correctness and variety of ecologies.

- Bows and thrown weapons can now go off-target (from Sangband).

- You now push past harmless townsfolk.

- Force better frequencies of object drops on the floor so that each treasure
type will be equally likely (with a fudge factor based on object level).


### User Interface ###

- Reenable tunnelling using the alter key.

- Added Dubtrain Angband Sound Pack v3.1.0

- Remove original Angband sounds.

- Added cheat_wall option to pseudo-colour walls for debugging
purposes.

- Make permanent rock distinguishable from normal rock.

- If an item/spell is known, display the area of effect when targetting to better allow the player to use the ability.

- Change druid starting light spell.

- Windy rooms and items give the player good defense against archery.

- Tweak names of throwing items.

- Don't run on known regions.

- Improve correctness of retargetting code.

- Ensure itemlist view is up to date.

- Allow running algorithm to navigate pillared rooms and crypt style corridors.

- Differentiate between known and unknown bodies based on whether that monster type has been seen before.

- Improve user interface experience with the monlist options.

- Support correct pluralization in the monster list.

- Hide messages about allies buffing themselves.

- Change appearance of some terrain to better distinguish it.

- Create easy_monlist option to show the monster/object list the whole time.

- Include objects in the 'monster' list.

- Colour monster list based on wakefulness.

- Improve monster display list command.

- Provide some more information about traps and terrain in the help
files.

- Allow random selection during character generation to include ghosted choices (requested by Arralen).

- Fixed problems with skills not being correctly displayed in birth menus and added colourised stat modifiers.

- Provide more information when browsing a book about whether you can learn a spell.

- It's now clearer when you miss when throwing or shooting.

- Make 'measure of control' messages less frequent.


### Bug fixes ###

- Many, many bugfixes, particularly due to code rewrites in a number of areas.

I would like to thank the numerous Unangband contributors, especially darke, for the work put in here.

The bugs listed below have been fixed since the initial 0.6.3 prerelease.

- Fix lockup bugs generating the Old Forest.

- Fix whole class of bugs that could result in monsters being killed twice and other weirdness.

- Fix bug where items dropped by monster death would infinitely retrigger a trap region.

- Fix for Bug #15823 Lockups (long lake?)

- Numerous updates to regions to get most traps working.

- Fix bug with trap attack descriptions.

- Fix for Bug #15612 Locked myself out of shops.

- Improve correctness of retargetting code.

- Fix to prevent missed coated missiles affecting the player.

- Fix for Bug #15816 Identify wierdness with staffs

- Fix for Bug #15814 Thirst can be beneficial

- Fix for Bug #15663 Disease cures ineffective

- Ensure itemlist view is up to date.

- Was missing power values for effects.

- Fix by kaypy for Bug #15811 Poison attacks vs poisoning

- Try to help townsfolk navigate town more correctly.

- Fix for monster list in term window accidentally grabbing keypresses.

- Fix to try to really force forms of Sauron not to appear together.

- Fix for term display issues with monlist code.

- Fix bug preventing player allies from casting spells and summoned monsters from using spells other than summoning spells (reverse of what was intended).

- Fix for Bug 015664 No effect from healing potions

- Prevent monsters immune to poison from being poisoned.

- Fix pottery names.

- Fix bug preventing themed object generation working with the new drop hack in place.

- Fix for Bug #12455 Shop knows more than player - bardic pseudo-id

- Fixes for Bug #15682 Labels from coating weapons vanish/don't show up

- Fix for Bug #15690 Applying potion crashes game

- Fix for Bug 015751 Temple should buy "Dagger (Blessed) (1d4) (+11,+8)" [again]

- Fix for Bug 015744 Should we bother about vines?

- Fix for frequently requested Bug 015738 Average items should auto id to +0,+0

- Fix for bug 015678 Too many region pieces!

- Fix for bug 015737 Damage dice displayed on leather gloves

- Remove debugging code causing object mispricing.

- Fix formatting issues including bug 015739 Extra space between "a" and object.

- Stop mouse targetting from losing keypresses.

- Fix on windows for Bug #15581 Mouse too sensitive.

- Fix bug where any attack that could miss the player would never hurt them.

- Fix problem with monster ammo regenerating.

- Fix for Bug #15741 Torches from different sources don't stack.

- Fix for Bug #15743 All rings pseudo id unusual

- Fix for Bug #15566 Monsters have wrong ammo type

- Fix for Bug #15752 Unable to throw flasks from a Magic Bag of Supplies

- Fix for bug 015613 Wrong scroll used up

- Fix triggering region traps by dropping items on them.

- Fix for Bug #15742 Id through use should clear some pseudo id types

- Fix for Bug #15746 Mushrooms of restore dex/agility

- Fix for Bug #15747 Food in Rivendell

- Fix for not being able to sell some objects to the store (and try to improve id consistency a little).

- Fix low level ecologies to allow wandering monsters from the ecology.

- Fix open chest appearance.

- Fix some effects text.

- Fix for pathfinding issues.

- Fix for Bug #15679 Recursive summoning trap

- Fix for Bug #15670 Deep pit does continuous damage

- Fix for Bug #15683 Missing thrown weapon triggers check for coating (0.6.3pre2).

- Fix for Bug #15684 Area indicator of traps overwrites walls / doors (0.6.3pre2)

- Fix for Bug #15691 Earthquake trumps permanent walls

- Fix for Bug #15692 Free identification

- Fix for Bug #15693: Cross circle research

- Fix bug computing deepest race.

- Fix up some errors in ecology code.

- Fix to allow player to attack dangerous races in town.

- Simplify and fix correctness of guardian placement code.

- Fix for Bug #13671 Final fight against Sauron

- Fix for bug 015652 Sauron and Morgoth have Inverse meat shields

- Fix for Bug #15657 Racial abilities appear to affect starting equipment

- Fix for Bug #15253 divide by zero in monster_scale

- Fix for Bug #15198 more room_info corruption

- Fix for Bug #15126 make_attack_ranged: potential status effect wrap around

- Regions now apply effects which move the player correctly.

- Fixed digging and searching skills being reversed.

- Fixed problems with skills not being correctly displayed in birth menus and added colourised stat modifiers.

- A variety of bug fixes for trap regions. These are pretty much working as intended now.

- Fix for Bug #15202 beginner mode gender selection always picks "male"

- Fix for Bug #15617 Groups of 'default' shrines

- Fix for Bug #15569 Ego/High Ego stacks worth too much.

- Fix for Bug #15581 Mouse too sensitive on Windows.

- Fix bug #15614 - Some map features show up before exploration.

- Fix for Bug #15545: Monster targeting m/-/+ no longer functional by stopping projection check from clearing temp grids unnecessarily.

- Fix for preventing save file loading a file with a completely full ecology.

- Fix ranged attacks not resulting in any text.

- Fix bridges not protecting player from underlying terrain.

- Many fixes to the projection functions.

- Fix for monsters which fire shots occasionally dropping nothing.

- Fix for some other monsters dropping wrong ammunition type.

- Fix bug preventing mushrooms from working.

- Fixes for starting ring bearers (Reported by Arralen).

- Skills were in wrong order (Reported by Arralen).

- Fix for bug 015554 Stat potions dont do anything

- Fix for 015552 Rings unusable

- Fix bag display problem.

- Improve bounds checking during targetting/looking to try to avoid crash.



### Build / Platform ###

- Rowan Beentje (Lebannen): Significant updates to the Mac OS/X platform as well as some general platform updates.

- Significant rewrites of the projection and blows code.

- Remove another set of case statements: this time for describing item effects.

- A number of improvements to dungeon generation to allow map designers to improve specific dungeon designs. You can now create 'special' levels of various types, and use level and special room flags as a part of the dungeon zone set up. This allows a lot more granular control of dungeon architecture and special scenarios.

- In addition, added ability to have Mario style hidden access to dungeons. Note Gandalf taking one such route in his fight with the Balrog.

- Update class and race code to use new skills array.

- Make mushrooms tval 79. This simplifies code all over the place.

- Implement ability to regenerate the last dungeon level as per Bug #15115. Because this uses the simple random number generator, you have to switch this capability on explicitly.

Wizard command S specifies a dungeon seed. If dungeon seed is not zero, we generate levels using the simple random number generator and store the last seed used.

Wizard command L will then regenerate the last level using the last level dungeon seed.

Let me know if you need the ability to see what the seed and last seed currently are, or modify the last seed in any way.

- Switch over to using 'modern' Angband timed effects on the character.

- Player spell and ranged attacks now use the new do_cmd_item interface.

- Darke: Dumps out html files of various lib/edit/ text files; needs to be run from the 'root' unangband directory

- Create some more safety hatches for infinite loops in dungeon generation.

- Start describing monster blows using edit file code.

- Exclude html dumps from user directory in svn.

- Remove warning when ALLOW_TEMPLATES code is disabled.

- Moved much summoning code to edit files.

- Move breath damage and attack power details into data files.

- Add some diagnostic code for stacking problems. Add a save file fix to try to address the same.

Friday, 5 June 2009

[Un] Unangband 0.6.3 prerelease 3 updated

If you've downloaded the Windows or source prerelease 3 of Unangband in the last two days, can I ask you to download it again? There's a couple of major bugs fixed during this time frame - one affecting the ability to use effects on yourself, one affecting a display issue with a terminal configuration that I hadn't tested on - and I've refreshed the existing prerelease files rather than do a separate release to address these two bugs.

Wednesday, 3 June 2009

[Un] Unangband 0.6.3 prerelease 3

This is the third pre-release of Unangband 0.6.3. It incorporates a large number of bugfixes suggested by people in response to the previous pre-release.

You can download the source code from http://prdownload.berlios.de/unangband/unangband-063-pre3-src.zip. You can download a precompiled Windows build from http://prdownload.berlios.de/unangband/unangband-063-pre3-win.zip or a precompiled OS/X build from http://prdownload.berlios.de/unangband/Unangband-0.6.3-pre3-osx.dmg.

I'll update the change list for this at the final release of 0.6.3. Feel free to check closed bugs and the SVN for a more detailled list of changes.

Sunday, 10 May 2009

[Un] Unangband 0.6.3 prerelease 2

This is the second pre-release of Unangband 0.6.3. It incorporates a large number of bugfixes and re-incorporates the trap region code.

You can download the source code from http://prdownload.berlios.de/unangband/unangband-063-pre2-src.zip. You can download a precompiled Windows build from http://prdownload.berlios.de/unangband/unangband-063-pre2-win.zip An OS/X release should be available later on today.

I'll update the change list for this at the final release of 0.6.3.

Sunday, 19 April 2009

[Un] Unangband 0.6.3 prerelease

This is a pre-release of 0.6.3. It should be stable, and just requires extensive playing to sanity check all the changes and find weird edge cases. Unfortunately, I had to cut trap regions before release, as this would otherwise extend an already late release unnecessarily.

You can download the source code from http://prdownload.berlios.de/unangband/unangband-063-pre1-src.zip. You can download a precompiled Windows build from http://prdownload.berlios.de/unangband/unangband-063-pre1-win.zip and a precompiled OSX build from http://prdownload.berlios.de/unangband/Unangband-063-pre1-osx.dmg

Unangband 0.6.3 "Death to the Case Statement" aka "The Projected Release"

### Game Play ###
- Compress dungeon levels from 0 - 100 to 0 - 60 to speed up the end game.
- Allow player to assemble friendly monsters and carry eggs to hatch friendly monsters.
- Prohibit certain races from acquiring particular equipment flags. - Penalize shape shifter mana. - Add ability to tattoo and woad yourself.
- Change earthquakes and destruction to use projection code.
- Add wilderness paths (from FAAngband).
- Try harder to prevent escape from Moria.
- Add firearms.
- Updated druidic spells to use new region code.
- Add in new sorceror spells that allow them to create traps from objects and other spells.
- Make body armours appear earlier in the dungeon. This is to try to make them a more viable option...
- Tweak weapon values as per blog. Note there are some additional tweaks here not mentioned in the blog entry.
- Add additional trap types.
- Add poisonous levels.
- Change how traps themes work.
- Sneaky monsters can now disarm traps.
- Implement sticks to snakes and familiars. Somewhat hackish.
- Tweak spell lists for mages based on 'Designing a Magic System - Part 14'
- Add some useful low level rings so that first rings !cursed. Now the first cursed rings occur at level 15, and are actually mixed cursed and beneficial.
- Altered amulets so there is no duplication in ring and amulet abilities. Amulets now occur deeper and are almost always useful.
- Make freeze have an ice effect.
- Increase power of torch and chill spells.
- Added slow poison potions and spells back. Slow poison now delays the onset of poison effect.
- Added slow digestion temporary effect.
- Added spells and mushrooms of slow metabolism.
- Improve Sauron end game. Morgoth end game still to be done.
### User Interface ###
- Reenable tunnelling using the alter key.
- Added Dubtrain Angband Sound Pack v3.1.0
- Remove original Angband sounds.
- Added cheat_wall option to pseudo-colour walls for debuggingpurposes.
- Make permanent rock distinguishable from normal rock.
- If an item/spell is known, display the area of effect when targetting to better allow the player to use the ability.
- Change druid starting light spell.
- Windy rooms and items give the player good defense against archery.
- Tweak names of throwing items.
### Bug fixes ###
- Many, many bugfixes, particularly due to code rewrites in a number of areas.
I would like to thank the numerous Unangband contributors, especially darke, for the work put in here.
Undoubtedly, I've introduced plenty of new bugs.
### Build / Platform ###
- Rowan Beentje (Lebannen): Significant updates to the Mac OS/X platform as well as some general platform updates.
- Significant rewrites of the projection and blows code.
- Remove another set of case statements: this time for describing item effects.
- A number of improvements to dungeon generation to allow map designers to improve specific dungeon designs. You can now create 'special' levels of various types, and use level and special room flags as a part of the dungeon zone set up. This allows a lot more granular control of dungeon architecture and special scenarios.
- In addition, added ability to have Mario style hidden access to dungeons. Note Gandalf taking one such route in his fight with the Balrog.
- Update class and race code to use new skills array.
- Make mushrooms tval 79. This simplifies code all over the place.
- Implement ability to regenerate the last dungeon level as per Bug #15115. Because this uses the simple random number generator, you have to switch this capability on explicitly.
Wizard command S specifies a dungeon seed. If dungeon seed is not zero, we generate levels using the simple random number generator and store the last seed used.
Wizard command L will then regenerate the last level using the last level dungeon seed.
Let me know if you need the ability to see what the seed and last seed currently are, or modify the last seed in any way.
- Switch over to using 'modern' Angband timed effects on the character.
- Player spell and ranged attacks now use the new do_cmd_item interface.
- Darke: Dumps out html files of various lib/edit/ text files; needs to be run from the 'root' unangband directory

Saturday, 14 June 2008

[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/unangband/unangband-062-gold2-src.zip.

You can download a precompiled Windows build from http://prdownload.berlios.de/unangband/unangband-062-gold2-win.zip. A debug build for Windows users is available at http://prdownload.berlios.de/unangband/unangband-062-gold2-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 ###

Sunday, 20 April 2008

Unangband 0.6.2 gold released

This release is a development check point which allows you to play a "relatively" bug free version of Unangband, while we significantly hack on the source to add extra features that may potentially destabilize further releases.

Please save often.

This release would not be possible without my collaborator Mikolaj and contributions from Big Al, Anne and the other members of the angband.oook.cz forums.

You can download the source from http://prdownload.berlios.de/unangband/unangband-062-gold-src.zip

You can download a precompiled Windows executable from http://prdownload.berlios.de/unangband/unangband-062-gold-win.zip

Macintosh and Linux compiled versions to follow shortly.


Unangband 0.6.2 Gold "As Is" aka "The Unwarranted Release"

### Game Play ###

- Show basic resists as numbers (similar to pvals) to indicate
that basic resists are cumulative.

- Add Invisibility spell and potion of Invisibility.

- Make restoring a stat cure temporary stat loss.

* made !oBloating worth some gp so that shops stock it

* filled up runes for some egos

* toned down some artifact stat boosts to make it harder for thorgot next time :)

* added nutritious potions to 2 shops

- Rework low-level bard spellbooks to include another book
(Sympathies) which fits between Chords and Harmonies, as well as
remove archery related spells and movve throwing/melee related
spells so that they are available earlier. (Suggested by Arralen).

* added lights to the Elrond's house

- Further monster tidy ups including moving Tangleweed and golems
deeper.

- Try to make golems more interesting.

- Give some monsters hit to dispel attacks.

- Uncontrolled objects are now mastered over time, as opposed to
being uncursed. This should make them more interesting, as well as
rings of teleportion etc. less boring.

- Allow ego items to have activations. This means Seven League boots
should correctly randomly teleport again.

- Added boots of dancing.

- Try to make mouse shape a little more useful, cheetah shape a
little less like boots of speed. Shapes are still a bit hackish in
general.

- Player construction of pit traps now requires a digger and spikes,
making them not exploitable.

* make debug-mode cure-all get rid of diseases, petrification, etc.

- You can't over-exert yourself if you cast a spell that costs no
mana (eg. concentration).

* less XP for Beorn

### User Interface ###

- Allow browsing of shrines, magic circles.

- Add a warning when you can't go back to where you came from.

- The big monster color commit. Monsters should now have a unique
colour / letter combination unless it is for a good reason.

* YAT to char dump (flags move foremost, as in V)

* YAT to dungeon dump

* YAT (yet another tweak) to visited dungeons list

- First pass at 256 color implementation.

- The cause of death is now noted in the character dump.


### Bug fixes ###

- Remove pvals from wands that accidentally had them.

- Fix mislearning about HURT_LITE when actually BRAND_LITE.

- Fix for bug Bug #13254 No death from bad mushrooms even if
identified.

- Fix for Bug #13443 No pval displayed in object name for REGEN_MANA,
etc.

- Improve correctness of price guessing algorithm, to try to rectify
various bugs with pricing.

- Fix for Bug #13588 Casting Mana Pool in deep water yields Potion of
Poison.

- Fix for Bug #13589 One charge missing from selling wands message.

- Fix for Bug #13594 Bridge of stone on lava, spells no longer
pass over.

- Fix for bug Bug #13599 Globe of Invulnerability is broken.

* probably fixed #13624 (Home Knowledge screen ('~6') crashes game)

- Remove center block of Minas Morgul, Tirith and Dol Guldur so that
you don't get stuck in stone when you come out the bottom.

- Partially fix #013424 (remember locations of the windows at game startup on OS X)

* got rid of "Lev 0" in ~7

* fixed broken color_table in main-x11.c

* fixed crash when getting gold stolen

- Add back in entry format hints to the lib/edit files where they
were removed. This makes it easier to quickly refer to, or at least
guess, the entry meanings.

- Fix for Bug #13582 "A (offscreen) fails to teleport you away."

- Slight tweak to source_birth death message.

- Improve death messages and move generation of death messages to
point where player is actually killed.

- Fix cause of death issues with activating ego items.

- Fix for Bug #12899 disarming player traps should not give XP.

- Fix bad logic that caused wands and staves to be fully IDed when
discovering its flavour for the first time. Closes #13456.

- Fix several problems that meant resting until dusk/dawn didn't
work or wasn't charged for in stores.

- Monsters that left a body which was hidden in terrain did not
redraw the 'visible monsters' term window.

- Make mushrooms of poison actually poison you, and fix up a couple
of (currently unused) note formats.

* fixed services in Heavy Armoury

* fixed a pink mushroom

* fixed store services broken by the blows

- Fix bug that might have caused .raw file initialisation problems.

* a couple of text fixes from the forum

* REGEN_MANA from objects now affects SP not HP

* REGEN_MANA, etc. are displayed with 'I' also for objects that
don't modify stats

* fixed the inability to fill things from fountains

* temporary Big Al fix to #13409 (Disturb detect problems)

* tweaked the shopkeepers

- Start work on modding.rtf documentation.

* added WOR to temples, slight price tweaks

- Fix for Bug #13256: Throw or fire in place of service "Recharge
Item II"

- Part of ongoing fixes for Bug #12885: Feature request: let
Lanterns, etc. set fire

- Fix for Bug #13347 Allow access to documentation at level up
screen

- Fix for Bug #13255: "Dise" does not disappear

- Fix for Bug #12710: Cumulative Disease broken

* fixed Mighty Blow at empty spave weirdness

### Build / Platform ###

- Add modding.rtf and .txt which provide information about modding
Unangband and the various lib/edit files.

- Player spell damage scaling now controlled from within spell.txt.

- Move damage specification and number of spell blows from blows.txt into spell.txt.

- Initial blows.txt parsing code and data structures.

* Makefile.std from V; move config.example to config to get nice
compilation caching and debug binary

* added docs/ to build_win.sh