=== Important Notice === Unangband is now 'officially' unmaintained, as I will be in Europe for at least the next 18 months, and am unsure as and when I will be able to work on further development. ======================== Unangband 0.5.1c Bugfix release - Fixed bug where instruments in bow slot did not provide benefits to instrument specialists. - Fixed bug with Minas Tirith. - Fixed bugs with items being sold/polymorphed/destroyed not correctly updating may flags in inventory. - Rewrote object learning routines to allow multiple flags to be passed through at once, correctly. - Now displays information about what an object may do, and does not do, when you 'I'nspect it. - Wall spells now create walls of features... - Trees, rubble and webs now take 2 turns to move through. Unangband 0.5.1b Bugfix release - Instruments now wield in the bow slot (Taken from ToME). - Paladins and mages can now learn instrument style. - Items are no longer flavoured by monster drops unless visibly so. - Inscribing an object with '=k' will now destroy it when you walk over it, regardless of other inscriptions. This prevents a bug where you are prompted to destroy an object when you have a full inventory. - Some fixes to various items in dungeon. - Ego objects display in correct location now. - Improved object spoilers to include column for object power, this is also handy to debug problems with spell.txt file. - Made corrections to some more objects. Unangband 0.5.1 "'Oops. I did it again' again" release - Reordered monsters in monster file, rendering save file incompatible for the first time ever since Unangband released. However, it allows use of graphics in the game, using Angband 2.9.6 pref files. - Fixed bug with loading dungeon in campaign mode. - Fixed bug causing visual weirdness due to tab replacement in strings. - Fixed bug preventing players learning spells that was introduced in upgrade to 2.9.6. - Fixed some minor monster changes. Unangband 0.5.0 "This is Dedicated" release - Updated help files to include new options. - Restructured help files to format similar to Eyangband. - Removed a number of monster AI options that are no longer used. - Made it so players descending to ground floor of tower, gets placed inside the tower. - Use revised knowledge code from Eyangband. - Change auto-inscription code to use the revised knowledge code (~) instead of the old auto-inscription menus ($). In particular, you can (c)opy and (p)aste auto-inscriptions, letting you very quickly configure large number of auto- inscriptions in a manner similar to many auto-squeltch implementations. (No "squeltching by quality" supported though). - You can now inscribe @x* on an item, where 'x' is any action, and that item will always be picked when you attempt to perform that action. This is very useful in 2 circumstances: when you want to duplicate the {SQUELTCH} inscription from many other variants, by setting up auto-inscriptions with @k*, and when you only have 1 stack of arrows/bolts, shots inscribed with @f*, saves you a keypress to fire. Unangband 0.5.0-pre1 Bugfix release - Added more dungeons and reorganised somewhat. - Added some more uniques to populate new dungeons. - Removed Red Deaths (Were from Kangband anyway). - Staves were losing to hit and damage bonuses. - Fixed major bug with campaign mode. - Scrolls of teleport level had incorrect s_info.txt entry (Should have been 10). - Made frogs slightly deeper and all toads spit at a distance. - Loose rocks not working properly because of paranoia. - Make metallic centipedes metallic. - Enchant armor and enchant armor to-resist had incorrect s_info entrys (should be 16 and 49). - Mushroom of mana has incorrect s_info.txt entry (Should be 20). - Improved curing from Cure Light/Serious/Cure Critical/Cure Mortal Wounds. - All goblins should be HURT_LITE. - Wooden chests only drop gold (At this depth, it is more valuable than garbage). - Broken cages should be MOVE and not TUNNEL. - Upgraded much of code base to Angband 2.9.6 (This excludes Lua however). - Changed self knowledge code slightly. - Removed ALLOW_OBJECT_INFO define as it is always on now. - Added improved ability to inspect objects from Eyangband. - Fixed long standing bug causing consistent crashing when attempting to load a save file with a dead character. Unangband 0.4.9h Bugfix release - Fixed spelling of Caradhras. - Caradhras, the Mountain now guards Caradhras. - Some other dragon flies were accidentally green. (Reported by Sean Lester). - Fixed various bugs with wands. - Added 34 additional wands. - Made wand/staff charges depend on object level rather than sval type. - Removed old changes information, as this was taking a lot of space. - Brought back old high resistance shields/body armor. - Changed town monster types in Bree and Rivendell. - Rods of Lightning were doing fire damage by mistake. - Now only apply song effects if we have a significant energy use. - Metallic monsters should shimmer a lot more frequently. - Was "fixing" rod timeout really badly in save file. Now fixing it correctly. Rods will have a recharge time now. - Added maps to various locations to allow non-campaign mode players to journey to some campaign locations; also to extend campaign mode by allowing some alternate dungeons. - Made all trees lose FRIENDS flag. They're too tough at their depth otherwise, and never looked good placed as FRIENDS. - Potions of infravision now work. - Recall is really working now. - Cancelling scrolls/staffs etc are really working now. - HURT_ROCK monsters should now drop bodies. - Staff of Detect curse now working. - Spells were displaying description twice. Fixed. - Bug accidentally marked people as winners after killing quest monster at bottom of a dungeon. Fixed. - Changed it so that you have to defeat the trolls to make it to Rivendell. - Ghosts/other passwall creatures now correctly hiding in terrain again. - Tidied up frog depths and renamed a duplicate frog. - Changed monster visibility when outside to correctly handle monsters travelling over buildings, also visibility at nighttime. When you are outside, you can see any flying/climbing monster during daytime, and any flying/ climbing monster at night that is lit by torch/lantern light only. When you are inside, you cannot see any monster that is outside (This is a hack). - This should stop spurious hiding/emergence messages that you get while you are outside. - Also prevented player from attacking monsters on the roof of a building while they are inside it, and vice versa. - Note the above are all fairly ugly hacks to allow some three-dimensional movement while on the surface (Actually 2 2d planes lying on top of each other). - Fixed a number of problems with spells, that were preventing many spell effects and items from working properly.