Roguelike News

Archived news from 01/01.

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Archives - January 2001

Wednesday 31st January 2001
- Allegrohack Update. 'Wingnut' has released a new version (1.85) of his enhancement - AllegroHack. Apparently, all the real work in this update is under the hood improving overall stability, with a new gamma-correction feature being the only 'visible' change.
- Eye Improvements. Another enhancement orientated project, Falcon's Eye from Jaakko Peltonen, has been updated (to v1.5) with the following changes...
  • DirectX-based Windows version (works also with Windows 2000 and Windows NT).
  • General MIDI sountrack and digitized sound effects.
  • Many, many new tiles.
  • More realistic lighting. Light now follows true paths.
  • Dark areas are now displayed correctly.
  • Vastly improved interface: context-sensitive dropdown menus give quick access to most NetHack commands.
  • Improved 'autopilot'.
  • Graphical inventory screen.
  • Miniature map in the lower left screen corner to give you an overview of the dungeon.
  • Meta and Control keys now supported.
  • Customizable keys: change the default NetHack keys to your liking from a simple configuration file.
  • Customizable sounds: replace existing sound effects or add new sounds or music to any NetHack message.
  • Several bugs fixed, and several minor interface improvements.
  • HTML based game manual.
Tuesday 30th January 2001
- More Crawl. There is a new pre-release version (4.00 pr7) of Crawl available`. Unfortunately, savegames from previous versions won't work with this release although they hope this is the last time they'll break the savegame compatibility. Here is a list of fixes/changes since the last pre-release...
  • Newlines added to FixVec.h and FixAry.h
  • Miscellaneous template and va_arg badness fixed in dungeon.cc
  • Print_description() _really_ fixed (thanks Brent!) and limited to 70 columns.
  • Boris will come back after death, ad infinitum.
  • Portable savefile format introduced for player saves, level files, and ghosts. New source file tags.cc (makefile.obj updated).
  • Ghoul food bug fixed (they were getting no sustenance from chunks).
  • Direct monster effects which kill the player will no longer crash the game.
  • Warning message for wielded object now also given at game start.
  • Staves of X only do their special damage on an actual hit.
And the files can be found here...
Monday 29th January 2001
- KAngband Forged. Another roguelike joins the growing throng by moving it's base of operations to SourceForge. If you have any links to the old site for KAngband, you might want to update them. Currently, John I'anson-Holton is moving in to his new project home, putting up shelves for the source, that kind of thing. Once he's sorted, an alpha version of 2.9.2 shouldn't be too far away.
- Amiga x4. Four more variants have been ported by busy bee Bablos for the Amiga groupies out there. This time round, he's done Easyband (v1.0 and v2.0), EyAngband (v0.2.2) and Gumband (v2.1.2b). If you're lucky, the files might have been moved to their correct directories and the links below will work - otherwise try here instead.
- Isometric Update. Hansjörg Malthaner has released another version (0.1.0) of his isometric extension of Angband, Iso-Angband. This version displays the isometric display in the main window instead of the ASCII display. It also uses rendered ASCII chars for tiles that don't have proper art for them yet.
- Hot Snippety. The yellow snow that was the festive fun of December can now be found in the Archives section, having been thoroughly snipped.
Friday 26th January 2001
- New Roguelike. Ben Hendel-Doying is currently in the process of creating a new graphical roguelike called 'Reyn'. As you might spot, Ben is using the graphics taken from Over (which are available in the Development section here). There some project details on the homepage along with a couple of in-progress screenshots so go have a look.
Thursday 25th January 2001
- Mac EyAngband. Gijs Lamon has been wearing the 'porting hat' (probably a pointy wizard style piece of headgear with a big 'P' stitched into the front) and has created a Mac 68K version of the recent EyAngband (v0.2.2) release. Source can be found on the project homepage or download from the link given below...
- Even Easier? Andres Zanzani has released v2.0 of his variant Easyband. This new version adds a number of features, all there to make Angband a whole lot more... well, easy! Here is the list...
  • Adopted GSN2Band 1.0 CODE (see end of log) mainly because of the *more* features and auto-squelch.
  • Weapon of Slay Undead have also the Slay Evil flag.
  • Weapon of Slay Demom have also the Slay Evil flags.
  • Weapon of *Slay Undead* have also the RES_FEAR flags.
  • Weapon of *Slay Demon* have also the RES_FEAR flags.
  • Drangon Scale Mail : Now the enemy will fear your Breath ... (not a good choice in a small room)
  • To much Wine or Ale will let you drunked.
  • Potion of Cure Poison heal also few HP.
  • Potion of Cure Light/Serius/Critical and Healing cure more HP.
  • Potion of Experience give al least 150000 XP.
  • Scroll of Identify in rare occasion do an *Identify*.
  • Scroll of Dispel Undead do more damage.
  • Scroll of *Enchant Weapon* give more bonus.
  • Scroll of *Enchant Armor* give more bonus.
  • Scroll of Acquirement and *Acquirement* would give more object.
  • Staff of Identify in rare occasion do an *Identify*.
  • Staff of Cure Light would heal more HP.
  • Staff of Curing now heal *some* HP.
  • Staff of Healing now work as a Staff of Curing and heal more HP.
  • Staff of the Magi will cure confusion.
  • Staff of Holiness do more damage and cure confusion and heal more HP.
  • Staff of Dispel Evil do more damage.
  • Staff of Power do more damage.
  • All Wand now is usefull do kill some enemy ( all wand damage is doubled at least).
  • Rod of Detect Doors now detect even Traps.
  • Rod of Perception in rare occasion (1/20) will do *Identify*.
  • Rod of Curing will also heal some HP.
  • Rod of Healing fuction as Rod of Curing and heal more HP.
  • Rod of Restoration become the Rod of Ultimate *Healing*.
  • All Rod now is usefull do kill some enemy ( all rod damage is doubled at least).
  • A new Long Sword Artifact : Lucille (try: 018 ctrl+a+yyy+C ...).
...and the files...
Wednesday 24th January 2001
- Isometric Demo. Like Falcon's Eye is trying to bring a fancy pseudo 3D isometric display to Nethack, Hansjörg Malthaner is trying to do the same with his Iso-Angband for Angband. There's some nice screenshots of the 'externsion' in action and if you're running Linux/X11 on an Intel processor (or compatible), you can download the pre-alpha from the project homepage.
- Gumband Release. Joseph William Dixon has a new version (2.1.2b) of his variant, Gumband available. The changes can be found in the text file listed below for download.
- Crawl Update. Despite doing it's best to hide in the shadows, there is an update of Crawl (v4.00 pr6) out there. Here is a list of fixes/changes since pr5...
  • Draining and poisoning should no longer happen on misses.
  • Can now target with '.' on numeric keypad (win32).
  • Fixed hang/loop in print_description().
  • Changed some messages w.r.t. burn/freeze attacks.
...and here are the files...
Monday 22nd January 2001
- Angband Beta. The beta source for Angband (v2.9.2b) from Robert Rühlmann is available. I'm sure I don't need to stress this about beta versions anymore, but these sources are unstable and bugs most likely will be found. Here are the changes...
  • Fixed several security problems (buffer overflows, tempfile-races, and incorrect or missing bounds-checking).
  • Splitted the lib/user/ folder into lib/pref/ for the default "pref files" that are distributed with the game, and lib/user/ (or ~/.angband/Angband/ on multi-user systems) for files created by the user.
  • Added extra status information (stunned, asleep, ...) when looking at monsters.
  • Added context sensitive help to the options screen (press '?' to get info about an option).
  • Made the "hitpoint warning" message orange by default, so that it's easier to spot.
  • Updated the helpfiles a bit.
  • The names of the generated vaults are now displayed when the cheat_room option is turned on.
  • Added support for poison branded ego weapons (but no poison branded weapons exist yet).
  • The helpfile display now supports links to specific sections of a helpfile.
  • The helpfile display, knowlegde screen, and message history can now use screens bigger than the default 80x24.
  • The dungeon coordinates are now displayed when targetting in wizard mode.
  • Improved error-checking for savefile loading and *_info.txt parsing.
  • Intrinsic immunities of the player are now displayed in the character sheet.
  • Fixed a bug that messed up the description of the "genocide" artifact activation.
  • The activation of Avavir works correctly now.
  • The Bubbles vault no longer has inaccessible areas.
  • Changed the description for experience drain attacks of monsters.
  • The random character generation restricts the class to the "legal" choices for the player's race.
  • The "word of recall" artifact activation didn't check the ironman option.
  • Exiting Angband explicitly frees all allocated memory now.
  • Artifacts are now inscribed {indestructible} when the player tries to destroy them and pseudo-id can improve this to {special} or {terrible} later.
  • Killing Morgoth will now create a down staircase.
  • Increased the variable size for the weight carried by the player to prevent problems with carrying huge amounts of stuff.
  • The debug mode command to change the number of items does now properly adjust the weight carried by the player.
  • The game is now saved before printing the tombstone, not after. That makes cheating by killing the process a little bit harder.
  • The input is now flushed before verifying casting prayers or spells without enough mana to prevent accidential "overcasting".
  • Fixed a bug that prevented redefining the keymaps of the number keys from working correctly if the keymap contained another number.
  • Fixed a bug that allowed the player to see the flavor of an item in a store when examining it.
  • Marked the 'randomize artifacts' options as "beta".
  • Completely changed the window resizing behaviour in the Windows version.
  • Added support to use Angband+APWBorg as a screensaver in Windows.
  • Added support for the new version of the Cygwin compiler for Windows.
  • Menu entries in the Windows version are now disabled in situations where they don't make sense.
  • Fixed a bug in the DOS version that caused midi-file playing to stop after the first song.
  • Updated the Amiga files.
  • Fixed a compile problem in the Mac version.
  • The loading of bitmap files in the X11 version is no longer dependent on the byte-order of the machine.
  • Improved the speed of the gamma-correction code in the X11 version.
  • Added autoconf support (beta) for Unix/Linux.
  • Added very basic support for GTK+.
- New EyAngband. Eytan Zweig has released a new version of his variant, EyAngband (v0.2.2) with another shed full of changes (listed on the project homepage here). This version update unfortunately breaks the savegame compatibility again.
Wednesday 17th January 2001
- New Pocket RL. Andrew Kearns and 3 student mates have created a minature roguelike game for Palm OS systems, called Pocket Dimension. It has a black and white 3D display and 10 levels to explore. Source and binaries are available to download from the project homepage.
Monday 15th January 2001
- Open Tyrant. Mike Anderson's java roguelike game, Tyrant, has joined the open-source fraternity. It now has a development page on SourceForge.net (which you can find here) with all the forums, bug-tracking and mailing lists that that entails. All this ofcourse means that the source in now available under the GNU public license. Anyone wishing to get involved on the project should drop Mike a note.
Thursday 11th January 2001
- Basic Roguelike? Every wanted to write your own graphical roguelike game but your grasp of today's programming languages leaves you sorely lacking? Well, take a peek at Blitz Basic for the PC. Amiga users will probably already have heard of the language, as it has been knocking around on that format for eons (and as the web page says "...spawning such classics as Team 17's phenomenally successful Worms series and Acid Software's Skidmarks games"). Nippy as a nippy thing at chucking 2D graphics around and very easy to pick up. Go have a look!
- Character Drawings. 'Silvair' wishes to offer his drawing skills to the roguelike community and sketch your roguelike character for you. Send your requests through email or contact him on ICQ (94881315). If you want an example of his drawing style, check this link here.
Wednesday 10th January 2001
- New Variant. Tired a getting your butt kicked? Is your first step down the stairs followed seconds later by your last breath? What you need is a specially tweaked Angband variant with those of dire luck/ability in mind. Called 'Easyband' and by Andres Zanzani, it has the following changes...
  • Damage done by weapons displayed.
  • Better slaying damage.
  • Lighting ID : all classes have same Pseudo ID (Heavy) at fastest time.
  • Critical System modified : more possibilities go get a critical.
  • Less breakage for arrows and bolts.
  • No tracks of Wizard or Debug command.
  • More Hit Points.
  • Less Xp need to gain a Level & Class XP modifier has been changed.
  • Used Julian L. EDIT PATCH.
  • All classes have a little bit better Stealth and Perception.
  • Tweaked Race : Human -> -10% Xp need to gain a Level.
  • New Race : Snip (a little lovable furry ball, unable to do anything right, but needs just few Xp to gain levels, resist some "flurry" attacks).
  • New Race : PowPlayer (a Born To Kill Race come to Deep from the Space, hungry and bloodthirsty)
  • Included spoiler menus : Artifact - Monster - Object - Macro Faq - TANG.
- Tkbands Update. The Tk'd variants have been given their regular group dust and polish with a new update from Tim Baker. The new version numbers are - AngbandTk (v2.9.1r2), OAngbandTk (v0.5.0r2), KAngbandTk (r2.9.1r2), ZAngbandTk (v2.4.0r3). Here are some of the changes that they all share...
  • Items which can be sold are displayed with a different border color in the (graphical) Store Window.
  • The Misc Window buttons now automatically pop up a list of item choices when the mouse is over one of the buttons. Previously the user had to click one of the buttons to pop up a menu.
  • Added the "autobar" to the Main Window. When the user points the cursor at the Main Window statusbar, a toolbar pops up with a number of buttons. The buttons are mostly the same as the Misc Window, with the addition of a button for each spell book.
  • A "Level N" message appears in the Main Window when the character's experience level changes.
  • Added the "Home" page to the Knowledge Window so the contents of the Home(s) can be browsed at any time.
  • The status messages at the top of the Main Window are now assigned one of three flavors: Good (ie Blessed, Faster), Info (ie Full, Resting), or Bad (Confused, Stunned). Each flavor is displayed in a different color scheme. The colors can be changed in the Color Window.
  • Fixed : Update the Choice Window when the show_flavors option changes.
  • Fixed : The micro-map "detail" is saved and restored.
  • Fixed : Bug with the Book Window when there are no books to browse.
  • Fixed : A problem when the system font had a complex style such as "bold italic". Errors would occur when trying to pop up a context menu, since the first item often had "bold" style added.
  • Fixed : The "bad store item" and "bad inventory item" errors in the graphical Store Window, which stopped the balloons showing.
  • Fixed : The 'bad option "drag"' error in the graphical Store Window.
Monday 8th January 2001
- New Silmar. Jeff Mather has new version of his shareware roguelike game - Silmar. This new beta 1 version of Silmar changes the game from a multiplayer affair to a single player game and should be a lot more stable thanks to a large chunk of internal testing.
- MAngband Update. There's a new release (v0.7.0) of Alex Dingle's multiplayer Angband variant - MAngband. The main changes with this release are a reworking of the networking code to improve responsiveness. Source code is available at the project homepage with binaries appearing before too long. Here are the changes since v0.6.1...
  • New TCP based networking code.
  • Guaranteed execution of commands sent from the client.
  • New items : Elven Gloves, Orcish Shields, Kollas, Witan boots, Amulets of the Moon, Terken, and Speed.
  • New ego items : Shields of the Avari, Cloaks of Resistance, the Teleri, and Lordly Resistance, missle weapons of Lothlorien and the Numenor, boots of Mirkwood and gloves of the Istari.
  • Healing potions and *ID* scrolls are always sold in the BM.
  • More frequently updating shops.
  • More mangband.cfg server config options.
- EyAngband Release. A whole wodge of changes (which you can find on the project homepage) have been made in the new release (v0.2.1) of EyAngband from Eytan Zweig. Source and a Win binary are also available from the EyAngband site.
- Amiga EyAngband. If it's the Amiga flavour of the new EyAngband release you're after, Bablos has already taken care of it for you...
Friday 5th January 2001
- Site Gone. The previous maintainer of CthAngband, Dean Anderson, has been in touch to say that his CthAngband site ('www.cthangband.8m.com') has finally been shut down and if you happen to have it linked/bookmarked, you should really be pointing your links at David Thornley's new CthAngband project homepage.
Wednesday 3rd January 2001
- New Roguelike. Michal Szota has created a new roguelike for us all to enjoy. It's called Stronghold and on the project homepage you'll find source plus Linux and DOS binaries.
- PernMAngband Update. 'Darkgod' has updated both the client and server to his multiplayer variant PernMAngband (v3.0.7). The client is also available for the Amiga now too. You can find both PC and Amiga versions on the PernMAngband homepage.
Tuesday 2nd January 2001
- I'm Back! Yup, a busy holiday period and feeling much better for the break. Happy New Year to you all, albeit a little late. I have some mail and snippets to catch up with, so stick with me. If you've sent me a snippet of news to include and you don't see it over the next couple of days - send it again. Sorry in advance :)
- Kharne Download. After a respectable period under the 'Indev.' tag, Dave Moore has a playable beta of his roguelike - Kharne: The Revelation (v0.11) available. So off you go - visit the page, stare at the screenshots, download the file (nb. 4.6mb) and send Dave your feedback.
- New Ninevon. Dreir has been in touch to mention he's released (v0.0.6a) of his roguelike, Ninevon - Rogue Adventures. Changes include...
  • Faster scrolling and overall game speed.
  • 8 races and 4 vocations to choose from.
  • New types of monsters with nastier forms of attacks, plus special 'monster roles' like the 'guardian', and the 'sentry'.
  • Special room types with special monsters and rewards.
  • Different towns will have different looks - though there is still only one town in the game at the moment!
  • Improved combat system where shields, dodging, weapon types, skills, and experience all contribute to determine the outcome.
  • Dungeon state now persists for the entire game - no more previously broken doors making miraculous recoveries as in version 0.0.4!
  • Several new skills like tracking and foraging and abilities like sense of smell and infravision can now be activated.
  • Improved quest implementation.
  • Portrait art by Ingo Sauerwein.
  • Support for music and sound effects.
  • Save and reload feature.
- New DrAngband. Andrew White has a new version of the variant, DrAngband (v2.9.7) for the new year. Here are the changes...
  • Reduced the fail rates on detection spells some. They failed too often.
  • Repaired bugs to randart rings,
  • Repaired the Ethereal Lock spell so that it works.
  • Breath weapons are now arcs.
  • Pixies can now be Wizards.
  • Fixed the 'monster light out of sync' bug.
  • Monsters take poison, just as deadly as player poison.
  • Crown of Dragonkind too nice, added aggravation to it.
  • Increased the value of Invisibility by decreasing the number of monsters who posses SEE_INVIS.
  • Monsters breathe at Invisible players, at least in their direction.
- Gumband Update. A new version of Joseph William Dixon's variant, Gumband (v2.1.1f), is available. The changes list goes all the way back to it's Z'band origins so I can't really include the whole thing here - you'll find them in the text file below anyway. Right, here's the files...
- Amiga Chunk. A mini-wodge of Amiga ports from Bablos has collected over the holiday and here they are...
© Copyright 2000 Darren Hebden.