UnAngband 0.5.4b: "Survival of the Fittest" ### Game Play ### - The Dale now has a food supply (Bug 588). - If you fire or thrown an object that misses a monster, it will continue to travel along the line of fire, possibly hitting other monsters in its path. - The variant and save file options are now compulsory, and removed from the user interface. - One rod in a stack of recharging rods will recharge in (t - n) time, where t is the timeout of the stack and n is the number of rods recharging. This allows rods to be reused more quickly, and where the rod timeout is less than stack size, you can reuse a rod every turn. - You can notice hidden features at greater ranges, but features deeper in the dungeon are harder to notice (From Sangband). - Torches have a larger light radius when they are more fuelly fueled (From Sangband). - You now hold or stay after each step, so that you will use 100 energy per move unless you are disturbed. ### User Interface ### - Now supports specifying whether or not a feature supports advanced lighting options in the pref file. - Knowledge menu sub-items are sorted alphabetically. This could be changed in the future to allow a selection of possible sort orders (Depth, kills etc). - 'view_flavors' option is added, which allows you to display, eg, known rings of speed using a different graphics consistently from game to game. This also allows all the David Gervais known scroll graphics to be used when a scroll is found. Switch this option from TRUE (The Angband default) to FALSE to enable this. - Display problems due to Windows XP eliminated by not using the centred dot character. ### Bug fixes ### - Eilineil the Entrapped is now a female (Bug 648). - The ruins of Lake-town are no longer too deep for those who flee the Lonely Mountain (Bug 589). - Objects resistant to damage will only display a message the first time they are unaffected (Bug 682). - Support transparency for graphics modes (Bug 782). - Updated pref files required for 32x32 bit maps (Bug 777). - Improved 'visual' editting code from Hengband (Bug 778). - Fixed map refresh bugs caused in big tile mode (Bug 780). - Improved support for advanced lighting features in graphics mode (Bug 779). - Handle being stuck inside terrain correctly in all instances (Bug 807). - Fixed spurious and incorrect messages when monster hits player trap (Bug 808). - Monsters can now tunnel (Bug 605). - Monsters will no longer push each other around, preventing them from moving or attacking successfully (Bug 653). - Hidden monsters can no longer pick up objects from the ground or be hit by missile or thrown weapons (Bug 654). - Priest spell banish evil now works (Bug 681). - Can no longer browse illegible spells (Bug 253). - Spells and items that brand objects correctly tell you which brand they provide when inspected or browsed. - Additional features can be editted from within knowledge menus. - Can correctly edit the displayed graphic for tree tops. - Flavoured items are now correctly displayed when unknown for all graphics. - Character dump version updated. ### Build / Platform ### - Remove references to nangband in makefile. - Reduce compiler warnings through bogus assignments. I have mixed thoughts on this, as to whether it is better to change function declarations than use bogus assignments, or perhaps leave warnings intact. These warnings only occur in GCC 3 or later. UnAngband 0.5.4a: "A Whole Lotta Love" ### Game-play ### - Added high-level guardians to remaining areas in campaign mode. - Replaced fletchers with jewellers in Edoras. ### Build / Platform ### - readdib.[ch] were old. - Fixed definition of user_name() for Linux port. ### Bug fixes ### - Fixed some elves that were incorrectly using the 'h' symbol. - Disallow object recall for unknown flavored objects. - Incorrect default note was set for object and ego inscriptions if there were no note. - Fixed some bugs in room.txt - Some dungeon names are misspelt. - Loading an old savefile crashed the game. - Some spell flags were not handled in spell_desc() - You could not tonnnel cages while stuck in them. - Some boolean variables are incorrectly set when getting bit flags. - teleport_away() was swapping a monster and another monster or a player if there is one on a random place. - A window flag for "Display room description" window was not saved. - Fixed a minor bug about monster recall flag on OLD_DRAIN spell. - The game crashed at the end of the game. - Messages for ice bolt said "a prasma bolt" - Object usage counters for armors are never updated. - When an object become known to have some flags, may flags on all kits should be removed. - "(D) Base Delay Factor" was not displayed. - It was possible to destroy cursed equipments. - Fixed the bug which forbids more than 64 spells by introduciing new option "variant_study_more" which really allows more than 64 spells to be studied. Old option "variant_more_spells" is left for savefile compatibility, and now effects only on the number of spell kind. - The game occasionally crashed when shooting at nearly dead monster. - Changed form of Wizard Lock to BEAM from STRIKE to correctly close and jam an open door. - Behavior of Wizard lock was wrong. - Really fixed bug where Ungoliant was not a female. UnAngband 0.5.4: "It'll be Sangband next" (Out the door release) ### Game Play ### - Added the ability to create a trap using any object using the 'j'am command ('S'pike in roguelike keys). - Changed arrow traps to 'murder holes' and eldritch signs to 'ancient hexes' (From Sangband). - Changed dart traps to 'spring-loaded traps'. - You can now modify pits using spikes and poison to make them more dangerous. - Falling terrain now radiates damage to adjacent locations every turn. - Waves are now just deep water and do 'weak' water damage rather than normal water damage. - Waves in deep water have to be climbed. - Removed open floors over chasms as unnecessary terrain. - Geothermal areas now occasionally produce steam. - You must now climb out of pits/chasms/spider webs/thickets/thorns, taking a double move. - Changed how trees are generated to reduce overhead when generating a level. - Added hilly terrain which uses '<' graphic. This is primarily for expanded wilderness generation, when that is implemented. - Added shallow pits, which provide cover for monsters hiding in them. - Allows runestones to be used from the floor now. - Spells available on runestones are now affected by the day of the lunar cycle. - Fire, acid and so forth will not create smoke, clouds etc. on floors from a monster or player spell. Traps and other terrain will create this however. - Clouds and other terrain effects can be created when an object is destroyed. - Added Sacrificial daggers in place of Tulwars (As suggested by Johnathan Ellis). - Detect curse no longer marks valueless items as broken. - Giants now drop potions, making giant pits worthwhile deep in the dungeon. - Try to more correctly handle monsters interacting with terrain that damages them, in particular when a monster is in dangerous terrain. - Some high level monsters get resistance to nexus, nether, disenchantment, plasma or immunity to water. - Added town monster AI from Sangband. - Sneaky monsters try to be more sneaky. - Hidden monsters no longer radiate an aura. - Adjusted various ring depths to make some more useful. ### User Interface ### - You will only be notified when a monster resists an attack the first time you learn it, instead of multiple 'It resists.' messages. - You will only hear pain messages if you cannot see the monster - otherwise you will only see monster pain messages when a monster gets to a worse 'state' than it currently is. - Exploding and spreading terrain now does so without visible 'blast'. - Flavors are now handled as per vanilla Angband. This should allow graphics to be enabled again. - Once you identify an object, it uses a different graphic. This allows you to use special graphics for identified items of various sorts. - Changed how many locations are displayed so that viewing options affect more terrain. - Added option view_surface_lite that allows you to see which terrain is 'indoors' when you are on the surface (In particular, terrain covered by tree branches). - Change the way map locations are displayed on the surface when inside or outside. - Generate artifact spoilers using object info code. - Features should only be listed in the knowledge menus if not "mimiced". - Stone bridges are now G:.:w, but are visibly different from floors. - Wave crests now use G:':w to distinguish them from steam clouds. - Trees now use ':' instead of '<'. - Added 32x32 bmp and big_graphics support. ### Bug fixes ### - Fixed major bug with identify flags code that caused you to misguess abilities after you sold an item that may have those abilities in the store. - Fixed bug so monsters actually break down some doors. - Fixed bug so that the effects of water, mud etc. when are correctly applied when first moving into the terrain. - Fixed bugs created by attempting to allow flying monsters to cross any terrain while on the surface. - Fixed bug where wizard lock opened doors instead of locking them. - Fixed some inconsistencies with giants. - Fixed some inconsistencies with oozes. - Fixed bug where unflavoured items were 'guessed'. - Fixed bug where already known or aware items were sometimes re-'guessed'. ### Build / Platform ### - Added 'f_info.txt', 'w_info.txt' and 'misc.txt' from Zangband. These are not currently used, but if you copy them into your Zangband lib\edit directory (Backing up the current versions of the files), you can see an Unangband 'version' of the Zangband wilderness, using Unangband's version of the terrain graphics. (Uses Zangband 2.8.1). This is for testing purposes and comments... - Updated copyright notices in source. UnAngband 0.5.3: "Let It Be" (the Killer Beatle release) ### Game-play ### - Dropped down effectiveness of healing spell of a monster. - *identified* status of an object will be lost when a rune is applied. - Changed some routes between maps. So that a meaningless loop is removed. - Implemented the Obvious Flags set for ego items. - Resistances and abilities of average items and base item of ego items will be known as soon as identified. - 'I'nspection of *Identified* item will always reveal all its true abilities regardless of Save File Option. - Added additional rune combinations to cast spells. - Added vanilla 3.0 mage spells. ### User Interface ### - 'I'nspection of *Identified* items doesn't display annoying 'It does not...' descriptions, and display a simple supplement; 'You know everything about this item.' - Variant_save_feats will be automatically turned on as soon as character is loaded. - All Save File Options are now default for new save-file. ### Bug fixes ### - Made HTML screendumps a fair bit smaller, or so I hope. - Fixed bug which causes crash when fire/throw command is used. - Potion of death didn't kill you. - Fixed bug which causes crash when cheat death is used at Wizard mode. - Fixed bug of object detection spell. - Fixed bug where teleport level was used at surface only map like Lake Town. - Fixed wrong room descriptions of pits. - Fixed bug where teleport-to spell of a monster may place player on Chasm. - Fixed bug which prevents saving Ego status of musical instruments. - Fixed bug which cause wrong 'may' flags to be remained after applying rune to some object. - Fixed bug which prevents displaying earth quake ability of a weapon. - Fixed bug which display meaningless '-more-' prompt when you press '=' at startup (only when random artifact is re-rolled). - Fixed placement of guardians and quest monsters. Unangband 0.5.2b Bugfix release ### Game-play ### - Shamans start having a scroll of bless weapon ### User Interface ### - Stores no longer use the large hack they did previously for display purposes. This will allow the player to set attr/mappings. Also allows stores to be seen from anywhere on town level. - Prevent user inscribing or unscribing any unaware objects, also do not display inscription in the knowledge menus. - Changed definition of VERSION_NAME from "Angband" to "Unangband", which change name of user directry on unix. ### Bug fixes ### - Fix various bugs preventing player becoming *winner* on campaign mode. - Fix bug preventing destroy command from actually destroy bottles on floor. - Fix bug allowing {cursed} good staves being generated. - Fix bug that objects of your home disappears occasionally. - Fix bug allowing blood-stained floor being placed at non-floor grids. - Fix bug allowing flavored name to be displayed when you examine unaware object in store. - Fix various bugs preventing various spells working correctly. - Fix various bugs that object memory wasn't correctly updated/displayed. - Fix bug preventing updating auto inscription of ego item as you inscribe an ego item. - Fix bug where refilling empty bottle from fountain or other potions was buggy. - Fix bug preventing 'w'ear command listing normal weapons when you are wielding a staff. - Fix bug that activate wrong spell when read from a stack of scrolls using repeat command. - Fix a display problem when pasting a visual attr/char mapping. - Fix bug with Dragonscales spell applying as a weapon, rather than body armor. (Reported by Adam Horowitz). - Fix bug allowing artifacts to have runes inscribed. - Fix bug that crashed game if browsing a brand weapon spell (Reported by Adam Horowitz). Unangband 0.5.2a Bugfix release ### Game-play ### - Bill Ferny now guards the bottom of Bree. - The Trollshaw forest is now harder. - Bert, Bill and Tom occur earlier in non-campaign mode. ### User Interface ### - Added ability to redefine visual prefs using the knowledge menus (~). This is done via a graphic user interface type setting, allowing you to see large numbers of possible graphics to select from. - If you specify a graphic/attr/char mapping for e.g. a potion of speed, once you become aware of the object, it will use this mapping rather than still using the flavour attr/char mapping. This for instance allows you to colour all 'bad' potions/scrolls/etc. dark grey so that you don't attempt to get them. - The objects menu under the knowledge menu now lists the flavours of all unknown objects, primarily so you can interact with the visuals for these objects. This is different for Eyangband, which lists the objects you know of, but have not found this game. - Added reference to new web site at http://unangband.berlios.de. - Made torches light brown, and other junk dark brown. ### Build / Platform ### - Removed use of 'near' member of structure as used as a reserved keyword in VC++. ### Bug fixes ### - Actually made teleport a lot safer to use. You will not be placed in potentially dangerous grids. - Fixed bug where monster could end up in unsafe grids for the monster after teleporting. - Fixed bug where town/dungeon name and depth were displayed in wrong part of screen if window is resized. - Fixed some flags for various types of terrain. - Fixed bug where learning a spell would report it as a song (Reported by Adam Horowitz). - Fixed bugs so that you can escape locations where you are stuck other than by teleporting. - Partially fixed bug so that at least 'aware' flavoured items are displayed with correct graphic when using graphics. Angband 0.5.2 "I'm on fire" release I have reorganised this changes.txt file to similar to what Eytan Zweig uses for Eyangband. It should be clearer what the changes are. To see what changes have been made for previous versions, check the previous release (0.5.1d). ### Game-play ### - Giant spider webs can now allow spells cast through them. - You can now no longer recall from a dungeon to a town in a different location, as it was too unclear for when this case would apply. - You can now affect doors and other terrain with bolt spells as well as ball spells. - Smoke/steam removed by cold attacks (Suggested by Adam Horowitz). - Guardians on surface levels and dungeon towns are now generated during daytime as well (But still only night time in surface towns). - Statues/containers/body parts now give you some information about the monster when you discover them. - Removed Create Golem spell until friendly monsters are implemented. - Added Heavy Armoury, Heavy Weaponsmith, Runesmith and Chemist and added to and reorganised stores in a number of towns. - Improved store inventories in Jewelers, Marketplace, Barracks and Blackmarket to be more appropriate for players at the level they will encounter the stores. Note that the Blackmarket in Angband will now generate items at a deeper level. - If you are hidden in darkness, a lot more monsters will use light to see by... - Dungeon entrances are now lit, so they are easier to find at night... - Added King of the Wood Elves, Faramir, Boromir and Denethor, and reorganised some of later campaign to be a smoother transition from end of Moria/Isengard/Caradhras. - Removed escorts from Tom Bombadil, and summon kin, as it felt a little 'wrong' (Not as bad as killing him of course ;) - Made dynamic terrain allowing forests to burn down, seas to have waves and various other effects, poison gas and smoke to spread and disappate. - Added waves and wave crests to allow water to have waves in it. These look and act like 'real' waves. - Doors and other wooden objects now cause persistent fires, which can be put out by bashing them. - Teleport is now a lot safer to use. You will not be placed in potentially dangerous grids. - Musical instruments will now occasionally be ego items. - Torches, lanterns, etc. now will also affect the terrain under them as well as the monster. - Some weapons are now 'throwing': to use them, unequip your bow or cross-bow, and use the fire command. You will see which weapons are available as throwing weapons. This is currently daggers, batons, darts, javelins and spears, all potions, flasks, bottles and sling ammunition. Throwing weapons get a much greater range, and their to hit and damage bonuses count for double when fired. Warning: using the throw command will not give you these benefits. - Slings can now fire any 'throwing' weapon, allowing you to lob potions (Such as potions of Detonations) to much greater distances. - Added Burning arrows and Batons. - Potions of Death are now very expensive. ### User Interface ### - Added ability to create html screen dumps similar to T.O.M.E. This can be invoked with the ] key on the main map. - Added ability to create html screen dumps at any time using the Ctrl- right-bracket (^]) short cut. This uses the current visual preferences instead of temporarily reseting these preferences to the underlying settings. However it has much greater flexibility, and can be used anytime Angband expects user interaction. - Now use Enter to continue and ESC to restart the character generation process. - Also use Enter to recall an object/monster/ego item/artifact in the knowledge menus. - You can now recall objects while you are looking at them. You will recall the monster instead if they are a monster body part or container or statue... - Added option view_glowing_lite which applies special (eg torch-lit) lighting to boring grids that are adjacent to glowing features such as torches in a room. This is another 'pretty' function that may cause a slight performance hit, but should make those screen dumps even prettier. - Updated the help files to reflect the above commands. ### Build / Platform ### - Added readdib.c and removed angband.res to allow compilation for makefile.cyg ### Bugfixes ### - Fixed bug where archer, shaman, bard classes were getting too many blows. - Fixed bug where ego items would be revealed if they were generated in a store, even if subsequently discarded. - Fixed bug where scrolls of Curse Armour/ Curse Weapon effects were reversed. - Fixed a bug where Bree town levels extended several levels into the dungeon. (Most bugs reported by Adam Horowitz for this release). - Fix division by 0 bug with guard condition in randart generation code that was causing crashes at end of character generation. - Tidied up some problems with terrain causing crasher bugs in campaign mode. Also fixed some logic problems. - Trapped doors should work now. - Fixed bug preventing creation of town in Minas Tirith. - Fixed bug where flying/climbing monsters could walk through walls on the surface. - Fixed bug where outside locations could end up dark during day time. - Using some wands from the ground, could cause problems as they could be destroyed by their effects. - Fixed bug preventing 'I'nspection of an object displaying anything to the screen. - Fixed logic bug: thrown specialists now gain their might/shots benefits, but only with throwing weapons. - Fixed bug where loading a deceased character would fail if it was carrying a random artifact numbered higher than the regular artifacts. (Reported by Adam Horowitz). This will load any affected save file.