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Thursday, 09 August 2001
Angband - Robert Rühlmann
Angband 2.9.3 version is now available for download:

Source code:
ftp://clockwork.dementia.org/angband/Source/angband-293-src.tar.gz

Windows 95/98/NT version:
ftp://clockwork.dementia.org/angband/Windows/angband-293-win.zip

DOS version (386 or better required):
ftp://clockwork.dementia.org/angband/DOS-386/angband-293-dos.zip

Changes in Angband 2.9.3:
  • The known uniques list is now separated into two columns to make it easier to read. One column for the names and one for the "is dead/alive" text.
  • Allowed examining multiple items without having to return to the tombstone screen.
  • Added an option to review messages to the tombstone.
  • Changed the keys to view high scores from 't' to 'v' and allowed upper case for each of the options in the tombstone screen.
  • Rogrog the Black Troll resists acid instead of cold.
  • Algroths resist poison.
  • Moved the player-class info to an external lib/edit/p_class.txt file.
  • Unified parts of the *_info.txt parsers.
  • Improved the error-messages when parsing *_info.txt files.
  • Examining an item that ignores all elements now shows "It cannot be harmed by the elements." instead of one line for each element.
  • Updated the documentation for the lib/edit/*.txt file formats.
  • The randart info is now stored in the savefile.
  • Various command-line options like wizard- and fiddle-mode are now available from the *.ini file of the Windows version.
  • Improved the GTK, X11, and XAW ports.
  • The cursor in the X11 and XAW modules is a rectangle, instead of a filled box.
  • Made the windows of the XAW module resizable.
  • Added Steven Fuerst's X11 projected view (start with -mXPJ where available).
  • Potions of life will now restore stats before healing to provide full health even if CON was drained.
  • Added the Linux vcsa display driver written by Alexander Malmberg.
  • Gave the *_info.txt files more meaningful names.
  • The EASY_KNOW flag is no longer hardcoded for various item types.
  • Added a workaround for a bug in the Borland compiler for Windows. The game crashed when parsing an lib/edit/*.txt file containing 11 player races.
  • Fixed a bug that could cause the random artifacts to be different depending on the used compiler and optimizations.
  • Replaced several magic numbers with the proper constants.
  • The lesser vault "Planet X" was labeled as greater vault.
  • Angband - Robert Rühlmann
    Hello fellow maccers,

    I'm happy to anounce that I already managed to compile the latest vanilla-version (2.9.3) for both the 68k- and PPC-macs.

    Once Robbert moves them, they will be downloadable at :
    ftp://clockwork.dementia.org/angband/Macintosh/angband-293-mac-ppc.sit.b in
    ftp://clockwork.dementia.org/angband/Macintosh/angband-293-mac-68k.sit.bin

    Please note that both versions don't support sound nor graphics (don't have the knowledge to make these work good at the moment).

    -- Greetings
    Gileba
    EyAngband - Eytan Zweig
    Hi,

    Well, Angband 2.9.3 has been released, allowing me to release EyAngband
    0.3.4. This is mainly a bug-fix and source update release, though many
    minor gameplay changes have been made as well. The main change from most players' point of view will be the improved 'I'nspect abilities. A full list of changes appears at the end of this message.

    EyAngband 0.3.4 supports 0.3.1 and older savefiles, unless randarts were used - though some changes may occur in the conversion.
    EyAngband 0.3.4 can be found, as always, at the EyAngband website at http://eyangband.sourceforge.net/ . The moment Robert moves them, the files will also be available via clockwork.
    Note to those testing the 0.4.0 pre-pre-alpha: all the changes below are already included in that version.
    Eytan

    Changes from 0.3.3 to 0.3.4:

  • Compatible with 0.3.3, 0.3.2 or 0.3.1 savefiles, with the following exceptions:
  • Saves with randarts on art incompatible.
  • Prefixed ego items might have changed damage dice.
  • Spellcasters discover they have an altered spell selection.
  • Updated the source base to 2.9.3 (except for autoconf support), with the following major changes:
  • Improved info file support (info files have been renamed to the Vanilla scheme. q_info.txt is now quest.txt, u_info.txt is now unique.txt).
  • Randart info now saved in the savefile.
  • Improved tombstone menu.
  • Several bugfixes.

    ## Gamplay Changes ##

  • New birth option: "birth_retain_squelch". If this is set ON, a new character will keep the same squelch settings as his immediate ancestor. Setting this to OFF will turn reset the squelch settings with the creation of a new character. It is OFF by default.

    # Random Artifacts #

  • Activations are now completely randomized - and you can get a lot of spell/item effects that the regular artifact set doesn't have (though you can't get all the possible effects).
  • Random artifacts can be prefixed weapons.

    # Quests #

  • A few changes to the quest system to make quests more interesting; play around a bit and see if you can find them :).

    # Spells #

  • Priest spell selection in [Purifications and Healing] changed.
  • Many minor changes to spells, too numerous to list.

    # Items #

  • Completely changed how usable items are handled. Now, instead of artifacts having an activation line and wands/staves/rods/etc. having hard coded abilities, all these items have a "U:" line, which determines their function when used. This affects food, staves, rods, talismans, DSMs, wands, potions, scrolls and artifacts. Note that powders are still hard-coded. Also, the activation naming scheme has been changed to make it more standard. As a negative side-effect, artifacts no longer give colorful messages when activated. Also, note that the spells and items now use the same routine for determining their powers, which means some minor distinctions between very similar but non-identical effects was lost (heal 4d8/4d10 for instance).
  • Improved the 'I'nspect command. Now, when inspecting an identified object that can be used (or aimed, zapped, eaten, etc.) you will know it's ability. Similarly, you no longer need to *ID* an artifact to see it's activation
  • if it has a visible effect, you will know the activation after you've seen it once. Note that in order to know the recharge rate of an artifact, you still have to *ID* it. (note - this knowledge survives into the artifact memory, and at the moment will show up incorrectly on randarts.)
  • Some weapon artifacts now have prefixes (for instance, the The Main Gauche of Maedhros is now an Elven Main Gaunce). I used the Encyclopedia of Arda (http://www.glyphweb.com/arda/) as a resource to determine what race produced the Tolkeinian weapons, and used my own judgement for some others. Some artifacts changed a bit due to this.
  • Tweaking with an item in debug mode now allows you to create ego items and prefixed items. Note that there is no checking to see that appropriate values are assigned, so take care. Also, ego-items created in this fashion will not have random abilities.
  • Staves of Haste Monsters replaced by Staves of Aggravate Monsters.
  • Many minor changes to items, too numerous to list.
  • TR3_ACTIVATE removed. Artifacts now activate if they have an activation.

    ## Non-Gameplay Changes ##

  • Prefix information has been moved out to a new info file, "prefix.txt". Note that the format of this file is quite rudimentary and currently all prefixes are weapon prefixes - other prefix types will be added in a future version.

    ## Bug Fixes ##

  • Cheat_know didn't work properly for uniques
  • Demon/Angel race abilities don't take any turns.
  • The article for item descriptions with prefixes would sometimes be incorrect.
  • EyAngband - Eytan Zweig
    As prompt as always, Gileba has ported 0.3.4 to the Mac, and I have uploaded it to sourceforge. You can get the Mac version (as well as the Windows version and the source released earlier today) from the EyAngband website and http://eyangband.sourceforge.net/

    Eytan
    EyAngband - Eytan Zweig
    In a day of quick ports, Adam Horowitz sent me the DOS port of EyAngband 0.3.4. It (as well as the Windows and Mac ports) can be found on the EyAngband website at http://eyangband.sourceforge.net/

    Eytan
    PernMAngband - Darkgod
    As usual: http://pernmangband.pernangband.org
    or
    http://perso.infonie.fr/dark.god/pernmangband
    if the other one dont work.

    Server is : 64.53.71.115

    The amiga client has been uploaded to clockwork and should be up soon the windows client is already downloadable.

    Also, Evileye and me formed a devteam for PernMangband.

    As you can see, this release tries to fix lots of abusable parts of the multiplayer part.

    See you soon on PernMangband server !

    cropped list of changes:
  • Telepath Class, uses crystals, can fusion with otehr people
  • DragonRiders get a ESP radius of (lvl/2)
  • DragonRiders lost resist poison
  • DragonRiders resistancess comes at lvl 10 15 20 25
  • Telepaths can now cast their spells with their energy instead of the controlled guy energy
  • Mind links needs 20 + d15 turns to be ended
  • Fixed lots of bugs
  • Ghost cant gain experience
  • Diving as a ghost dont affect recall depth
  • Telepaths dont share hp anymore, it was: 1) silyl given the idea of only the spirit of the telepath moving 2) cheezy
  • Telepaths only share half their mana
  • Player levels now goes up to 100
  • Monster can ain levels up to 500
  • Randarts rarer
  • Randart power reduced
  • Tidal Wave mana/level increased
  • Healing in hellish mode is now only 3/4 instead of 1/2
  • Player Golems! One can find pieces of golem and make a powerfull ally
  • Level requirement for objects, execpt for the char that found it
  • One can inscribe an object #of the Fool to get the object to display: "The Dager of the Fool"
  • Races get different mana
  • race restrict class
  • Mana penality for armor increased
  • Increased speed effect at high levels
  • New houses system, players, parties, races and classes can be house owner
  • Extended dungeon. After level 100(5000') it loops to pseudo level 1 but with all monsters gaining +100 level
  • No lev restriction on parties, but only opeople in the +/-7 level range will gain xp
  • Finished Archers books
  • 90 day player timeout added.
  • ARNS - I apologize for the lateness of some of the news.

    - Steve Register -


    Tuesday, 07 August 2001
    ADOM - Thomas Biskup Of course you probably know this by now but ADOM 1.0.0 is out.

    Well, folks... believe it or not... ADOM 1.0.0 is out. You can read about my thoughts in the diary, you can download it and play it or you can gasp in shock ;-)

    Some notes:
  • ADOM 1.0.0 is not complete... see the diary and various other sections for details.
  • The compilers used for ADOM 1.0.0 are pretty untested because I switched very late. Don't be shocked if there are bugs.
  • The source code will not be released -- see readme.1st for details.
  • And now... have fun!
  • Linley's Dungeon Crawl - Linley Henzell Beta 18 of Crawl 4.00 is now generally available for testing purposes. Everyone is encouraged to migrate to this latest build. Character files from beta 7 (also known as pr7) and above should be compatible with this release.

    Source files and a precompiled 32-bit windows binary are there for the taking. I suspect that a DOS binary and a Debian package will be available shortly.

    The source should compile on a variety of platforms, and has been known to build for DOS, Windows, MacOS, Solaris, Linux, and FreeBSD targets. Ports to unsupported platforms are always welcome.

    Appended below are Gordon's latest release notes.

    Source bundle: ftp://ftp.dungeoncrawl.org/LATEST/devteam/cr400beta18-src.zip

    Win32 (9X/NT/2000/ME) binary: ftp://ftp.dungeoncrawl.org/LATEST/devteam/cr400beta18-w32.zip

    Fixes:

  • Fixed crash associated with curse armor scroll.
  • Creatures that can't move will no longer try to flee (they were getting backstabbed as a result).
  • Several minor cosmetic fixes.

    Hmm.. quite a short list, that. :\

    I am finding myself without sufficient time to contribute to the development of Crawl these days... frustrating, as there were just a few minor bugs left (besides the awful horrible 'duplicate item' bug that I cannot seem to reproduce, let alone fix) before I would have judged things 'release-worthy'.
  • ARNS - I just want to say thanks to all the people that have visited my humble web site. For the past six days now I've had over 100 people to visit each day. That's way more than I would have thought for the short period of time it's been up. Thanks again and I'll keep working to make this web site to be what all of you need.

    - Steve Register -


    Monday, 06 August 2001
    Gumband - Bablos Hi There...

    An Amiga version of Gumband 2.1.7b has been uploaded to clockwork.

    As soon as someone moves it from there, you should be able to access it via the following;

    ftp://clockwork.dementia.org/angband/Variant/Gumband/gumband-217b-ami.lha (784K)

    Enjoy...
    Angband - Robert Rühlmann I've prepared a beta version of Angband 2.9.3 for testing. You can download it from:

    ftp://clockwork.dementia.org/angband/Source/angband-2.9.3-beta.tar.gz

    Please don't release binary versions of the beta. The source is not labeled as beta internally and I want to prevent confusion when the final version arrives.

    Remember that this is a *beta* version. Make backups of your old savefile before importing it into the 2.9.3 beta. Savefiles from the beta version may not be fully compatible with the final 2.9.3 version. If you encounter a bug then please preserve the savefile so that I can inspect it if necessary.

    Angband 2.9.3 will be mainly a bugfix and code-cleanup release and adds only a few new features. It will also act as a stepping stone to convert savefiles with random artifacts to future Angband versions, since the randarts are now stored inside the savefile independently of the randart creation algorithm.

    Some of the changes in the Angband 2.9.3 beta are:
    - The known uniques list is now separated into two columns to make it easier to read. One column for the names and one for the "is dead/alive" text.
    - Allowed examining multiple items without having to return to the tombstone screen.
    - Added an option to review messages to the tombstone.
    - Changed the keys to view high scores from 't' to 'v' and allowed upper case for each of the options in the tombstone screen.
    - Rogrog the Black Troll resists acid instead of cold.
    - Algroths resist poison.
    - The Windows version can now be compiled with autoconf/automake in Cygwin.
    - Moved the player-class info to an external lib/edit/p_class.txt file.
    - Unified parts of the *_info.txt parsers.
    - Improved the error-messages when parsing *_info.txt files.
    - Examining an item that ignores all elements now shows "It cannot be harmed by the elements." instead of one line for each element.
    - Updated the documentation for the lib/edit/*.txt file formats.
    - The randart info is now stored in the savefile.
    - Added support for DESTDIR to the install hooks.
    - Various command-line options like wizard- and fiddle-mode are now available from the *.ini file of the Windows version.
    - Updated the GTK, X11, and XAW ports to Steven Fuerst's versions.
    - Speed up the X11 module.
    - The cursor in the X11 and XAW modules is a rectangle, instead of a filled box.
    - Made the windows of the XAW module resizable.
    - Improved the font handling of the XAW module.
    - Added Steven Fuerst's X11 projected view (available with -mXPJ).


    For a complete list of changes see the post in rec.games.roguelike.angband
    ARNS - This must have been the weekend of updates. I've been working on the links trying to make them better. If there is a game out there that you know of, but I don't have a link to, please let me know so that I can add it.

    - Steve Register -


    Thursday, 02 August 2001
    ARNS - I've changed the links page. It was getting to large to just scroll down. Now you can just click on the letter you want to check out and go from there. This should load the pages faster and make it easier on me to make updates.

    - Steve Register -


    Copyright 2001 Steve Register.