
Archived news from 02/01.
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| Archives - February 2001 |
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| Friday 23rd February 2001 |
- Pern Goes Iso. Hansjörg Malthaner has been fiddling and tweaking his isometric 'add-on' for Angband and managed to knock up a demo of PernAngband (v4.1.5) with isometric graphics for Linux/X11. You can find it with his vanilla version on his Iso-Angband project homepage.
- Officially Veg'in. I've got a few days booked off next week so there may not be any page updates until mid-week. On the other hand, if it's a really slow week, pretend I'm sat at my PC itching to make updates but unable to. It might feel like I'm not slacking that way.
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| Thursday 22nd February 2001 |
- More Nostalgia. Remember Tarn Adams sharing his pictures of the cover of the Epyx Rogue manual and floppy disk? Well, he's just finished scanning the manual in (stains and all), so if you want to relive the 80's, click here.
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| Westday 37th Fobruujary 1603 |
- Thank you. ...to all the people who wrote in to point out my little date mishap on yesterday's update. I'll try not to do it again...
- PsiAngband Surfaces. After a year in the shadows, a new version (1.2.0) of PsiAngband from Matthias Kurzke is available. As the release info says, send bug reports to mawende@gmx.net and comments concerning the
*_info.txt files to jonathan@franz-liszt.freeserve.co.uk. Here are the changes...
- Some new monster attack types (like "touch to drain mana" or "release spores to cause hallucinations").
- General code cleanup, including better integration of psionics with the rest of the game (some psi effects are now available through artifacts or potions for everybody).
- Rebalancing of psionics (including removal of domination and shadowform).
- Precognition is now much weaker.
- Poison branded weapons.
- Light branded weapons.
- New pseudo-ID system (including Amulets of Sensing).
- x5 KILL-DEMON and KILL_UNDEAD weapons.
- The PsiAngband versions of JLE's info files (of course, since he's the co-maintainer), including a Kobold Race, new ego-items, new artifacts, lots of new monsters... there's a lot to discover!
- Psi Resistance can appear as a random high resist.
- Gravity, Force and Inertia resistance have been removed.
- A couple of new artifact activations was added; the activations were redistributed and are nicer now.
- A couple of bugs were fixed.
The files should soon be available from...
- New Crawl. Perhaps the final dev version of Crawl, (4.00 pr8) features this bucketload of changes...
- Finalized various compile time options.
- Cleaned up command switches and implemented several new ones.
- Fixed silly logic problem with Corona messaging.
- Put back in ouch.cc for DOS users.
- Print_description now much nicer for DOS (limits to 53 or 54 chars).
- Elven wizards shouldn't start with orcish equipment any more (flimsy code)
- A couple lack-of-space messages cleaned up.
- Added newlines to a couple source files for those compilers that care about such things.
- Removed #include for systems that don't have it.
- Fixed FixedVector initialization problem in spells3.cc
- The "other five gods" now say hello in various flavors if always_greet is on.
- Put '-O2 -fno_strength_reduce' in gcc makefiles
- Scorefile is now delimited ASCII. Use 'crawl -scores' to get a highscore list, and see externs.h for scorefile_entry structure to see what is now being tracked on player death.
- Fixed some typos(?) in mutation.cc which lead to non-nagas getting poison cloud mutation.
- Files should (finally!) be cleaned up on death in DOS.
- Fixed up, completely this time, monster spell casting: no more getting hellfired by orc priests, and no more game crashing (he said, crossing all his fingers and toes).
- Quokkas now have mass (200, as someone suggested).
- Fixed logic error in 'recall()' function.
- Items (including gold) stack better.
- Merfolk should be able to choose the Hunter profession now.
- Wielded potions should once again disappear from the screen when quaffed.
- Scrolls of immolation, and various other explosion effects, are no longer treated as non-damaging tracers by the explosion code (oops!).
- Entering level 27 is no longer guaranteed to crash the game.
- Staff of smiting now recognized by fight.cc
- Casting apportation on a pile of gold (or other massless items) no longer crashes the game.
- Draconian hunters no longer have messed up starting equipment.
- Teleport_monster() cleaned up a bit to be more readable, but I didn't find any logic errors while doing so.
- Buggy darts should no longer be generated by items().
- Missiles of fire, ice, and poison should be a little rarer than before on shallow levels, and a little more common on deeper ones.
- Orcish ammo is no longer _always_ poisoned (but is still pretty common).
And the files can be found here...
- Yes, I know. Please don't contact me about today's date. It was a little joke-ette. Byebye.
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| Tuesday 20th February 2001 |
- Dev ZAngband. Robert Rühlmann and the Devteam have started on the next round of dev. versions of ZAngband. This one (v2.5.4) has the following changes/fixes...
- Tweaked the initial towns and their surroundings to make them more hospitable to starting characters.
- Tweaked item distribution to make weapons more common in the deeper dungeon and bad items less common generally.
- Neither vaults nor random artifacts will be generated when in ironman_moria mode.
- Changed the pick-up prompt to (y/n/k) where 'k' will destroy the item.
- Water in the wilderness is no longer lit at night.
- If an invisible monster drops a corpse when killed, the kill counter is incremented.
- Added additional shopkeepers for each special building.
- Added additional context sensitive help for the birth process and for debugging commands. Minor fixes and updates to the help files.
- Added an experimental main-xpj.c file which uses a projected 3d view (pre-alpha, do not use).
- Added Debian and OpenBSD (needs testing) options to the standard makefile.
- Updated mask.bmp and the graphics pref files.
- Fixed an error in the calculation of activation energy for magical devices.
- Fixed some loopholes in the imnplementation of the recall code.
- Fixed a bug which prevented ego ammo from stacking properly.
- Fixed a bug with the graphics tiles for shop and building doors.
- Fixed a bug allowing of Resist Acid to be created.
- Fixed a bug with the ancestral kill count.
- Fixed a problem with roguelike commands in the special buildings.
- Fixed the bug which occasionally crashed the game when monsters stole from the player.
- Fixed the mutatalist so it shows you the altered prices as you gain and lose mutations.
- The Cygwin makefile will now produce executables that work without the "cygwin1.dll".
...and can be found here...
- Snip Snip. As it tradition round these parts, January has finally been given it's marching orders and is standing in a corner of the Archives section, sulking.
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| Monday 19th February 2001 |
- Bunch'o'Ports. Bablos has several new Amiga ports of recent *band-related releases for all the Amiga rabble out there. The ones on the porting menu this time are Angband (v2.9.2), PernAngband (v4.1.5) and ZAngband (v2.5.3). If they've been moved already, you should be able to find them at the links listed below, otherwise have a wander over here instead.
- Another WAngband. Robert Rühlmann has uploaded another Win version of Angband. This one fixes the problems with the JLEdits patch and also removes the autoroller delay. You should be able to find it here...
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| Thursday 15th February 2001 |
- Borg Update. Andrew White has updated his APWBorg to run with the latest version (2.9.2) of Angband. Source, Win95 executable and Win95 screensaver can be found on the project homepage.
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| Wednesday 14th February 2001 |
- Lost Treasure. Tarn Adams wishes to share with the world these two piccies of the Epyx 1985 commercial release of Rogue. I'd just like to say that these are in Tarn's possession, so if you have any questions about the odd stains, please direct them to him :) Enjoy...
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| Tuesday 13th February 2001 |
- Angband Final. Robert Rühlmann's Angband is out of development and the final version (2.9.2) is now available. The changes list is nice and chunky and you'll find it on the Thangorodrim site, here. The files you're after can be found here...
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| Monday 12th February 2001 |
- New Roguelike. Prefer your roguelikes to have a science-fiction flavour to them? If so, put your support behind Joseph Hewitt's new project - DeadCold. There's a DOS executable and source available from the homepage but currently, you're restricted to exploring a single level of the space station and whalloping a few critters. Take a look.
- HackStat Address. HackStat, the NetHack high-scores site has not only revamped itself, it's also tweaked it's address so if your link isn't pointing to the link given here, you might want to change it. Do it! Do it NOW!
- New PernAngband. A new version (v4.1.5) of PernAngband has been released by 'Darkgod'. Here are the changes...
- Added fountains that you can quaff from ('H' in normal mode, 'V' in
roguelike mode)
- Added the Iain McFall Show Monster patch to show all viewable monsters.
- God's blasts can't be reflected anymore, so beware, puny mortal !!! :)
- Added a whole bunch of new floor features (ice, mud, sand, sandwalls, ...) thanks to Static Chaos.
- More spell effect will affect the dungeon.
- Cleaned up the feature code again.
- The wilderness map is no longer fully known, you have to explorate it.
- Maps can be found to reveal some places of the wilderness.
- Level gaining Artifacts have been significantly towned down.
- Sauron lost his chances to drop The One Ring.
- Your god wont always resurect you even if you have enough piety.
- When leaving it's corpse Possessor's equipment will be dropped to floor to prevent them form being "lost".
- Sandworm lair, a new dungeon.
- Staffs of wishing now only have 1 charge.
- Gods now need more sacrifices.
- The Sandworm Queen will now drop the Sandworm armour when killed.
- Now you can separate a dungeon entrance from a dungeon exit on the wilderness map using the WILD_ix_iy__ox_oy flag in d_info.txt.
- Dungeons & Monsters can now have object themes.
- Ego Monsters, yes like Ego items but for monsters.
- Beastmasters have been give access to the Tribal realm, they Beastmaster's powers are now available throught the 'U' key.
- Player Raise death spells will now really create an undead.
- Narya activation is now Healing (500).
- Nenya activation is now Healing (800).
- Vilya activation is now Healing (900) and cure Black Breath.
- Daemonologists can now wield their books (in the weapon slot), when used this way, spells are cast in 1/3 of a turn otherwise it takes 5 turns.
- Specialized ESP, like Orc ESP, Troll ESP, Dragon ESP, ...
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| Wednesday 7th February 2001 |
- Mac Borg. Gijs Lamon has created a PPC Mac port of the APWBorg. Sooner or later, the file should be showing up in the following location...
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| Tuesday 6th February 2001 |
- New ZAngband. There is a new dev. version (2.5.3) of ZAngband available from Robert Rühlmann and the Devteam. Apparently, this version adds roads between towns, lakes, random towns with new buildings and contains large changes to how objects are created that should reduce the amount of "junk" you find in the dungeon, as well as many other new features. If you're the kind of person who can't sleep without the full changes list, you'll find it here. The files, on the other hand, can be found here...
- Reyn Demo. Ben Hendel-Doying has an alpha version of his new graphical roguelike, Reyn, available for download. It's still a work-in-progress at the moment so currently you're restricted to exploring the town and a level of the sewer. Still, download it, try it out and send Ben some feedback.
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| Monday 5th February 2001 |
- Slaves Update. Tarn Adams has a downloadable Windows version (0.03.10) of his new roguelike - Slaves to Armok: God of Blood, available. Still very much a 'work-in-progress', Tarn has already started work on the huge gaming map (4000 - 15000 cities?!). Go have a look.
- Patch This! If you've got a hankering for the recent slew of Nethack patches but don't have the know-how to compile your own MSDos binary, you should pop along to Philipp Lucas' Nethack site. If you want a list of the patches applied, check out this link.
- More Isometric. A new release from Hansjörg Malthaner means that this version (0.2.0) of his isometric Angband, Iso-Angband has a number of new images, re-worked walls and new-improved doors :). There is a screenshot of the changes on the project homepage so pop along if you're suitably intrigued.
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| Thursday 1st February 2001 |
- Angband Beta. Robert Rühlmann has released another beta version (2.9.2pre2) of Angband. This release still has some non-critical bugs but if all goes well, you can expect a final release sometime next week. You can obtain the source plus other bits and bobs from the Thangorodrim site, here. Changes from the last beta follows...
- Changed the configure process so that the default install is a local install without setgid that doesn't require root-privileges. For a multi-user install use the new --with-setgid=groupname option of the configure script.
- Exiting the curses version cleans up the term now.
- The "low hitpoint warning" is now properly displayed.
- Added extra paranoia when loading the shop owners.
- The Windows version checks for the existence of lib/pref/ now.
- Made the 'Crown' vault a "Greater vault".
- Fixed a security hole that allowed the user to read all files that are readable by group games (if running setgid).
- Changed the handling of file permissions from "allow by default" to "deny by default".
- The maximum player level was not properly updated in some cases with drained experience.
- Changed the initialization of the lib/data/*.raw files to make sure that players can't write the files.
- The player can no longer read or write his own savefiles outside the game to prevent cheating and possible security problems.
- The XAW and X11 versions start with a single open window by default.
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| © Copyright 2000 Darren Hebden. |