PWMAngband 1.1.9 is out!
Posted: Mon 17.09.2012, 17:57
Ten months since last release... this has been a while! And finally...
New PWMAngband 1.1.9 (aka build 1) released!
The 1.1.9 version is a milestone version... It ports all remaining features from Angband 3.4, including a brand new 64x64 tileset, new item detection, no more light curses, weaker torches... and a whole bunch of tweaks and bugfixes. See readme.txt for the full story, or below for the full list of changes.
Files updated: client, server, source code.
Files are available for download at the usual location: http://powerwyrm.monsite-orange.fr.
Don't forget to update both clients and servers...
Note: some basic entities have changed, so savefiles are incompatible again; please start a clean server instance with the new version
Important note: all older files have been deleted from the usual download location; please upgrade to 1.1.9 if you're still running old servers.
List of changes below (HUGE):
Gameplay changes
================
Angband 3.4:
- Allow PASS_WALL monsters to revert to normal pathing near permarock
- Make object feelings react more to single great objects
- Make artifacts give a minimum feeling of "worthwhile"
- Reduce good/great chances for item generation
- Destruction effects no longer destroy stairs
- Nick's small_device option for reduce range and sight
- Remove all remove curse items and spells
- Make stat potions rarer and stat-swap potions deeper & rarer
- Change archery to be limited in range by MAX_RANGE
- Prevent labyrinths and caverns on quest levels
- Make Quylthulgs no longer animals
- Fizzix's fuzzy detection improvements: reinstate rods of (fuzzy) treasure
detection; make clairvoyance (spell/activation) fuzzy; change detect treasure
to detect object; change detect enchantment to (fuzzy) detect treasure;
remove unseen gold from item list; change unseen treasure to orange stars;
don't display quantity for unseen items
- Fizzix's item allocation changes: change monster allocation in caverns to
ignore the minimum level requirement and be more dependent on cavern size;
let caverns be more "dense"; make item allocation in caverns depend on cavern
size (and more generous); revert item allocation amounts to 3.0.6 levels in
normal dungeons; make labyrinths *slightly* more common
- Make deep descent based off of max_depth instead of current depth
- Make *enlightenment* potion reveal all monsters on the level
Angband v4 (experimental):
- Adjust life drain effects from nether/chaos attacks to do less absolute drain
and more proportionate drain (PWMAngband: this should ensure that low level
players don't get instantly killed by baby chaos/balance/ethereal drakes)
PWMAngband:
- Notice fountains and ignore logs when running
- Add a limited lifespan to controlled monsters
- Add a limit to the number of controlled monsters for each player depending on
charisma
- Give Shapechangers and Rogues a slight chance of getting neutral or friendly
monsters when casting their summoning spells depending on charisma
- Rename the Summon Foes spell (rogues) to Summon Monsters and change the type
of summons from "summon any" to "summon (non-unique) monsters"
- New class: Summoner (base color: teal; cast summoning spells)
- Give Summoners a high chance of getting neutral or friendly monsters from
scrolls/staves of summoning and when casting their summoning spells depending
on charisma
- Award some experience to the master when controlled monsters kill other
monsters (formula is the same as the one used for parties)
- Rework pits/nests: allow BLINK/TPORT/PASS_WALL/KILL_WALL monsters again; make
floor icky to avoid players being teleported inside pits/nests; make inner
walls permanent to prevent PASS_WALL/KILL_WALL monsters from escaping; add a
new CAVE_NOTELE flag and assign this flag to each floor tile inside
pits/nests to prevent BLINK/TPORT monsters (and players) from escaping
- Allow wide corridors in labyrinths
- Two new amulet artifacts: The Blue Stone 'Toris Mejistos' and The Lost
Silmaril of Maglor
- New ring: Ring of Polymorphing (can be activated to polymorph into a monster
if player level is at least half of the monster level; one-time use: the ring
gets destroyed once activated)
- Non-Shapechangers suffer a permanent drain to all stats when activating a
Ring of Polymorphing, no matter whether they manage to polymorph or not
(chance of failure is equal to the monster level)
- Make Detect Treasure for Sorcerors fuzzy
- Add a "disturb_icky" option for getting out of icky screens when disturbed
(this was always on -- it is now off by default)
- Revert Black Market items to "normal" items (they are not forced to be "good"
anymore) to match Angband
- Apply regular Black Market restrictions to the Expensive Black Market (but
keep its high object level range to allow high quality items to be generated)
- Remove expensive items from the General Store
- New order/reservation system available for the Expensive Black Market: allow
players to "order" items that are not in stock; allow players to "reserve"
items that are in stock; ordered/reserved items will stay in stock until some
player buys them
- Add a message when missing the target with missiles
- Revert "wanderer" behavior for townies: make townies respawn asleep; make old
"wanderers" ignore level 1 players unless hurt or aggravated
- Force houses to be at least 2x2 in size
- Make empty bottles worth 1 gold to prevent them from being squelched by
default
- Refactor the squelch system to allow five different squelch levels for
jewelry, Dragon Scale Mails, wearable items, books and consumable items
- Always use the flavor attr/char for aware special artifact rings/amulets
- New powerful ego types for torches: now their 5000 turns of fuel will become
really precious!
- Make controlled monsters always visible (like party members)
- Acknowledge for victory in character "winner" dumps
- Always record and display the original (pre-ghost) cause of death in dumps
and in the "Hall of Fame" with the corresponding info (xp, level, depth...)
User interface
==============
Angband 3.4:
- Save squelch status of items
- Many more fixes and enhancements from Blubaron
- Add Shockbolt's 64x64 tileset
- Fix GCU port to recognise backspace and del as distinct keys
- Blubaron's default layout for Windows
- Blubaron's store UI improvement (allow ESC to cancel new store prompt)
- Change text for drain life spells and items and include description of
curse-breaking chances to enchant items and spells
- Change descriptions of missiles, boulders and spells that cause the player to
move for unseen monsters
- Nick's sound fixes and mp3 support for sdl and windows
- Fix item list so all unaware items come at the end
- Blubaron's tileset updates and other fixes: use Buzzkill's Universal 32x32
Tileset; increase possible tile multipliers in SDL; change Help of Windows
menu bar to start the in game help; hardcode size when switching to text mode
- Enable solid walls for GCU
- Blubaron's efficiency improvements: convert purchasing or examining an item
in a store back to a semblance of action-item
- Make unseen squelched items appear in item list
PWMAngband:
- Add a transparency effect for terrain tiles when using the pseudo-3D tileset
- Better pseudo-3D tiles for doors/shop entrances
- New terrain feature: streets (same as floor, with a different tile)
- Improve the 32x32 tileset: add new tiles for zombified/mummified and a few
other creatures (now every monster in the game should have its own tile);
redraw tiles for "floor" features (glyphs, traps, stairs...) with lighting
effect; remap tiles using UT32's extra tiles
- Remap the pseudo-3D tileset using the same preference files as for the 32x32
tileset
- Change "PL" to "Lit" on the character sheet since now the OF_LIGHT flag is
also present on non-permanent lights
- Change "Toggle ignoring of items" from CTRL-W to CTRL-E (Roguelike keyset)
- Add new command (CTRL-W) to display wilderness metamap (using 'M' now also
displays a "small-scale" map of the level while in the wilderness)
- Rework minimap display: adjust terrain priorities; remove the box around the
edge of the map (to gain 2 horizontal and vertical lines); only display
terrain features, ignore "mimic" features
- Add a nice visual effect for "missile" spells (arrow, bolt, shot, missile,
boulder)
- Add a nice visual effect when firing bolts and arrows
- Disable pseudo-3D tiles when using the Win32 client
- Change some color mappings for the GCU client
- Move the "Fire at nearest target" command to [TAB] to match Angband, map the
"Center map" command to '|' (Roguelike keyset)
- Use the 32x32 tileset instead of pointless pseudo-3D tiles when displaying
the minimap in pseudo-3D mode
- Add a "Manage XBM orders" command to the Dungeon Master menu
- Display equipped items as ASCII characters in the sidebar when using
"distorted" tile mode
- Turn off the NUMLOCK key by default when starting the client (to disable this
behavior, set DisableNumlock=0 in the corresponding mangclient_xxx.ini file)
- Draw a double-height cursor when there is nothing targetable under the top
part of the double-height tile (overdraw mode)
- Better compatibility with the Necklace of the Eye frontend when using the GCU
client (see noteye.txt in the \noteye subdirectory): force icky screens to be
fully icky; display '@' as a "white smiling face" on icky screens; display
wounded characters and polymorphed characters as a '@' except when looking or
targeting (launch noteye.bat to play PWMAngband with the Necklace of the Eye
frontend)
- Allow vault generation (Dungeon Master menu) from an exact name by adding '#'
in front of the vault name
- Generate vaults (Dungeon Master menu) with the Dungeon Master at the top left
corner of the vault
- New tombstone screen displayed when the character dies permanently (similar
to the one from Angband 3.4) with info from the original cause of death
- New final screen displayed when a winner retires (similar to the one from
Angband 3.4)
- Rework the "Hall of Fame": display 25 entries instead of 20; if the current
player doesn't appear in the top 20, display the top 15, the two entries
before the player and the seven entries after the player
- Allow dropping money using 'k' (thousands) and 'm' (millions)
Bugs fixed
==========
Angband 3.4:
- Fix opening chests in stacks
- Partial fix to allow pick-up in darkness
- Refresh screen after opening chests
- Fix summon_specific so it fails properly
- Fixed askfor_aux to delete to the right when delete key is pressed
- Fix movement delay
- Fix autopickup keymap for the roguelike keyset
- Fix roguelike running/standing still
- Prevent {squelch} being shown for unknown items being purchased
- Make EF_STAFF_HOLY clear all temporary negative effects, and tidy up text
description
MAngband 1.2:
- User-sent "direction" can get out of ddx/ddy bounds
- Broken pipe signal causes dirty shutdown in curses client
- Fix password display bug
PWMAngband:
- Reorder the list of monster spell flags so that BR_WATE appears with all
other BR_XXX flags and therefore is considered as an innate spell
- Fix the order of messages displayed when hitting/killing a monster with
missiles
- Fix purple background with Nomad's tileset (Win32 client)
- Fix controlled monsters with the MSTATUS_FOLLOW flag not following their
master
- Fix memory leak and possible crash due to an uninitialized player index in
player birth routine
- Fix server crash when shutting down with many players connected
- Win32 client: fix alphablend/overdraw not working
- Fix big cursor not properly erased when the mapping for a tile doesn't exist
in a particular tileset (tile displayed as an ASCII symbol)
- Fix two typos: "The Bastard Sword of Éowyn" and "Aluminum"
- Aware flavored objects should use flavor attr/char as default
- Skip templates for special artifacts when choosing an object kind for random
mimics
- Fix base delay factor not working if greater than 127ms
- Fix integer overflow in monster power calculation giving negative values for
the two Nether Realm uniques
- Fix server crash when the last connected player disconnects and reconnects
immediately
- Add a server-side check to prevent non-Shapechangers from using the
"polymorph" command
- Fix compilation problems with the GCU client (makefile.gcu)
- Make permanent walls outside labyrinths FEAT_PERM_BASIC instead of
FEAT_PERM_SOLID to allow player ghosts to cross them (for rescues)
- Update double-height tiles properly (overdraw mode)
- Reintroduce hook_plog() for SDL and GCU clients to avoid printing to stderr
which doesn't seem to work
- Fix bogus terrain tile displayed under players/monsters/objects when the
mapping for the terrain tile doesn't exist in a particular tileset (tile
displayed as an ASCII symbol)
- Fix arrow keys not working when targeting
- GCU client: fix cursor always at 0,0
- GCU client: fix many keypresses not working
- Add missing mapping for Water Dragon Scale Mails
- Fix running not working with '.' when NUMLOCK is off
- GCU client: make shift-dir keys (keypad) working when NUMLOCK is off
- SDL client: fix dir keys (SDLK_0-9) not working
- Add a control handler function for SDL and GCU clients to perform some
cleanup when clicking on the "close" button of the Windows console
- Fix remembered map not being reset correctly on login/logout
- Win32 client: fix bug in Term_wipe_win() making the full map (Options/Map
from the menu) not properly displayed on large windows
- Fix controlled monsters hurting their master with spells
- Fix controlled monsters not attacking stronger monsters
- Fix controlled monsters disturbing their master when moving
- Don't let mimics reveal themselves when running towards them
- Don't let mimics reveal themselves when disturb_move or disturb_near is on
- Fix incorrect player sex displayed when describing a player via monster
recall
- Fix various crashes due to random values being evaluated inside macros such
as MIN() or MAX()
- Fix server crash when trying to generate a vault (Dungeon Master menu)
- Prevent generating vaults (Dungeon Master menu) outside of the dungeon to
preserve wilderness/town layouts
- Allow the generation of vault #0 (Dungeon Master menu)
- Fix a bug preventing some monster races from being summoned by the Dungeon
Master
- Properly use up an item/a charge from unaware squelchable consumable items
used from the ground before hiding them from the player's view
- Add a check when displaying the visible object list to ensure that objects
held by monsters are never displayed
- Fix server crash when dropping an identified wand or staff that has been
picked up using 'g' (active squelch settings)
- Fix typo when discovering an out of LOS mimic: "The (an) unknown item was
really a monster!"
- Fix mimics not being discovered when attacked by a controlled monster
- Fix server crash when hitting a monster with Grond
- Properly display in green the highscore entry for the current player
- Add a sanity check when generating monsters in the wilderness to avoid
triggering an assertion on the monster race
Coding changes
==============
Angband 3.4:
- David3x3x3's input fixes for various front-ends
- Move roguelike keys into game code, simplifying a load of things and allowing
the Enter key menu to look right
- Blubaron's efficiency improvements: ignore empty chests after they are opened
rather than in squelch_item_ok(); move trap detected border finding to
detect_trap()
- Refactor chests into a separate file, for better encapsulation
PWMAngband:
- Remove temporary hacks from savefiles
- Replace more player index parameters in function calls with pointers to
player structure
- Remove the hardcoded limit for special artifacts, add new flag SPECIAL_ART
and use it instead
- 32x32 tileset: add two new rows and put all PWMAngband extra tiles at the end
of the file
- Remove pointless call to process_monsters() for monsters having more energy
than players
- Split GF_ARROW spell type into each of the "missile" spells to allow effect
types for each of them
- Code optimization in Term_pict_win() to speed up displaying tiles in minimap
mode
- Remove pointless double redraws when displaying the full map (Win32 client),
the minimap (all) and the knowledge menu (all)
- Update ZLIB to 1.2.7 and LIBPNG to 1.5.12
- Update SDL packages: update SDL to 1.2.15; update FreeType to 2.4.10; update
SDL_ttf to 2.0.11; update SDL_image to 1.2.12; update SDL_mixer to 1.2.12;
update makefiles accordingly
- Add source code for MAD 0.15.1b (libmad library) to support MP3 files for the
SDL client and update SDL_mixer.mak accordingly
- Remove mikmod.dll from the PWMAngband package (MOD files are not supported)
- Remove libpng12.dll and zlib1.dll from the PWMAngband package (they are now
linked statically)
- New mp3 sound files in \lib\xtra\sound in place of the old wav files
- Compatibility with Necklace of the Eye v5.9
Documentation
=============
Angband 3.4:
- Update keymap docs
- Update version.txt with link to rephial
- Updates to in-game help files
- Small fixes to credits and to RST formatting
PWMAngband:
- Update WIN.txt to reflect changes in the ZLIB/LIBPNG libraries
- Update SDL.txt to reflect changes in the SDL packages
- Update PYTHON to 2.7.3, DOCUTILS to 0.9.1 and RST2PDF to 0.92
- Update manual.txt and manual.bat to reflect changes in the PYTHON packages
New PWMAngband 1.1.9 (aka build 1) released!
The 1.1.9 version is a milestone version... It ports all remaining features from Angband 3.4, including a brand new 64x64 tileset, new item detection, no more light curses, weaker torches... and a whole bunch of tweaks and bugfixes. See readme.txt for the full story, or below for the full list of changes.
Files updated: client, server, source code.
Files are available for download at the usual location: http://powerwyrm.monsite-orange.fr.
Don't forget to update both clients and servers...
Note: some basic entities have changed, so savefiles are incompatible again; please start a clean server instance with the new version
Important note: all older files have been deleted from the usual download location; please upgrade to 1.1.9 if you're still running old servers.
List of changes below (HUGE):
Gameplay changes
================
Angband 3.4:
- Allow PASS_WALL monsters to revert to normal pathing near permarock
- Make object feelings react more to single great objects
- Make artifacts give a minimum feeling of "worthwhile"
- Reduce good/great chances for item generation
- Destruction effects no longer destroy stairs
- Nick's small_device option for reduce range and sight
- Remove all remove curse items and spells
- Make stat potions rarer and stat-swap potions deeper & rarer
- Change archery to be limited in range by MAX_RANGE
- Prevent labyrinths and caverns on quest levels
- Make Quylthulgs no longer animals
- Fizzix's fuzzy detection improvements: reinstate rods of (fuzzy) treasure
detection; make clairvoyance (spell/activation) fuzzy; change detect treasure
to detect object; change detect enchantment to (fuzzy) detect treasure;
remove unseen gold from item list; change unseen treasure to orange stars;
don't display quantity for unseen items
- Fizzix's item allocation changes: change monster allocation in caverns to
ignore the minimum level requirement and be more dependent on cavern size;
let caverns be more "dense"; make item allocation in caverns depend on cavern
size (and more generous); revert item allocation amounts to 3.0.6 levels in
normal dungeons; make labyrinths *slightly* more common
- Make deep descent based off of max_depth instead of current depth
- Make *enlightenment* potion reveal all monsters on the level
Angband v4 (experimental):
- Adjust life drain effects from nether/chaos attacks to do less absolute drain
and more proportionate drain (PWMAngband: this should ensure that low level
players don't get instantly killed by baby chaos/balance/ethereal drakes)
PWMAngband:
- Notice fountains and ignore logs when running
- Add a limited lifespan to controlled monsters
- Add a limit to the number of controlled monsters for each player depending on
charisma
- Give Shapechangers and Rogues a slight chance of getting neutral or friendly
monsters when casting their summoning spells depending on charisma
- Rename the Summon Foes spell (rogues) to Summon Monsters and change the type
of summons from "summon any" to "summon (non-unique) monsters"
- New class: Summoner (base color: teal; cast summoning spells)
- Give Summoners a high chance of getting neutral or friendly monsters from
scrolls/staves of summoning and when casting their summoning spells depending
on charisma
- Award some experience to the master when controlled monsters kill other
monsters (formula is the same as the one used for parties)
- Rework pits/nests: allow BLINK/TPORT/PASS_WALL/KILL_WALL monsters again; make
floor icky to avoid players being teleported inside pits/nests; make inner
walls permanent to prevent PASS_WALL/KILL_WALL monsters from escaping; add a
new CAVE_NOTELE flag and assign this flag to each floor tile inside
pits/nests to prevent BLINK/TPORT monsters (and players) from escaping
- Allow wide corridors in labyrinths
- Two new amulet artifacts: The Blue Stone 'Toris Mejistos' and The Lost
Silmaril of Maglor
- New ring: Ring of Polymorphing (can be activated to polymorph into a monster
if player level is at least half of the monster level; one-time use: the ring
gets destroyed once activated)
- Non-Shapechangers suffer a permanent drain to all stats when activating a
Ring of Polymorphing, no matter whether they manage to polymorph or not
(chance of failure is equal to the monster level)
- Make Detect Treasure for Sorcerors fuzzy
- Add a "disturb_icky" option for getting out of icky screens when disturbed
(this was always on -- it is now off by default)
- Revert Black Market items to "normal" items (they are not forced to be "good"
anymore) to match Angband
- Apply regular Black Market restrictions to the Expensive Black Market (but
keep its high object level range to allow high quality items to be generated)
- Remove expensive items from the General Store
- New order/reservation system available for the Expensive Black Market: allow
players to "order" items that are not in stock; allow players to "reserve"
items that are in stock; ordered/reserved items will stay in stock until some
player buys them
- Add a message when missing the target with missiles
- Revert "wanderer" behavior for townies: make townies respawn asleep; make old
"wanderers" ignore level 1 players unless hurt or aggravated
- Force houses to be at least 2x2 in size
- Make empty bottles worth 1 gold to prevent them from being squelched by
default
- Refactor the squelch system to allow five different squelch levels for
jewelry, Dragon Scale Mails, wearable items, books and consumable items
- Always use the flavor attr/char for aware special artifact rings/amulets
- New powerful ego types for torches: now their 5000 turns of fuel will become
really precious!
- Make controlled monsters always visible (like party members)
- Acknowledge for victory in character "winner" dumps
- Always record and display the original (pre-ghost) cause of death in dumps
and in the "Hall of Fame" with the corresponding info (xp, level, depth...)
User interface
==============
Angband 3.4:
- Save squelch status of items
- Many more fixes and enhancements from Blubaron
- Add Shockbolt's 64x64 tileset
- Fix GCU port to recognise backspace and del as distinct keys
- Blubaron's default layout for Windows
- Blubaron's store UI improvement (allow ESC to cancel new store prompt)
- Change text for drain life spells and items and include description of
curse-breaking chances to enchant items and spells
- Change descriptions of missiles, boulders and spells that cause the player to
move for unseen monsters
- Nick's sound fixes and mp3 support for sdl and windows
- Fix item list so all unaware items come at the end
- Blubaron's tileset updates and other fixes: use Buzzkill's Universal 32x32
Tileset; increase possible tile multipliers in SDL; change Help of Windows
menu bar to start the in game help; hardcode size when switching to text mode
- Enable solid walls for GCU
- Blubaron's efficiency improvements: convert purchasing or examining an item
in a store back to a semblance of action-item
- Make unseen squelched items appear in item list
PWMAngband:
- Add a transparency effect for terrain tiles when using the pseudo-3D tileset
- Better pseudo-3D tiles for doors/shop entrances
- New terrain feature: streets (same as floor, with a different tile)
- Improve the 32x32 tileset: add new tiles for zombified/mummified and a few
other creatures (now every monster in the game should have its own tile);
redraw tiles for "floor" features (glyphs, traps, stairs...) with lighting
effect; remap tiles using UT32's extra tiles
- Remap the pseudo-3D tileset using the same preference files as for the 32x32
tileset
- Change "PL" to "Lit" on the character sheet since now the OF_LIGHT flag is
also present on non-permanent lights
- Change "Toggle ignoring of items" from CTRL-W to CTRL-E (Roguelike keyset)
- Add new command (CTRL-W) to display wilderness metamap (using 'M' now also
displays a "small-scale" map of the level while in the wilderness)
- Rework minimap display: adjust terrain priorities; remove the box around the
edge of the map (to gain 2 horizontal and vertical lines); only display
terrain features, ignore "mimic" features
- Add a nice visual effect for "missile" spells (arrow, bolt, shot, missile,
boulder)
- Add a nice visual effect when firing bolts and arrows
- Disable pseudo-3D tiles when using the Win32 client
- Change some color mappings for the GCU client
- Move the "Fire at nearest target" command to [TAB] to match Angband, map the
"Center map" command to '|' (Roguelike keyset)
- Use the 32x32 tileset instead of pointless pseudo-3D tiles when displaying
the minimap in pseudo-3D mode
- Add a "Manage XBM orders" command to the Dungeon Master menu
- Display equipped items as ASCII characters in the sidebar when using
"distorted" tile mode
- Turn off the NUMLOCK key by default when starting the client (to disable this
behavior, set DisableNumlock=0 in the corresponding mangclient_xxx.ini file)
- Draw a double-height cursor when there is nothing targetable under the top
part of the double-height tile (overdraw mode)
- Better compatibility with the Necklace of the Eye frontend when using the GCU
client (see noteye.txt in the \noteye subdirectory): force icky screens to be
fully icky; display '@' as a "white smiling face" on icky screens; display
wounded characters and polymorphed characters as a '@' except when looking or
targeting (launch noteye.bat to play PWMAngband with the Necklace of the Eye
frontend)
- Allow vault generation (Dungeon Master menu) from an exact name by adding '#'
in front of the vault name
- Generate vaults (Dungeon Master menu) with the Dungeon Master at the top left
corner of the vault
- New tombstone screen displayed when the character dies permanently (similar
to the one from Angband 3.4) with info from the original cause of death
- New final screen displayed when a winner retires (similar to the one from
Angband 3.4)
- Rework the "Hall of Fame": display 25 entries instead of 20; if the current
player doesn't appear in the top 20, display the top 15, the two entries
before the player and the seven entries after the player
- Allow dropping money using 'k' (thousands) and 'm' (millions)
Bugs fixed
==========
Angband 3.4:
- Fix opening chests in stacks
- Partial fix to allow pick-up in darkness
- Refresh screen after opening chests
- Fix summon_specific so it fails properly
- Fixed askfor_aux to delete to the right when delete key is pressed
- Fix movement delay
- Fix autopickup keymap for the roguelike keyset
- Fix roguelike running/standing still
- Prevent {squelch} being shown for unknown items being purchased
- Make EF_STAFF_HOLY clear all temporary negative effects, and tidy up text
description
MAngband 1.2:
- User-sent "direction" can get out of ddx/ddy bounds
- Broken pipe signal causes dirty shutdown in curses client
- Fix password display bug
PWMAngband:
- Reorder the list of monster spell flags so that BR_WATE appears with all
other BR_XXX flags and therefore is considered as an innate spell
- Fix the order of messages displayed when hitting/killing a monster with
missiles
- Fix purple background with Nomad's tileset (Win32 client)
- Fix controlled monsters with the MSTATUS_FOLLOW flag not following their
master
- Fix memory leak and possible crash due to an uninitialized player index in
player birth routine
- Fix server crash when shutting down with many players connected
- Win32 client: fix alphablend/overdraw not working
- Fix big cursor not properly erased when the mapping for a tile doesn't exist
in a particular tileset (tile displayed as an ASCII symbol)
- Fix two typos: "The Bastard Sword of Éowyn" and "Aluminum"
- Aware flavored objects should use flavor attr/char as default
- Skip templates for special artifacts when choosing an object kind for random
mimics
- Fix base delay factor not working if greater than 127ms
- Fix integer overflow in monster power calculation giving negative values for
the two Nether Realm uniques
- Fix server crash when the last connected player disconnects and reconnects
immediately
- Add a server-side check to prevent non-Shapechangers from using the
"polymorph" command
- Fix compilation problems with the GCU client (makefile.gcu)
- Make permanent walls outside labyrinths FEAT_PERM_BASIC instead of
FEAT_PERM_SOLID to allow player ghosts to cross them (for rescues)
- Update double-height tiles properly (overdraw mode)
- Reintroduce hook_plog() for SDL and GCU clients to avoid printing to stderr
which doesn't seem to work
- Fix bogus terrain tile displayed under players/monsters/objects when the
mapping for the terrain tile doesn't exist in a particular tileset (tile
displayed as an ASCII symbol)
- Fix arrow keys not working when targeting
- GCU client: fix cursor always at 0,0
- GCU client: fix many keypresses not working
- Add missing mapping for Water Dragon Scale Mails
- Fix running not working with '.' when NUMLOCK is off
- GCU client: make shift-dir keys (keypad) working when NUMLOCK is off
- SDL client: fix dir keys (SDLK_0-9) not working
- Add a control handler function for SDL and GCU clients to perform some
cleanup when clicking on the "close" button of the Windows console
- Fix remembered map not being reset correctly on login/logout
- Win32 client: fix bug in Term_wipe_win() making the full map (Options/Map
from the menu) not properly displayed on large windows
- Fix controlled monsters hurting their master with spells
- Fix controlled monsters not attacking stronger monsters
- Fix controlled monsters disturbing their master when moving
- Don't let mimics reveal themselves when running towards them
- Don't let mimics reveal themselves when disturb_move or disturb_near is on
- Fix incorrect player sex displayed when describing a player via monster
recall
- Fix various crashes due to random values being evaluated inside macros such
as MIN() or MAX()
- Fix server crash when trying to generate a vault (Dungeon Master menu)
- Prevent generating vaults (Dungeon Master menu) outside of the dungeon to
preserve wilderness/town layouts
- Allow the generation of vault #0 (Dungeon Master menu)
- Fix a bug preventing some monster races from being summoned by the Dungeon
Master
- Properly use up an item/a charge from unaware squelchable consumable items
used from the ground before hiding them from the player's view
- Add a check when displaying the visible object list to ensure that objects
held by monsters are never displayed
- Fix server crash when dropping an identified wand or staff that has been
picked up using 'g' (active squelch settings)
- Fix typo when discovering an out of LOS mimic: "The (an) unknown item was
really a monster!"
- Fix mimics not being discovered when attacked by a controlled monster
- Fix server crash when hitting a monster with Grond
- Properly display in green the highscore entry for the current player
- Add a sanity check when generating monsters in the wilderness to avoid
triggering an assertion on the monster race
Coding changes
==============
Angband 3.4:
- David3x3x3's input fixes for various front-ends
- Move roguelike keys into game code, simplifying a load of things and allowing
the Enter key menu to look right
- Blubaron's efficiency improvements: ignore empty chests after they are opened
rather than in squelch_item_ok(); move trap detected border finding to
detect_trap()
- Refactor chests into a separate file, for better encapsulation
PWMAngband:
- Remove temporary hacks from savefiles
- Replace more player index parameters in function calls with pointers to
player structure
- Remove the hardcoded limit for special artifacts, add new flag SPECIAL_ART
and use it instead
- 32x32 tileset: add two new rows and put all PWMAngband extra tiles at the end
of the file
- Remove pointless call to process_monsters() for monsters having more energy
than players
- Split GF_ARROW spell type into each of the "missile" spells to allow effect
types for each of them
- Code optimization in Term_pict_win() to speed up displaying tiles in minimap
mode
- Remove pointless double redraws when displaying the full map (Win32 client),
the minimap (all) and the knowledge menu (all)
- Update ZLIB to 1.2.7 and LIBPNG to 1.5.12
- Update SDL packages: update SDL to 1.2.15; update FreeType to 2.4.10; update
SDL_ttf to 2.0.11; update SDL_image to 1.2.12; update SDL_mixer to 1.2.12;
update makefiles accordingly
- Add source code for MAD 0.15.1b (libmad library) to support MP3 files for the
SDL client and update SDL_mixer.mak accordingly
- Remove mikmod.dll from the PWMAngband package (MOD files are not supported)
- Remove libpng12.dll and zlib1.dll from the PWMAngband package (they are now
linked statically)
- New mp3 sound files in \lib\xtra\sound in place of the old wav files
- Compatibility with Necklace of the Eye v5.9
Documentation
=============
Angband 3.4:
- Update keymap docs
- Update version.txt with link to rephial
- Updates to in-game help files
- Small fixes to credits and to RST formatting
PWMAngband:
- Update WIN.txt to reflect changes in the ZLIB/LIBPNG libraries
- Update SDL.txt to reflect changes in the SDL packages
- Update PYTHON to 2.7.3, DOCUTILS to 0.9.1 and RST2PDF to 0.92
- Update manual.txt and manual.bat to reflect changes in the PYTHON packages