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Archives - October 2000

Tuesday 31st October 2000
- OAngband Fixes. Bahman Rabii has a new release of his variant, OAngband (v0.5.0b). As you can probably guess by the version number (0.5.0 -> 0.5.0b), this release is a smaller, bug-fix stylee kinda affair. Here's the changes...
  • Fixed: Rogue monster trap bug (monster were not hurt, but could not pass).
  • Fixed: Life after death bug (rarely gave one last turn for dead characters).
  • Fixed: Minimap display bug for bigscreen x > 150.
  • Fixed: Temporary resist cold did not time out.
  • Fixed: Stack labeling wrong when wielding from the floor.
  • Fixed: Wrong version number written to high score file.
  • Fixed: Text/describtion problems in a few places.
  • Fixed: Stores would (rarely) generate only items of the same tval.
  • Fixed: LINUX/UNIX curses: problems with bigscreen x > 81.
  • Fixed: Windows: problems with Ents and shopping (some crashes, some odd prices).
  • Radius based magic mapping.
  • Option to disturb running outside of trap detected region.
- KAngband Kompiles. Robert Rühlmann has put together DOS and Win versions of the recent KAngband (v2.9.1r1) release. You can find them here...
- Mac PernAngband. Another 'port', this time for the Mac bods from 'Gob'. He's taken 'PernAngband' (v4.1.2) and given it a 'PPC' and '68K' flavour. You 'might' be able to catch them 'here'...
- Happy Halloween! Everyone show your allegiance to Satan by buying a plastic skeleton mask and eating far too much candy! Ps. Note to zealots - It's a joke, I'm sorry.
Monday 30th October 2000
- Amiga KAngband. Bablos makes sure the Amiga crowd get their regular variant fix with an Amiga port of the recent KAnband (v2.9.1r1) release. Here is the file you'll be wanting...
- AllegroHack Fixes. 'Wingnut' has released a quick fix (v1.61) of AllegroHack. A couple fixes from bugs introduced in v1.6 and a v1.5 bug that dodged the bullet. You can find the files you need on the project homepage.
Wednesday 25th October 2000
- KAngband Release. John I'anson-Holton has released a new version of his adopted variant, KAngband (v2.9.1r1). After a chunk of testing, this is the first 'stable' release of the source. Here are the changes from the 2.9.1 beta (followed by the file link)...
  • Applied all the bug-fix patches to the 2.9.1 source available on Thangorodrim.
  • Updated the makefiles using gcc to use the '-fno-strength-reduce' switch.
  • Added a new cheating option which identifies all flavored items by bypassing the p_ptr->aware checks.
  • Assigning the "LEVITATION" flag as an intrinsic racial ability via p_info.txt should now have the appropriate effect.
  • Fixed a bug with the timed levitation spell (which necessitated an increment to the version number).
  • Fixed a bug that allowed cast spells to bypass the adult_ironman option and scrolls/rods of recall to bypass the time/space anchor.
  • Fixed a bug with the adult_no_stores option that let you enter the special buildings when it was set.
  • You may no longer cross the "Chasm" terrain when levitating. This is in preparation for adding chasm streamers deep in the dungeon.
  • Crossing lava is now allowed without fire resitance or levitation.
  • Crossing deep water when overburdened is now allowed.
  • If the Illusion spell 'Shadow Form' expires while the player is moving through rock, the player will now take damage from being crushed.
  • Fixed a problem with the 'Unknown Building' quest in the 'Haunting of Telamoor' plot which resulted in a 'nothing' object being created.
  • Added various missing entries to font-ibm.prf, font-xxx.prf and font-new.prf (but have not checked for completeness).
Monday 23rd October 2000
- New OAngband. New maintainer, Bahman Rabii, has released a new version of OAngband (v0.5.0). You can find the very large list of changes here and download source and Win binaries from the project homepage.
- New CthAngband. Another new maintainer releasing his "Hello, I'm the new maintainer!" version is David Thornley, the guy heading up the good ship CthAngband. The new version (v4.1.0b) adds...
  • Any character starting with Shaman skill gets one free spirit bound.
  • Any character with hermetic magic skills will get one free spellbook to start.
  • Pets will not be targetted by the "*" key.
  • There are new base skill levels, essentially the level learnable at 0', and these are subtracted from the skill learnable at the current dungeon level.
  • Raising Martial Arts skill now does not depend soley on Close Combat skill.
  • Certain changes have been made to allow the roguelike keyset to work better.
  • Characters with sufficiently high missile skill get extra shots, depending on weapon type.
  • There is now a visual cue, in the "depth" area, as to whether you are in a dungeon or tower.
  • Corrected bug whereby characters with Mindcrafting of 80% or better did not get ESP.
  • A character trying to cast a cantrip from a charm unsuccessfully may get no effect, rather than destruction of the charm, at very low skill levels.
  • Additional documentation has been added. Most of the differences between Vanilla Angband and Cthangband are now in the "Help" files.
  • The display has been changed to show spirits and how annoyed they are.
  • *Identified* weapons show what skill they need.
  • The restriction on a 6% failure rate to learn magical skills has been replaced by a restriction that character skill must be no more than 50% greater than the minimum skill for that spell, mindcrafting power, cantrip, or spirit favor.
  • Minimum annoyance for spirit favors has been raised to 2, so a spirit will not immediately become placated for the next turn.
...And the files you'll be wanting are...
- Mac ZAng. Rowan Beentje (regular porter of EyAngband) has turned his attention to porting ZAngband (v2.5.2b) to the Mac (PPC and 68k versions). You can get them from...
- Busy Bablos. Amiga blokey Bablos has a big bunch of Amiga ports for the Amiga peeps to run on their Amiga machines. Amiga. Um, the files on the porting couch are CthAngband (v4.1.0b), KAngband (v2.9.1b), OAngband (v0.5.0) and ZAngband (v2.5.2b). Should keep you busy. Here are the files...
- AllegroHackBack. 'Wingnut' is back after a slight pause (down to Final Fantasy 7, apparently - tut tut *grin*) with a new release of AllegroHack (v1.6). Here are the changes...
  • Artifacts can have their own tiles, several of the quest artifacts have their own, as well as the most popular artifact weapons.
  • The hilite_pet option is now supported.
  • Incorporated several of Warren Cheung's bugfixes from SLASH'EM.
  • HUD is no longer affected by hallucination.
  • Tiles for female Arc, Bar, Hea, Ran, Sam, still looking for a good Mon.
  • Priests and Priestesses of different alignments are now set apart by more than robe colors.
  • Spellcasting "auras" are slightly changed, matter spell aura is totally new.
  • Priests and Knights using #turn now get an aura.
  • Shield effect changed to use aura code.
  • A few other miscellaneous new tiles, bugfixes.
  • Screenshot key moved to F6 to match SLASH'EM keys.
  • About half the tiles now use the "new" system.
Wednesday 18th October 2000
- ZAngband Dev. There is a new development version of ZAngband (v2.5.2b) available from Robert Rühlmann and the ZAngband Devteam. Despite this having the usual selection of bug fixes, balance adjustments and code tweaks, it is a beta and might still be a little unstable. Anyhoo, here are the changes...
  • The "Good luck" and "Bad luck" mutations no longer affect unweildable items. The "Good luck" mutation can no longer be abused with memory mosses.
  • Fixed a bug in the dynamic monster lighting.
  • Increased the price of powerful rods.
  • The map should no longer "jump about" when the center on player option is on.
  • You get a maximum of 600gp for left-over points in the point-based character generation.
  • Glyphs of warding and explosive runes can now be created.
  • You can't run into traps any more.
  • Bugfixing and cleanup of the dungeon generation code.
  • Shooting at monsters adjacent to you is much harder if they are awake.
  • The death spell "raise dead" now raises corpses.
  • Added yet another type of random vault.
  • Pillars now use the pillar tile. This tile is "semi-graphical" in X11 when in ascii mode.
  • Added three new types of rooms. (Some with multiple sub-types.)
  • Fixed a couple of problems with mindcrafter spell descriptions.
  • Closed several possible security holes in the pref-file handling.
  • Renamed makefile.cyg to match the other makefiles.
  • Fields now have tiles on the main-ibm platform.
...And here are the files...
Tuesday 17th October 2000
- KAngband Kontinues. Having lost Mark Howson to Real Life hasn't stopped the variant KAngband as it now has a new taskmaster (um, maintainer) - John I'anson-Holton. Yay! His first move is to release a new version with an updated code-base, KAngband (v2.9.1). Only source available at the mo and if it proves stable and lacking in bugs, binaries are soon to follow a week or so later. Here is the file...
- New PernAngband. A new version (v4.1.2) of PernAngband has also been released by 'Darkgod'. The changes list from 4.0.9 is a little chunky so I've not included it here. You can find the full thing however on the project homepage (along with source and binaries).
- Amiga Pern & Z. Speaking of which, Bablos has Amiga ports of both the aforementioned variant and ZAngband (v2.9.2) for you. Here are the links...
- Graphical Nethack. Jaakko Peltonen has created a new graphical interface for his port of Nethack (v3.1.1) which he calls Falcon's Eye. It features a 800x600 256 colour SVGA display with the levels presented in an isometric fashion. Version 1.2 is much like a proof of concept missing some features/tiles and using creature graphics as place-holders. All looks very nice at the moment (screenshots on the website, go have a peek).
Friday 13th October 2000
- Minor Prunage. September has finally gone the way of the Dodo and it's lifeless corpse throw onto the pile that is the Archives section. Crumbs, that month was a tiny blip on the news radar, if ever I saw one.
Wednesday 11th October 2000
- Mac Ey. Rowan Beentje has provided the third version of the EyAngband (0.1.4) collection with a new Mac port. You can find the file you want linked to the project homepage.
Monday 9th October 2000
- Port Time. Bablos is in one of those moods again. Porting moods, that is. The variant to get the conversion treatment this time is EyAngband (0.1.4). You can find the file for the port of which this segment of news is dedicated to, connected to the link almost directly following the end of this sentence. Yes, I'm padding out today's news... sorry ;)
Friday 6th October 2000
- Win Dungeon. It's been a while since Brian Bucklew finished work on his roguelike Dungeon (that big, bad old Real Life reared it's ugly head). But worry not, he's still found the time to make available a Window version of the source. You'll be able to find said source on the project homepage.
- EyAngband Time. It's about that time again when Eytan Zweig puts out a new version (0.1.4) of his variant, EyAngband. Eytan was hoping that he'd not overlooked any bugs and have replace the files again (almost as traditional as the weekly release thing). Unfortunately, there was a problem with quests failing too much. Oops. Here's a quick list of new features...
  • Bug fixes.
  • Guild quest implementation.
  • Tweaks to point-based creation.
  • Added display of equipped characters on the main screen.
  • Added birth option for pre-buying basic equipment.
  • Read-me file which summarizes the differences between EyAngband and Vanilla.
- Snippety-Snip. August is no more. Not only have I put the news in the Archives, but I've also cancelled the month of August for the future. It'll mean a lot less updates to do for me, so you can see why I'm quite happy about it :) I'm in a mean mood so, September better watch it's ass too.
Thursday 5th October 2000
- New 3D RL? Going by the bizarre name of Egoboo, this new game is the creation of Ben Bishop and associates (well, brother, afaict). Sporting very nice 3D graphics and option for LAN-related multiplayerness, this roguelike has you traipsing through several scenarios, trying to collect the 'Sporks of Power' (spork = fork & spoon hybrid favoured by camping enthusiasts) and rescue Lord Bishop. Go take a peek at the nice screenshots.
- Solaris Angband. Bring your hands together in a clappy fashion for Jason Holtzapple for making it possible for Solaris (2.6 and later) running Sparc owners to play Angband (v2.9.1). Yay! File below...
- ZDev Time. Robert Rühlmann and the ZAngband Devteam have a new development release available. As with most betas, this version of ZAngband (v2.5.2) should be expected to maybe contain the odd bug or two, possibly. As per, there is a chunky changes list for this version and seeing as ZAngband.org hasn't been updated yet and seeing as it's been such a slooow month, here it is in full...
  • Added monster lighting effects. This is similar to the monster lighting patch from APW, however it is much more efficient. Also, there are three possible light radii instead of one.
  • Corpses now are dropped by monsters when they die. These decay over time, and cannot be picked up. Some monsters have spells that raise all corpses in LOS.
  • Removed the bash command. Use the open command to open stuck doors.
  • Completely rewritten traps code. The types of traps are now level dependent. There are new types, and some old types are nastier.
  • Added a version of the big screen patch.
  • Items are *identified* in death chardump.
  • Fur cloaks are cheaper.
  • Changed the shots per round display. Changed the formula for extra shots. Large numbers of "extra shots" are less powerful now.
  • Beastmen going up multiple levels get an increased chance to get a mutation.
  • Many optimizations to the monster AI.
  • Speedups to the term code allows quick redrawing of rectangular sections of windows. This speeds up redrawing as other windows move in front of terms.
  • Major optimisation of functions in cave.c The game may be twice as fast in some situations.
  • Fixed bug in the anti-double-move patch.
  • Fixed various bugs in dungeon generation. Toned down the "unusual rooms" option. It now makes unusual rooms, not vaults.
  • Ammo is found in bigger piles, and is easier to enchant. Mushrooms are found in clumps.
  • Grid bugs are less common now.
  • Mushrooms of cure serious wounds now weight as much as every other mushroom.
  • You can now drown in the ocean.
  • Iron spikes are lighter now. The stuck door formulae have changed.
  • Weapons of poisoning are now known as weapons of venom.
  • Sting now gets +2 attacks.
  • Fixed a bug in the range of fired ammo.
  • Fixed problems with the meteor storm spell.
  • Moved Earth hounds to the intended depth.
  • Fixed several bugs in the note-taking code.
  • Fixed "scroll of Logrus" typo.
  • Changed projection functions to give information only if hit squares are in LOS. This fixes bugs with identification of wands of "stone to mud".
  • Fixed the confusion activation direction problem.
  • Fixed some long standing bugs in the monster flow code.
  • Finally fixed the last of the problems with the fractal caves patch. The game shouldn't crash on dungeon creation any more.
  • Wilderness panel initialisation fix. This should stop the empty screens appearing in vanilla town mode.
  • Fixed problems with bounds checking in random vaults.
  • Cleaned up the "Easy Patch". The code is now integrated much better with the normal behaviour of the game.
  • Chaos warriors are now initialised properly with the point-based birth system.
  • Fixed inconsistancy between monster-monster and monster-player spells.
  • Fixed the weaponmaster code. (The building isn't used though.)
  • Updated makefiles for CygWin and LCC and removed unused parts of the source code.
...And here are a bunch of nice files...
Wednesday 4th October 2000
- Pair-o-ports. Bablos has another couple of Amiga ports for the miggy-minority out there. This time, it's EyAngband (0.1.3) and the variant with surely the shortest name - 'a' (as in Angband a2.9.1). Anyhoo, you can find both those ports below...
Monday 2nd October 2000
- Amiga Dr. Amiga bod, Bablos, is back again, this time with a port of the recently re-staffed DrAngband (v2.9.6). Amiga fanatics can either grab it from his site here or from the link below...
- Mac Ey. This time, Rowan Beentje is the person responsible for the port - a Mac port of the variant EyAngband (0.1.3). You'll find that on the project homepage (see previous link). Also Eytan has added a Spell Spoilers section to the page so if you wanna know all the spell-related secrets, take a look.
- Overdue Snipage. Yus, I'll be cropping the news pages back very soon - but you've got to admit, it's been a very quiet couple of months.
© Copyright 2000 Darren Hebden.