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Archived news from 09/99.

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Archives - September 1999

Thursday 30th September 1999
- Space... Erm. A couple of problems with 'the roguelike formerly known as Space Rogue'. First it seems that the file available on the homepage didn't have directory structures and so was a bit foobared. Robin Gawlik has corrected this oversight and also renamed the project as Star Rogue as there was already a game using the old name. Tsch!
Wednesday 29th September 1999
- 2nd Testbuild. There is another 'testbuild' of Legends Of The Seers available for you to... erm... test. This version features a much improved 3D engine, the optional creation of the whole island with map transitions, improved landscape creation routines, trees (untextured, though) and several bugfixes. As with before, you have to be on the LotS mailing list to access the file area.
- LotS Mail. Bernhard Rems is changing email addresses to 'bgrems@blinkingdot.com' so if you're planning on stalking him over the internet, be sure to jot that snippet of infomation down. Oh, useful if you want to mail him about LotS too, I suppose.
Tuesday 28th September 1999
- Bunch'o'Ports. Prfnoff must have had a quiet afternoon to spare as he's created Mac ports of GSNband (v2.01), PernAngband (v4.0.0b), SBFband (v0.2.1) and his own little ZAngband tweak (a2.3.0). You can grab all the necessary files from...
Monday 27th September 1999
- New Space Rogue. A new version of the sci-fi roguelike, Space Rogue, is available. Robin Gawlik has released an alpha version (0.04) with the following changes...
  • Some Basic People/Monsters(NPC's) now on space station.
  • NPC's have some behaviour patterns and hit points.
  • Examine will now identify NPCs.
  • More items have been added and you can now use some objects.
  • Items can wielded, armour has effect when worn, guns will use ammo when fired and can be reloaded.
  • NPCs will die if shot.
  • NPCs can be hit with bladed/blunt weapons or fist or butt of gun.
  • Experience points given for killing NPCs.
  • Food can be eaten and you can get hungry and die.
  • Help files altered and added a basic death screen.
  • Wizard mode added for testing.
  • Dropped items will progress to any square within 1 radius if current square is full.
  • Shop inventory system tweaked.
  • Police station design altered.
  • Basic Dungeon design code implemented and started on arena code.
  • Credits now are scattered in dungeons and can be picked up
  • Increases levels with experience and Hit points.
  • Name of monsters now added when you hit them.
  • Monsters can now have armour which will reduce damage to them and carry/use weapons.
  • Altered way messages are shown.
  • Remaing HP displayed on current attacked Monster.
Friday 24th September 1999
- Devteam List. Now that you know who is on the ZAngband devteam, do you also want to know what is going on inside their brains? Not as sinister as it sounds as all you have to do is join the new ZAngband mailing list. It's going to be the new hotbed of discussion for Z-type development. It's not aiming to take over from general ZAngband discussions which people are advised to keep for the newsgroups but if you're interested in joining, you can subscribe to this Onelist run list by popping along here.
- Buggy Roguelike? A new roguelike could be in development, with your help. Currently, it's just a few concepts and creature ideas but the author (who we shall call 'Michael') is planning to create a game inspired by the Starship Troopers novel and animated TV series. He'd appreciate some assistance in creating this game so if this sounds like your idea of bliss, you could do worse than mailing Michael for more details.
Wednesday 22nd September 1999
- ZAngband Dev Release. Going all official and organising a 'devteam', Robert Rühlmann, (along with Topi Ylinen, Eric Bock, Remco Gerlich, Mark Howson and Chris Kern) have released a development version of ZAngband (v2.3.0). As such, this develoment version should be considered a beta. Here is a list of the changes...
  • Maximize mode, preserve mode, and the autoroller are now specified in the startup-options.
  • The number of spellpoints gained by casting 'Omnicide' is now resticted to twice your maximum spellpoints.
  • 'Teleport level' scrolls and spells won't have any effect on quest-levels if the 'no upstairs' ironman mode is active.
  • Orc and Troll pits will no longer contain undead trolls or orcs.
  • The DOS version now uses BMP files instead of the patented GIF format.
  • Fixed a graphics glitch with beam spells and permanent walls.
  • Fixed an inaccessible area in one of the vaults.
  • Added Greg Wooledge's fix for a compilation problem on various Linux systems.
  • The "laser eye" mutation will now properly anger pets and friendly monsters.
  • Fixed a bug in the "research monster" building command.
  • The time-command now displays the turn number.
  • The level-teleport from the pattern is now restricted to downward in ironman mode, but allows to get down to the bottom of the dungeon if you already finished off the Serpent.
  • Lit arena levels no longer reveal the whole level and the objects.
The following changes are by Prfnoff and Eric Bock:
  • Added a new Ironman option to always generate "arena" levels.
  • Added a new startup option that controls terrain streamer generation.
  • Added two new "munchkin" startup options: one allows Mindcrafters to get Dimension Door, and another turns the death save off (in a way). Both prevent scoring and are displayed on character dumps.
  • Added a new Ironman option to always generate very unusual rooms.
  • Fiddled a little with the TY_CURSE code (to prevent paralyze/Cyberdemon as result of certain things).
  • Added Eric Bock's wizard allocation patch.
  • Adapted Eric Bock's player centering scroll patch.
  • The Windows version will now try to create missing directories. (Eric Bock)
- YA_Shadowdale Snippet. Tsch. Here's another one trying to feature in every update *grin*. Dave Moore has been in touch to let us know of the changes list that comes from the (v0.06a) release of Shadowdale. Here it is, in fact...
  • The Main Window is now resizable.
  • Removed the Patterned Backgrounds from most screens.
  • The Player now starts with an Antedote instead of an Oil of fiery burning.
  • Removed the Shop Bug which meant the Shop Contents weren't displayed initially.
  • Changed the Character Summary Screen slightly in the Character Creation Section.
  • Fixed the bug which meant that the big boss didn't appear at the bottom level.
  • Resized the Level Name Indicator on the main screen to make it fit into the area alloted to it.
  • Fixed the various file not found errors in the distribution.
Tuesday 21st September 1999
- New SBFband. A new version (0.2.1) of SBFband, the 'David Eddings'/'Record of Lodoss War' variant, has been released courtesy of Steve Fisher. Here's a cut down list of changes...
  • Activation for Cubragol fixed.
  • Fixed bug that looks for a nonexistant quest after the spawning pits.
  • Fixed bug that didn't make Morgoth drop the crown and Grond.
  • Added activation to the Amulet of Beldaran.
  • Added additional lines to bravado.txt.
  • Interesting rooms can't be icky and can be lit.
  • Fixed a bug in detect_doors that didn't show locked doors.
  • Multiplying monsters don't multiply as often.
  • Rogues and characters with passable disarming gain more info about what traps do.
  • Experience gained by disarming traps depends on the dungeon level. (from GSNband)
  • Appropriate rods and wands, when *identified*, shows the amount of damage done by them. *Identifying* rods also shows how long it takes to recharge.
  • Damage done by wands and rods has been tweaked; in general, wands do more damage than their rod equivalent.
  • Made additions to the documentation.
  • Changed the message that shows when word of recall takes effect.
  • Option to view completed quests (non-random for now) in the current knowledge menu.
  • Put back the dimension door power for Mindcrafters.
  • Number of changes from Zangband 2.2.5 (and 2.2.5b).
  • Added unique speeches for Eddings uniques.
  • Added more monsters from Eddings.
  • Added The Bastard Sword 'Cthrek-Goru'
  • Fixed Mirrored Quartet and Twisted Cube vaults.
  • Added uniques and artifacts from the Record of Lodoss War anime.
And you can get the files from...
- New Angband/64. Jurriaan Kalkman has released a new version (b4r9) of his variant Angband/64. This release is mainly bug fixes but also tweaks monster AI.
- Another Shadowdale. If you're too lazy to move files about but will quite happily download another three or so meg, then this is for you. Dave Moore has made another version of Shadowdale available (v0.06a) which has the bitmap problem all taken care of. The new archive can be for on the Shadowdale homepage.
Monday 20th September 1999
- New Dev Article. Joseph Swing has kindly donated an article entitled 'A Better Monster AI' to the Development section. It offers some insights into making your dungeon critters a little more complex than the average adventurer fodder. If you haven't taken a peek at this section of RLNews before, I suggest you do so. A lot of creative people have offered help on how to go about creating your own roguelike game and with people like Joseph writing new articles, it's getting better every month.
- LOTS Testbuild. You can now download a 'testbuild' from the Legends Of The Seers team. The 'testbuild' allows you to create terrain and wander around the 3D landscape. Ofcourse, this demo is released in the hopes that you give feeback, bug reports and suggestions to the 'LotS' guys. There are two versions available to grab. One is 200k and is just the program. The other is 1.6meg and features a video. Note: To download the 'testbuild', you must first join the 'LotS' mailing list. This gives you access to the mailing list file area.
- Shadowdale Fix. Dave Moore has spotted the problem with his last Shadowdale release and offers a quick solution for anyone who downloaded the original archive. In his own words...
"The problem is due to the PICTURES directory (and it's contents) 
being in the DATA folder, when it is meant to be in the GRAPHICS 
folder - I looked at the test compile on my machine and this had 
the same error....the solution is make a GRAPHICS/PICTURES 
directory, and to copy the contents of the DATA/PICTURES directory
into it..."
Friday 17th September 1999
- Amiga GSNband. Making sure that the Amiga community can get their hands on the recent GSNband (v2.01) release, Bablos is once again doing the honours. The file is located...
Thursday 16th September 1999
- New GSNband. Gwidon S. Naskrent has released a new version of GSNband (2.01). DOS binaries and Source are available (links listed below) with a Windows version again coming courtesy of Dennis van Es. Here are the changes...
  • Added the grid flag system from Pernband to f_info.txt.
  • Fixed problems with leftover CRs in text files.
  • Decaying corpses in floor stacks are now handled properly.
  • Gave main gauches a small AC bonus, reflecting its shield-like purpose.
  • Chaos blades, BDSMs and CDSMs give resist confusion.
  • Added a new Ironman option to always generate 'arena' levels.
  • Updated the 'fractal caves' patch by Steven Fuerst (two new random vault types).
  • Bug fixed: using wands et al. reset the calendar.
  • Bug fixed: night did not fall at town.
  • Bug fixed: logging metavariables didn't always work.
- Shadowdale Details. All is not lost as Dave Moore has sent mail with a list of changes in yesterday's release. Thanks also to Alberto Zaccanti who downloaded the game and sent the list too. Yesterday's release was missing a couple of essential bitmaps but they're now available on the Shadowdale homepage and at a later date there will be another release (free of source code bringing archive size down by half) which will fix this. Dave would also like to say that he'll shortly be getting in touch with all the people that have contacted him since the last version to inquire about helping to code the game, to sort out the details and mechanics of doing it.
  • Released the Source Code of the Game.
  • Added Background Information, and a Town Map to this help file.
  • Players now get multiple attacks at the appropiate levels.
  • Mudmen now ignore the Player's Armour Class when attacking (hurling mud).
  • Revamped the Town Level's Graphics.
  • Added a Potion Shop, with some potions.
  • Added a Use Button to the Inventory, so Characters can use Potions etc.
  • Added an Inn on the Town Level.
  • Further reduced the load the program puts on Windows Resources.
  • The Spells in Effect Button now shows Potions in effect as well.
  • Added two GateKeeper characters at the entrance of the town.
  • Removed the Field of Vision effect from the Town Level.
  • Removed the Diagonal Attack Initative Roll Option.
  • Monsters will now attack the Player when he/she is attempting to open a door/chest or when picking up objects.
  • Pressing Escape when in a form is now the equivalent of pressing the Close/Cancel button.
  • Fixed the bug which meant the game wouldn't always recognise when you had killed a skeleton (for Byurn's quest).
  • All In-Game Music now continually plays (if it is enabled).
  • Added Slime to the Deeper Dungeons, and a new Quest to obtain an item helpful in dealing with this Slime.
  • The Byurn Quest now returns a magical item which all characters can use...
  • Mages can now cast Protection from Evil.
  • Changed the Hint on the Game Score Icon on the main screen to 'Current Game Score'.
  • The Message Window is now scrollable, and can be emptied at any time.
Wednesday 15th September 1999
- New Shadowdale. Dave Moore has released a new version (v0.06) of Shadowdale. No word on what changed as that information is only available from within the helpfiles included with the game. As it's a 5mb+ download, I'm not feeling particularly inquisitive... Sorry.
Tuesday 14th September 1999
- Majik4 Source. As Majik4, the MUD/rpg/roguelike project, came to an end (or rather mutated into another project), the Majik* team are making the source public under the GNU Public Licenses (GPL). If you want to take a look, you'll find more details here.
- Hack, Chop. August has been archived, in the Archives no less. Ps. Is it quiet in here or is it me?
Tuesday 7th September 1999
- New Angband. Strange not to have a bunch of letters on the front of that word *grin*. Well, it looks like a new version of Angband is on the horizon (in beta at least) with Ben Harrison's recent post to the Angband newsgroup. It went a little something like this...
"There is a *BETA* version of Angband 2.8.5 available at the ftp site, 
in the "Patch" directory, called "angband-285-beta.tar.gz", along with 
a "angband-285-beta.txt" file, and a "diff-283-285-beta.txt.gz" file.
 
I *know* there are bugs in this release (some are mentioned in the 
"angband-285-beta.txt" file). If you find any bugs *not* mentioned 
in that file, please let me know. :-)
 
Please do *NOT* compile this *BETA* release for anybody else, since 
I intend to replace it with a better documented and hopefully less 
buggy release in a week or two, after people have had a chance to 
find any "obvious" bugs and tell me about them....
 
I am still waiting for a simple fix to the "keypad bug" on Windows, 
if I don't get one, I may try drastic measures. :-)"
- I love BT. Tried to get online last night only to find that my phone wasn't giving a dial-tone. It's happened before and whenever I tell British Telecom, they say "We'll test it.... nope, seems to be fine". Fine?! I have no dial-tone! Arrrgh! Top that off with them sending me a constant barrage of letters to convince me to return to BT (I never left in the first place!) and you'll understand how much I love BT.
Monday 6th September 1999
- More Cave Fun. Steve Fuerst has updated his dungeon generation patch for Angband 2.8.3 with several fixes and two new random vaults. To tinker with the files, you be wanting...
- Mac Slash'Em. Paul Hurtley has put together a Macintosh PPC build of SLASH'EM (v0.0.5E4) which can be found on his webpage here. Here's a list of additions...
  • Incorporated Warren's latest changes.
  • Tidied up the source and started a 'patch' regime.
  • Added pack, unpack, clean, spotless targets to the makefile.
  • Updated some (but not all) text info.
  • Added Macintosh history to the distribution.
  • Organized the icons in the Dungeon directory.
- Amiga GSNband. Two more ports, this time for the Amiga courtesy of Bablos. The first one is the 'final' version GSNband (v2.0) and the second one is ZAngband (v2.2.6c). Both files can be found here...
Friday 3rd September 1999
- Help LOTS. Legends Of The Seers is progressing well with the landscape engine producing some very nice terrains (take a peek at the screenshots on the homepage). To this end, Bernhard Rems is hoping to have a tech demo ready for the end of September, all things going to plan. One point that they could do with outside assistance is in the creation of 2D interface artwork. If you think you could perhaps lend a hand, don't hesitate to contact Bernhard and let him know.
- RISC Port x 2. Musus Umbra has created two new Acorn RISC OS ports of CthAngband (v3.1.2b) and ZAngband (v2.2.6c). Both of these ports can be obtained by visiting his homepage here.
- Whoops. Three days in and I forgot to change the logo. Tsch! What am I like? :)
Thursday 2nd September 1999
- More GSNband. Well, to be accurate, it's the same GSNband (v2.0) but luckily, someone has stepped forward (that someone being Dennis van Es) and compiled a Windows version of the last release. If this is what you've been waiting for, you'll be wanting...
- PernAngband Fix. It turns out that there was a slight problem with the last version of PernAngband that meant lockups during character creation. 'Darkgod' has fortunately created a new version (v4.00b) with that bug and a bug which prevented Tribal spells from being correctly described fixed. You can pick up the source and Dos binary from the homepage.
- PernAngband RISC OS. Henry Helliwell has created a RISC OS port of the new PernAngband (the one without the character creation bug) and made available on his homepage here.
Wednesday 1st September 1999
- GSNband Final. Gwidon S. Naskrent has released the non-alpha version of GSNband 2.0 with a couple of bug fixes and tweaks. You can pick up the source and DOS binaries (Win version still waiting for a kind compile-meister) from the GSNband homepage. Here's the changes...
  • Fixed the quest bugs which Z 2.2.6 introduced.
  • Fixed a bug with displaying the town name.
  • Fixed the random quests selection prompt and help text.
  • Made rubble traversable by player and monsters. The current solution is very crude, though - I hope to improve on it when I translate the grid flags system from Pern.
- Another Engine Designed. Benjamin Waite has now completed the design phase for the Story Engine part of his roguelike game engine. Here's Benjamin to explain a bit further...
"If I may take a moment of your time, I'd like to introduce you to the
Story Engine that I mentioned in my last update:

Let's face it:  Computer programmers and game developers are not asked
to write the scripts for blockbuster movies.  Not surprising,
considering that storytelling is not what a programmer is trained to do.
A developer may build great software, but it takes a writer to build a
great story.

The Story Engine is a tool that allows writers to create interactive
stories for a game.  Some of the engine's features include:

- Non-linear stories: Writers can develop stories that players can
  explore at their own pace.
- Multiple story threads: More than one story can be active at a time.
  The stories may be related, or independent of one another.
- Scripted Stories:  Writers can use any scripting language (Visual
  Basic, Java, Perl, etc.) to enhance their stories.
- Event-driven interface: A story can respond to any action that the
  player takes.
- Complete control of the game environment: All aspects of the game,
  (people, places, special effects, camera angles, etc.) can be
  controlled by the writer.
- Dynamic Casting:  This powerful feature allows a writer to take
  advantage of a cast of thousands without having to create each
  character individually."
© Copyright 1999 Darren Hebden.