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FIXES
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1994-10-22
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Angband 2.5 (beta), first release - 11/93
new lighting
fixed potion identification
fixed missing attack for 'kicks you' (mystics)
resist fear instrinsic added
monster fear
added autoroller from PC code
CFT's new speed code
mana penalty for armour based on weight (doesn't seem to change much), and
gloves of free action/dexterity don't cause the additional mana penalty
print amount of gold stolen
print object stolen
artifacts likely to resist enchantment/disenchantment & other attacks
monsters can pick up things (but not 'X' getting Slay 'X' weapons, etc)
if blind then messages change - serious updating
-- also redo 2ndary effects, this was a pain in the butt
fix up earthquake effects to not destroy artifacts & some other things
the names of the Phial, Star, & Arkenstone change if not identified
fixed up naming code a little, also renamed monster descriptions & fixed
miscellaneous spelling errors whenever I ran across them
can check what artifacts have been generated while not wizard
-- for convenience only, if you don't like, don't use....
add y/n to word of recall spells...
fireball effects now have differing radii
giant pits added
vastly more sanity checking in level generation
more sanity checking in compact_monsters & create/summon monsters...
more uniques have appropriate escorts
destroyed levels added
player ghost/save bug fixed
be a little nicer about out-of-depth monsters on the early levels....
...and added moria 5.5 'sleeping dragon' code
fixed up the artifacts a little (like being frost brand and not RC, etc)
added TR_BLESS_BLADE & TR_ATTACK_SPEED) Ringil is still +1 speed, though.
added another resistance to one or two items ala Fangband
Holy Avengers & Slay Evil weapons are BLESS_BLADE, Slay Undead are HOLD_LIFE.
prayer penalty for priests not using blessed edged weapons
cleaned up the display a little
hopefully reset stats correctly when gaining or losing....
better messages when an item gets destroyed
minimum weight for multiple attack calc reduced from 5 to 3
prevented free bashing from detecting an invisible monster
added pseudo-probing when you look at the monster...
fixed the "you seem to be missing a book" message
fixed *enlightment* potion
revamped enchantment code
scrolls of aquirement and *aquirement* auto-indentify themselves when used
rods immune to lightning
can't create up staircases on town level
add delay timing code so that bolts, etc can be seen
dispelling things in sight prints their names and not it/and the converse
tweaked self knowledge messages for clarity
Angband 2.5.1 (12/15/93)
fixed inventory bug w/ taking off equipped items
fixed delay causing divide-by-zero crashes
made word of recall a toggle, not yes/no, as that seems to be less aggravating
maybe fixed redisplay on edge of maps
fixed open/topen/fopen/tfopen which already exists on some systems
fixed a possible problem with displaying monster injury status
fixed a problem displaying the level feelings
fixed dropping worthless items in your home (they silently disappeared)
silently reconnect invisible monsters (*why* does this happen?)
fixed light redisplay while in stores (thanks to DGK)
adjusted code to stop allocating too high plusses on magical items and
too many bows of might/accuracy.
fixed desc_monsters.c overrun causing crash when looking at ghosts
added some bounds checking on reading options st 2.4 savefiles don't mess up
readjusted magical plusses some more, made more things variable (such as AC +
for Amulet of Magi, etc ad nauseaum), also caused prices to be more
responsive to the pluses on the items
redid monster fear code so that some monsters are 'fearless': E's, g's, most
undead and demons except intelligent ones, and all immobile monsters
added global variable monster_is_afraid so that fear messages only occur after
the player has gotten all of his swings; much nicer to look at
monsters that heal themselves may 'regain their courage' when they cast heal
PDSM no longer resists disenchantment or shards -- so watch out! Note that
Bladeturner still resists everything, so it becomes a better choice.
Angband 2.5.2 (12/20/93)
CFT's revamped inven_carry, fixes book ordering for magic users
included code for BSD's random() function, which offers a much better RNG;
please consult the file src/random.c for copyright and acknowledgements...
fixed "killed by an arrow trap.." (doubled period) and "up staircase ." msgs
went back and redid objdes() code to fix a whole bunch of punctuation errors,
including inscriptions, monster/item <--> spell interactions, etc; the
results should look better and probably work faster, too
genderized the whole game, including massive changes to recall.c. It makes the
program a little larger, but the descriptions are incredibly more cool
resyncronized monsters.c with describe_mon.c, fixed some minor incongruities
as I came across them (such as immobile monsters 'being able to open doors')
Angband 2.5.3 (1/10/94)
fixed a typo giveing Bladeturner +305 to AC (thanks DGK)
fixed misspelling David G. Kahane's initials in a few places (sorry DGK :)
added support for HPUX thanks to Chris Ang@amd.com [cba]
fixed some code that fails on K&R compilers, and reorganized the static
prototypes so they'll do some good for non-ANSI compilers
improved on the los/in_bounds code to make it faster
tweaked the recall monster code some
fixed 'screen too small for moria --> angband' message
sped up the code some (by macroizing some stuff)
switched description of "the Ring of Power" to "the One Ring"
turned down the delays a little...
worked around the 'infamous monster heal bug', when restoring savefiles
fixed a few more monster descriptions (made worm mass descriptions consistant)
fixed 'Set of Cestus' to 'Set of Cesti'
reindented the whole set of source code; use 4-2 indenting & a 90 col editor
reindentation has revealed some questionable syntax RE: '=&' vs '= &' which
may have caused some subtle bugs
Angband 2.5.3 (1/12/94?) - beta testing begins
added support for ultrix thanks to Eugene Hung@garnet.berkeley.edu
fixed monsters running away due to '= -' versus '-='
moved the gender code into the creature_list array and reordered the
descriptions so that desc_list[i] = c_list[i], this was a pain, but I caught
a few more inconsistancies doing so
fixed up some of the library files
Anduril is now "The Longsword 'Anduril'", thanks J.Kewley@fiveg.icl.co.uk
added an option "plain_descriptions" so that items will be displayed without
their 'flavor' if that's what the user prefers
fixed some bugs in the util.c for supporting microsleep on those machines that
need it
modified object creation so that it makes objects at the average of the
dun_level and the creature's level....
fixed possibly letting character go up and down stairs first 100 turns and get
feelings each time.....
made see invisible never auto-detect, as this is not worth fixing right
fixed keypad wizard commands (made 'em the save as the rogue wizard commands)
added flag for haggling rather than a compile-time define....
fixed a few more '= -' expressions
fixed a bug in the wizard level identify code
fixed Makefile bug ".o.c" versus ".c.o".... [eh]
touched up a few artifacts (Beleg C. -> Belthronding), Sting vs. Weap of
Westernesse, made artifacts display a little more info (searching, infra)
fixed a problem in the microsleep code with times of 0
moved Master Mystics to dun_level 50...
fixed unique deaths not being recalled if you can't see them when they die
patched a few more non-ANSI-compiler problems, & min/max [cba]
fixed teleporting leaving lighted area with wide-area light
redid some of the object description code to give more informative messages
and to avoid some braindamage
added option to display weight for equipment list (seperate from inven list)
because new descriptions can be longer and will overrun the available space
fixed a possible lighting bug (casting light spell with light item), and made
unlighting a little more impressive...
fixed overlong inscriptions (thanks grabiner@zariski.harvard.edu)
made monsters resist damage from weapons a little better
added compile define to let players see their score, fixed scorefile bug;
(thanks to Torbj|rn Lindgren <tl@cd.chalmers.se>)
fixed minor misspellings
tried to fix up some minor lighting errors; also touched up a monster or two
fixed object descriptions displaying the p1 value inappropriately (+x)
removed LINT_ARG define so that we always get function prototypes...
Large kobolds resist poison too
tweaked the Makefile some more (make clean does better now)
removed need for -fwritable-strings [TL]
added const char * declarations all over the place (very painful); note that
the player ghost violate the const char * of the monster list -- oh well
fixed fleeing monsters trying to run through doors....
made wide-area light light up "knight-move" (L's) squares
made pits not activate the "special" message but vaults will....
error in "if (t_ptr->name2 = SN_ATTACKS)" fixed (BIG thanks to jk@cs.man.ac.uk)
improved HPUX support (thanks to Chris Ang@amd.com)
Angband 2.5.4 (2/3/94) - final beta testing period
fixed scrolls of darkness not blinding you for a round.
fixed bug fix empty savefiles causing crashes
tweaked more object descriptions
objects with negative magical bonuses do the right things in the
self-knowledge code
wiz mode ^A does "remove_all_curse"....
maybe fixed a bug attempting to uncurse mega-cursed items
cleaned up some other minor items
fixed {mass} genocide not identifying itself always... (ty@vuokko.uta.fi)
added support for Atari (thanks Chris Herborth@53iss6.waterloo.NCR.COM)
artifact check now displays to screen [cba]
added unique check [cba]
fixed scorefile not existing bug yet again
moved & documented ALLOW_ARTIFACT_CHECK compile option, which allows non
wizards to see the list of generated artifacts
fixed more system function prototypes (in part, tl)
fixed save-file byte order problem [tl]
Angband 2.5.5 (2/7/94) - patchlevel bumped due to previous byte-order fix
level feeling now saved in the save file
now display home inventory at death or part of char description [ct/dgk]
fixed level feeling being overwritten in save file
fixed chests to generate treasure at the correct level [dbd]
darkness breath and scrolls now blind you for a while (like light breath)
everything that Slays Undead now is See Invisible
made some SU weapons Hold Life, and some SE Blessed Blades
fixed self_knowledge code wrt negative p1 values (again)
Whips of Fire now have Resist Fire
maybe fixed some more header file braindamage
tried to fix a bug where stackable items could be placed over
your weapon, causing you to lose the weapon
fixed a bug displaying (+0) digging implements
made the low hitpoint warning more noticeable
fix so that storebought chests don't give hellacious treasure (backwards
compatibility problem w/ old savefiles)
reduced MAX_{T,M}ALLOC to 400 and 600 respectively to reduce memory
hogging for those systems which would appreciate this....
fixed small display glitch while rolling [ch]
fixed msgs when throwing items at monsters
fixed Belthronding not getting a "special level" msg
caused create food to fill you up and not create an item [cba]
added equippy chars [dgk/cba]
fixed item colors not being randomly shuffled for new characters [dk]
changed Celefarn->Celegorm, touched up a few other artifact names
Angband 2.5.6 (3/30/94) - squash a final set of bugs and upload to the net
that bloody store price bug has probably been squashed
rewrote the screen too small message (again)
fixed taking off cursed items/error in objdes() bug [dbd]
fixed some minor spelling problems
added quick messages option
attacks that destroy items choose which item more randomly
fixed lighting while tunnelling [dbd]
fixed some other lighting problems [dbd]
incorporated patches for Linux (thanks to Peter Berger@lm.net [pb])
fixed missing attack message for medusa squeeze
added 'realclean' makefile target that deletes the executable in the current dir
updated the documentation and library files
fixed "hit to hit to burn" and "hit to bite to electrify" messages [dbd]
fixed lighting more
fixed drinking poison potion message when you resist poison
added targetting ala the PC version [ch, ty]
improved HPUX support again [cba]
added '|' char which lets the player check the unique monsters killed
reincorporate making savefiles endian independant (this got lost somehow) [ty]
Angband 2.5.7 (4/1/94)
slightly upped Nether damage (so watch out...)
fixed and documented equippy char patch [eh]
added ALLOW_FIDDLING in config.h
recomment config.h and the Makefile
rewrote the documentation and other foo in the "lib" tree
fixed '#endif TARGET'
save equippy chars option state in the save file
Angband 2.5.8 (4/22/94)
added another shop price bug fix (thanks mpope@itd.dsto.gov.au [Michael Pope])
Colluin now resists poison [jk]
a few more artifact names got their display attributes tweaked
played with bonuses of some cloaks [jk]
artifact display lists now deal with the new artifact names (I missed a case
or two) more correctly
a few more lighting gliches have been fixed [dbd]
fixed the equippy chars not turning off correctly
fixed a bug displaying scores after deleting old scores
monsters that don't move get this remembered, plus some other minor neat
monster recall tweaks [dbd]
monsters now cast slightly more intelligent spells [dgk]
incorperated more fixes from UMoria 5.5 Changes, including:
'destroy traps' untraps & unlocks chests, not destroys them
eliminate search_flag for py.flags.status & PY_SEARCH
updated haggling routines for the 'sliding scale' for not haggling
added *SUPERB* critical hit; it's unlikely that people will get many, though.
critical hit messages now come after the "You hit <monster>." message
Angband 2.5.9 (5/10/94)
fixed another light bug [dbd]
added new method for finding the library files [cjh]
Cammithim now has free action to avoid mana penalty [jk]
other minor artifact name fixing [jk]
added a case insensitive string comp for deficient systems [hmj]
fixed a bug in prt_stat [Colin_Spry@equinox.gen.nz]
fixed typing problems with integer size for artifacts [cs]
maybe fixed invisible monster bug [cs]
=====================
Angband 2.6 (begun 6/1/94) previous change involved savefile format change
=====================
Angband 2.6.0 (9/4/94) public beta release
radical save-file cleanup, including: fixing invis. monster (as above),
saving old_turn, saving monster maxhp and fear, saving player fear,
additional space for flags
NB: savefiles from 2.6 will not work with Angband 2.4/2.5!
fixed a minor bug in monster recall displays
fixed some minor problems in the scorefile routines
[js <surge@dilbert.cqs.washington.edu>]
incorporated patches for OS/2 support [pb]
cleaned up the code here and there
fixed a bug generating treasure in vaults that resulted in slightly worse
treasure then intended [hmj <HMJ@IPG.PH.KCL.AC.UK>]
adjusted the stores so that some shopkeepers have a higher amount of gold
available, and the Black Market makes much more reasonable offers
roughly doubled demon ('&') hitpoints to make them more reasonable
fixed a few other monster problems
Incorporated 1.40 code from CFT:
fixed nether bolt damage
creatures that multiply don't do so if only seen via telepathy
speed now burns up food less rapidly, since speed is less powerful
cuts now behave better with odd constitution adjustments
fixed clearing commands from get_com via Escape
artifacts now don't waste a turn when Escaping from using them
Cubragol's fiery enchantment now seeks out unenchanted bolts rather then
simply failing if the first bolt listed is enchanted
...also, C's bolts now resist fire
Totila now really does confuse monsters
using spikes now decreases one's encumberance
cleaned up the dungeon generation code some more
fixed 'buried in rock' bug with escorts in vaults
incorperated new bow & missile ammo code
new lighting (again :-)
wizards have the option to cheat death
players still gain a little experience even after life draining
tunnelling (stone to mud) will sometimes produce an object under rubble
better object throwing code (many items won't disappear)
-------------
monster recall indicates good / special treasures
fixed a bug displaying inventory when you weren't carrying anything
cleaned up how the scores are displayed some
fixed a minor glich with the recall code (single spaces at the start
of a line)
fixed a bug always generating "cloak [1,0]"
fixed bugs with SECURE functioning under the Andrew File System
fixed a bug with stat_type being trashed with prt_stat() and cnv_stat()
added support for {Free,Net}BSD [pb]
fixed a bug with multiple missile weapons' damage bonus accumulating
[randy@PICARD.TAMU.EDU (Randy Hutson)]
fixed some minor problems with heavy weapons and BLESSED_BLADES [dbd]
undid new lighting to avoid dbd's wrath :-)
fix bug with '|' (see uniques) command [ken wigle@niktow.canisius.edu (kw)]
**fixed running with wide-area light bug (very cool!)
fixed bugs with spellbooks [kw]
incorperated new attacks/round table [cft]
fixed messaging punctuation
monsters now usually wake up when their rooms get lit...
fixed _major_ bug with line_spell() overwriting the stack (!)
adjusted magical bonuses a little more
creeping 'xxx' coin monsters always generate 'xxx' treasure
opening a chest will no longer generate chests in the treasure drop
stairs on town level now are always lit
non-wizards can only check artifacts if on town level
added 'satisfy hunger' option (instead of 'create food')
Angband 2.6.1 (9/18/94) public release
fixed bug with '|' (show uniques) when in wizard mode
adjusted player's number of attacks per round
fixed a bug whereby a ghost could be generated (on a destroyed level) without
setting the 'special level' message
added support for DEC OSF/1 (Alpha) [tl]
fixed bug with names in dispel_creature
[hman@marina.dei.unipd.it (Heiko Herold) hh]
added monster fear if player level >> monster level [hh]
added identification of objects on floor via '-' [hh]
*enlighnment* potions now detect traps, s. doors, treasure, etc.
...the Arkenstone also detects s. doors and traps
adjusted the monster picking up an item code to be smarter
improved support for Solaris 2.x [tl]
fixed some minor bugs with bounds checking
[ randall@theory.lcs.mit.edu (Keith H Randall) kr ]
fixed const typing with my_stricmp [cb]
fixed bug with unlocking/opening things being impossible [kw]
" " using multiple characters (the -n & -u options) [kw]
" " generating Olog-Hai and Uruk-Hai in vaults [kr]
" " reverting character stats when creating a char [kr]
" " displaying all artifacts with '~' [rh]
" " with special offer when it didn't change the price of item [rh]
" " using file descriptors under Linux [rh]
many one-liners: Belthronding, Rohirrim, CURBRAGOL, chr_adj, todis_adj [jk]
fixed bugs with blindness resistance [rh]
fixed bug with Satisfy Hunger/Create Food names in spell books
fixed prototype for my_stricmp [jk]