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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]
-