25-07-2001 Unangband 0.4.2 "Magic Mushroom fix" - Added object info. This tries to be smart about what we notice from hitting monsters and attack effects on us, and notifies the player in instances where an object must provide a particular power. - Also hackily sets up some obvious flags for the player. - Also hackily gives timed information on some less obvious flags for the player. This is silently done, and requires that the player swap equipment around, and retain the older stuff. - Also provides hit/dam/ac information after an object has been used at least 500 times (This value may be too low). - Also hackily identifies an object after it has been used a lot (At least 20000 times). 24-07-2001 - Currently, some stateful information about monster hidden/over is not recorded in the save file. This needs to be corrected. - Added mushrooms of mana which restore 2d5 mana when eaten. (Suggested on newsgroup). - Mushroom patches now drop mushrooms 'appropriate' to the patch type. As a result, all cursed mushrooms have a predictable flavour. This can be disabled via a pre-compile option. - And we finally implement drops for Farmer Maggot's dogs... a small kindness for mages. Note also now, a wand of clone monsters is useful for farming magic mushroom patches... - Instruments can be sold in stores. - Some minor tidy up of monsters. - Due to sign reversal, we were never confusing/scaring/slowing the player when monsters cast spells. - Gave druids magic missile, so they can be playable at lower levels. 23-07-2001 Unangband 0.4.1 Feature and bugfix release - Walking onto an invisible trap at level 0 would infinitely loop, never finding a trap. Now we force trap selection at level 3, if in town. - Actually make most melee/shooting styles work proper (Logic and flag errors). - Make climbing/flying monsters ignore terrain damage. - Get spore spells working, and make wail spells like gazes instead of spits. - Detect magic/curse now senses all items it detects, as opposed to just items in inventory. It will probably need to be balanced out some more (Comments welcome). - Added superb (Ego items with xtra powers), great (15+ combined to hit and damage, or 9+ AC), and very good (9+ combined to hit and damage or 5+ AC) feelings for detect magic/heavy inventory sensing. Superb isn't working at the moment however, will need to debug. - Monsters with pass wall now can hide in all terrain they can resist. - Player will be notified if a visible monster hides, or if a monster emerges from hiding to become visible - Rods of dowsing do something. - Fixed summon specifics for various changes in monster char types. - Add CAN_FLY to some killer beetles. - Make sure we only see descriptions while looking if we have already seen room. - Remove rods and rings from room descriptions. Change sooty rooms to have flasks of oil, instead of torches. - Made general store sell first 2 songbooks. - Bards should hold songs now. - Changed way id styles work so that aware items can be sold at correct prices. - Added more thief, warrior, paladin styles. Moved some rogue styles to mage and added other mage styles. - Walk through hidden monsters rather than attack them. 19-07-2001 0.4.0c Bugfix release - Quartz and magma power was 10 too high in f_info.txt (Reported by Leon Marrick). - Made identify scrolls appear earlier in dungeon, and slightly cheaper (Requested by Leon Marrick). Also made Detect Magic scrolls cheaper. This may change again once object id code goes in. - Referencing wrong flags for checking to drop items, resulted in items frequently disappearing (Reported by Leon Marrick). - Running was not checking the right way for instances when touching some walls. (Reported by Leon Marrick). 18-07-2001 - Made a great number of features more commonly available as well as modified a number of them. - Thieves accidentally started with really bad stealth. Fixed. - Monsters were never climbing or flying. - Backstab now works against fleeing monsters. Criticals from styles do not work against non-living opponents. 18-07-2001 0.4.0b Bugfix release - Angband was generating 9 monsters for every call to vault monster. Changed this to 1, but allowing a monster of up to 5 levels out of depth now. - Notified the player if they are dealing with a hidden monster. - Fixed many problems with room descriptions, particularly initialisation. 17-07-2001 0.4.0a Bugfix release - Because I changed the logic of hitting traps and finding secrets to fix some bugs before releasing 0.4.0, I (mildly) broke some functionality. Walking on a SECRET damaging terrain would not discover the secret, although the description was displayed. This is now fixed. - Gave smart monsters a chance of disarming traps equal to the chance of breaking glyphs. This is for free, and so they don't 'waste' their time trying to disarm traps. - Fixed it so monsters were actually hit by traps and features (Logic bug in code). - Fixed it so invisible trapped doors could activate a trap. - Allowed monsters to hit invisible traps and trapped doors. They must pick a trapped door so they don't get stuck in the door. We hackily allow out of knowledge invisible floor traps to not be activated. - Made trails more trail like... and inform the player if they travel through dusty locations. - Forget locations that become boring... - Made features scatter around a room more. - Had describe room in the wrong place in the lighting code. Comes of adding a feature at the last minute and not testing (See above). - Fixed weird mana bug problem, and restricted spells learnable in a more clear manner. You will now think you can learn spells even if a book is not available for you to do so (This is probably a regression). - Made much more stuff climbable for monsters. 16-07-2001 Unangband 0.4.0 "Mystery" release aka "War against the Angels" aka "Angry Young Man" - Massive changes implemented. - c_info.txt and w_info.txt added, which allows definition of classes. - 4 new classes added: archers, thieves, druids and bards. - All classes have styles (sub-classes) added. These add additional abilities defined in the w_info.txt at the cost of 10% additional experience. See birth.c for details. This effectively means over 100 classes. - 130 new spells added. (Summon spells not implemented yet). - 5 new prayer books, 17 new spell books, and song books for bards added. - Bards continue to sing songs after being cast. - Instruments created for bard (musicians). - Context sensitive help (Needs help file to be editted). - over 500 new creatures added. - 230 room descriptions added. See d_info.txt for details. - Significant debugging and changes to feature code. - Fixed some game killer bugs. Running and looking work. - Game is definitely playable now. 10-04-2001 - Conversion completed to 2.9.1. Actually less dramatic than the time difference here suggests, mostly due to interruption by a production of 'King Lear' (Great play), and other Real Life (tm). Needs to be tested and verified that all code ported across correctly. - Tidied up f_info.txt to 2.9.1. Modified readme.txt. - Picked up additional bugs in code base. 07-11-2000 - Conversion begun to 2.9.1 code base - Throwing now applies damage as melee and missile weapons - Fixed bug in some project paths not using new flags - Spiking now uses easy open option 04-11-2000 - Monsters/traps now confuse/hold/blind/slow other monsters using the monster level or the trap power, not the same value as the player (Which was meaningless). - Features destroyed by fire/acid/cold only if damage is greater than 10*feature power now. - Fleeing monsters get pushed past, and push past other monsters, unless they are confused or KILL_BODY - Monsters stealing objects now flee instead of blinking. Because of the other changes, they should get further away now. - Theft traps no longer leak an object. They drop the item on the ground near the player or lose it completely. 03-11-2000 - Monsters can cast innate spells while confused, but will randomly target locations around them. - Monsters will attack other monsters while confused. - Monsters can now target other monsters with their spells but should only do so while confused. - Monsters can cast spells while out of line of sight. - Reduced maximum number of monsters in groups from 32 to 8. - Various tidy ups with feature code. 19-11-2000 - Removed icy water of various types as this was indistinguishable from water and didn't cause much damage. Still need to clean up code as a result. - Removed damage from geothermal and icy floors. These just hint that there (may) be creatures swimming underneath now. - Made ice transparent and cause ice damage (rather than cold) and act as a trap (So tunnelling damages, but standing on does not) - Added various ice features to support transparent ice. - Removed ATTR_LITE flag (as not used frequently) and seperated MOVE and PROJECT 18-11-2000 - Continued debugging and tidying up of features - Make chasms always have an edge, except for bridges over the chasm 09-11-2000 - Fixed problem with duplicate messages occuring because of bugs in hit_trap. - Fixed some bugs in run/look. - Fixed F_INFO.TXT file to include POWER_X when relevent. 06-11-2000 - Fixed bugs with feature implementation and generation. - Added drowning in deep features. 05-11-2000 - Added extra feature blow methods and effects required to support remaining features - Added descriptions for all GF_ attacks to monster memory - Allowed SPORE, SPIT, GAZE, WAIL spells, which apply monster blows of that type at a distance, either via ball, bolt or LOS - Replaced ARROW_X spells with a single SHOOT spell, which applys monster blows of type SHOOT at a distance 04-11-2000 - Updated changes.txt file. - Started todo.txt file. - Started future.txt file. We list high priority easy fix stuff in the todo.txt file, and save lower priority cool stuff for this file. - Started bugs.txt file to document known bugs that have not been resolved. Bugs are listed seperately from todo.txt. Changes before 04-11-2000 UnAngband 0.1.0 "Blackbelt" release - Created new f_info.txt file format with numerous changes documented in that file. The majority of changes are implemented in init1.c and/or code. See bugs.txt and todo.txt for incomplete/buggy components. - Changed majority of code to use flags and other new entries in f_info required for f_into.txt. This is a widespread change and is not completed yet. - Created numerous new features, including new traps, trapped doors, water, lava, ice, acid. This change is too big to mention here, and the philosophy behind it (And the particular meanings of the flags) is best discussed in the f_info.txt file. The emphasis is on terrain that will correctly overlap each other, and is usefully interacted with by monsters and the player. We also pick stuff that makes (the most) sense in an underground setting, with increasing risk as the player gets lower in the dungeon. - Changed generate.c to generate features, emphasising simple terrain generation algorithms over complex, hard to understand or define stuff. Note that this still needs lots of balancing/testing to get right, perhaps by increasing the overall size of the dungeon. - Changed RBE_ data types to GF_ data types and implemented in init1.c, spells1.c and melee1.c. We can define monsters that attack with any possible GF_ type now, and they use the project_p code to attack the player. This will allow lots of funky stuff in the future, and makes implementing traps a lot easier. - Changed smart monster spell selection to always pick the highest damage attack against a player for SMART monsters, and more likely for not-STUPID monsters. This encourages monsters to learn resistance against their primary attack first, and then drop to potentially less powerful attacks. However, it makes smart monsters really smart in their attack selection. This should be offset by decreased overall monster damage, otherwise the player will get killed very quickly. - Changed melee attacks against monsters to be decreased by monster armour, much in the same way as monster attacks against the player are reduced. This is part of an overall effort to make monster/player combat symetrical. - Scaled monster hit points down by the same factor. This should give spells more effect against monsters, while decreasing the overall effectiveness of breath weapons except for very high hit point monsters. We scale this during - Changed missile attacks to use the same damage algorithm as melee attacks rather than multiplying slays/brands after adding bonuses. This should be offset by the scaling down of monster hit points in most instances, as we still don't count armour for missile attacks (Similiarly to what monsters do). Changes in Angband 2.9.1v2: -Fixed a bug that allowed the player to gain info about unidentified items. -Changed the default color definition of "light red" so that it doesn't look so similiar to "red". -The gamma-correction code in the Windows version now works correctly. Changes in Angband 2.9.1: -Added color coded messages and more sound events. -Allowed the modification of the various *_info.txt limits without recompiling. -The lib/data/*_info.raw files will be automatically rebuild when the lib/edit/*_info.txt files are changed. -The monster spoilers and the list of known uniques sort the monsters now. -Made player races, player history, shop owners, and race-dependent price adjustments customizable (Prfnoff). -Moved the monster recall information out of the monster race array making room for a lot more monsters (Prfnoff). -Random item abilities of *identified* items are now displayed in character dumps (Prfnoff). -Identify and *identify* spells only affect unidentified items now. -Added a "create artifact" wizard command. -Added optional, case-insensitive searches (can be toggled with the '!' key). -Added an "examine/look at item" command to the stores. -The "examine item" command now shows all known properties of an item, even if it is not *identified*. -Made artifact activations configurable in a_info.txt (Arcum Dagsson). -The last 15 messages are now added to the character dump (Prfnoff). -Reduced the number of option settings printed in character dumps. -Empty slots in the players inventory or home are no longer printed in character dumps. -Added a character death menu (Prfnoff and Ed Cogburn). -Added the ego-item generation patch (Matthias Kurzke). -The date in the high-scores is now saved with four digit years. -The "brand bolts" activation of "Cubragol" now allows the user to select which bolts to brand. -Added 21 new vaults (Chris Weisinger). -The Resistance spell sets the duration for all temporary resistances to the same value now. -Fixed a bug that generated wrong item indices for the home in char-dumps. -The temple will now buy identified blessed blades. -Fixed a bug that allowed monsters to sometimes get double moves, even if the player is faster. -Object and message recall are now correctly refreshed. -Fixed the wizard mode flag display. -The alter command ('+' and easy_open option) no longer tries to bash down doors. -Fixed a bug that caused the effect of aggravate monsters scrolls to skip one monster. -Fixed a bug in the easy-floor option that sometimes displayed wrong labels. -Prices for identified armor with hit, damage, or armor penalities were wrong. -Fixed a bug that allowed the player to recall into rubble. -Screen-dumps are now correctly loaded. -Fixed a bug in the random artifact generation that sometimes caused random artifacts to change. -Fixed a bug that erased pseudo-id in shops even if the item was not sold. -Fixed a wrong message when the player gets killed by poisonous food. -Random artifact diggers are now in the spoilers. -Fixed a bug that messed up objects on the floor when modifying them in debug mode. -The score-penalities are now correctly reset when starting a new character. -Moved some sound-events so that they are played before the associated message is printed. -Opening doors is now properly repeated when the easy_alter option is on. -Modified the monster AI for fleeing monsters a bit. -Fixed a bug that could cause crashes with very long object descriptions. -One highscore entry was sometimes not displayed when the current character was part of the highscore list. -Dumping the options appends to the file now instead of overwriting it. -Modified the spell-tiles assignments for the 8x8 graphics. -The 16x16 tile for the Monadic Deva is now correctly displayed. -The 8x8 tiles for hobbit players are no longer displayed as human warriors. -Fixed some bugs in the lighting code for 16x16 tiles. -Saving a character dump prints now a success (or failure) message. -Trying to destroy an already identified artifact no longer adds the {special} inscription. -Small modification to the docs. -Added documentation for the *_info.txt file format. -Class and race specific *.prf files are now loaded automatically. -Added Ben's code-cleanups and his rewrite of the "panel" and "overhead map" code. -Added a workaround for a bug in the optimizer of the GCC compiler. -Removed several compiler warnings. -Replaced the makefile.emx with the correct version. -Added a makefile for cygwin. -Fixed some problems when compiling Angband without the MONSTER_FLOW and/or MONSTER_AI options. -Removed a bug that caused a wrong error message to be displayed when the mask.bmp file in the Windows version was missing. -Added the IBM pseudo-graphics font. -Updated the pref files for Acorn and Mac. -Added Mark Howson's main-ami.c and Musus Umbra's main-acn.c with several other Acorn support files. -Added newer main-mac.c and graf-mac.prf files that support 16x16 tiles with transparency. -Closing the main-window of the Win32 version while it's minimized now works correctly. -The Windows version now supports multiple samples per sound event. -Added a graphical map to the Windows version. -Added the newest X11 modules by Ben Harrison and Steven Fuerst. -The Windows version now lists the current character in the score display. -Turned on the compile time option that allows players to put an .angband.prf file in their home directory. -Added gamma correction to the Windows version. Changes in Angband 2.9.0: - Chaos resistance no longer automatically grants confusion resistance. All normal items and standard artifacts with chaos resistance now provide confusion resistance as well. - Two-handed swords appear earlier now. - Added an optional point-based character generator. - Added randomized character generation. - Moved the questions about the autoroller, maximize, and preserve mode to a new option screen. - Added an option to display piles of items with a special symbol - Allowed secret doors to be looked or stuck - Items with an '=g' inscription will be automatically picked up - Added options to automatically select the direction when opening doors/chests and disarming traps. - Added an option to display piles of items on the floor as lists. - Arrows break less often now. - Refilling a latern from another latern leaves an empty latern now. Empty laterns are no longer displayed as choice for refilling. - Added random artifacts. Note that importing characters created with older versions of the random artifacts generator is not supported. - Scrolling while targetting. - Improved monster AI. - Increased the maximum number of vaults to 64. - Very high or low speed modifiers no longer cause problems. - Entry into debug, wizard, or borg mode is only confirmed once per character, not once per session. - The debug command 'e' now allows current and maximum experience to be altered. - Boldor, Gabriel, Khamul, Murazor, Tselukas, Draebor, Hoarmurath, Thuringwethil, Omarax, Qlzqqlzuup, and Feagwath can now summon similar monsters. - Master quylthulg, Emperor Quylthulg, Qlzqqlzuup, Murazor, Pazuzu, Lungorthin, Gothmog, Sauron, and Morgoth can now summon greater demons. - Ancalagon the Black can now breath fire. - Objects carried by monsters are now loaded properly. - A command to repeat the last command has been added ('n' in original, ''' in roguelike keyset). - At character creation, some extra difficulty options are available (no artifacts, no stores, no up stairs/recall). - The "special" inscriptions ("cursed", "worthless", "good", ...) are now handled outside the normal inscription system, and so neither overwrite, nor are overwritten by, normal inscriptions. - Made destroyed levels rarer. - The quest monsters (Sauron and Morgoth) are now always generated on levels 99 and 100. - Fixed a bug in the "know complete monster info" cheat option. - The spell-list now uses color. - The disarm traps spell will now work on the locks of doors, revealing secret doors and unlocking locked doors. - The 'detect doors' spell can now detect locked and jammed doors. - Monsters crushed by an earthquake spell are now killed. - Fixed a bug that could cause problems when entering illegal values while haggling with a shopkeeper. - Support for Adam Bolt's tiles. - Support for transparency and lighting effects. - Added class and race dependent player graphics. - Cleaned up the new code introduced in the 2.8.5 beta version. - Fixed the bug with opening a door you are standing on with the easy_open patch. - Random artifacts with chaos resist can now get confusion resist too. - Fixed a bug that added a discount to a cursed item when wielding it. - The fear resistance of level 30+ warriors is now correctly displayed. Compilation changes: - Added a compile.txt file with compile guides for various systems and compilers. - Added a makefile for the free Borland C++ 5.5 compiler. - Removed lots of compiler warnings. - Fixed a problem when compiling Angband on newer (glibc-based) Linux systems. - Added a compile-time option to allow players to put an .angband.prf file in their home directory and have it read on systems where Angband is running set-[ug]id. Default is off. - Added support for compiling a Linux SVGALIB version with graphics. - Added support for the use of the 8x8 and 16x16 tiles in the X11 version. Windows specific changes: - You can select between the "old" tiles, the new tiles, and ASCII mode. - The Windows version no longer requires changes to angband.ini when installing. The angband.ini file will be created when you first start the program, so it doesn't need to be present in the binary archive. That also allows easy updates to newer versions, since the settings in the angband.ini are not overwritten when installing a new version over an old one. - The windows can be resized and the (graphical) tiles will adjust automatically to the new size. - Added the "Show scores" command to the menu. - Fixed a bug that created all files as "read-only" (causing the game to fail when saving the game). - Fixed a bug that caused all numbers to be registered twice by the game, leading to "double-steps". - Fixed a bug that didn't free the used bitmaps correctly when closing the game. DOS-specific changes: - Graphics, sounds, and music options You can switch the graphics/music/sound options from the user menu (press ! to get there). The volume of the sound and the music can be adjusted from 0 (min) to 255 (max). All changes to the screen-resolution and the selection between the old and the new graphical tiles will be active after you restart Angband. - Terminal windows The windows can be activated from the "Angband options screen" (press the '=' key to get there) in the "Window flags" menu. Just toggle the display you want for "Term-1" and "Term-2". - Added a stone-background to the terminals. - Midi jukebox DOS-Angband automatically plays midi-files from the "lib/xtra/music" folder in your Angband-directory. - Sound Events DOS-Angband will play samples from the "lib/xtra/sound" folder to the corresponding Angband-event. You can configure the available samples in the "lib/xtra/sound/sound.cfg" file. Multiple sounds per event are supported. - "Classic mode": If you want the old display, just start Angband with the '-mibm' option ('Angband.exe -mibm').