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FAangband 0.2.0 released

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nckmc...@yahoo.com.au

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May 28, 2006, 1:08:18 AM5/28/06
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Version 0.2.0 of FAangband is now available from

http://angband.oook.cz/faangband/

Please play, comment, post dumps, complain etc. All sufficiently
entertaining complaints will be considered for The Complainer.

This version has all the features that I really wanted to have when I
started FA. The biggest changes are:

- Nan Dungortheb becomes a wilderness/dungeon with some new terrain
types

- some monsters can shapechange

- each town has its own set of stores, and small towns have a
Travelling Merchant, from whom you can order some items (like *ID* !)

- races now have additional terrain-based differences (eg elves can
move quickly through trees)

- there are 2 levels of stat potions (as suggested by Elliot)

- mages have some new spells

- a raft of UI improvements (largely nicked from NPP), improvements
from Oangband 1.1.0 and bugfixes.

I have, regrettably, had to abandon my practice of acknowledging all
the people who have helped me, because there are just too many. Many
thanks to all who have contributed via email, comments on oook dumps,
rgra, etc.

Below is the detailed list of changes, as available on the website.

Nick.

___________________________________________________________

Nan Dungortheb
--------------
This is no longer a dungeon as such, although it still has a guardian.
It is
now a sunless valley, full of trees and spiderwebs, with cliffs to fall
off
and no way back up except recall. Specifically:

- web is a new type of terrain. It can be removed in a single turn by
player
(using the 'T' command) or monster, but spiders and PASS_WALL and
KILL_WALL
monsters can go straight through, and insects get stuck. It can be
burnt by
fire, and does not block line of sight. There are vault-equivalent
areas of
web, good gear and nasty spiders.

- empty space is a new type of terrain. Only flying monsters or
player as a
bat can exist in it; anything else falls. If the player falls, they
can fall
more than one level, and be hurt, cut and stunned. Sleeping a flying
monster
in empty space is fun.

- as in dungeons, there is no daylight.

- the only way off a level is down, teleport level or recall.

- there are many spiders.


Stores
------
- each town now has its own distinct set of stores - so that's now 50
different stores.

- storekeeper races are town-dependent. Races whose home the town is
are most
likely, but others are possible - so, for example, Longbeards are quite
likely
in Belegost, but less likely in Menegroth.

- there is a new type of store, the Travelling Merchant (entrance
'0').
This shop replaces the General Store in small towns. It sells a range
of
General Store type items, weapons and armour, but at a premium price.
Anything you sell the Merchant will be stashed in his travelling bag
rather
than resold straight away. It is also possible to put in an order for
the
regular spellcaster books, and most potions and scrolls that have
already
been identified; if you return later, the merchant may have stocked
some of
your desired item.


Monster shapechanges
--------------------
- some monsters (with the SHAPECHANGE flag) can temporarily change
shape.
This is different from polymorph; the shapechanger will resume their
original
form after a little while, or on death. For the most part, monsters
will
shapechange into something they could have summoned; there are some low
level
exceptions, and one notable high level exception.


Racial terrain based specialties
--------------------------------
All races now have some terrain based advantage:

- Green, Grey, High and Dark Elves have a Druid/Ranger-like ability to
step
through treed grids in a single turn. Elven druids and rangers get a
+3 speed boost in forest and valley levels.

- Petty-Dwarves, Dwarves and Longbeards get the ability to step
through
rubble in a single turn, and the ability to evade attacks in mountain
levels.

- Easterlings, Hobbits and Beornings get a bonus +5 to hit in plain
levels.

- Edain and Druedain get a bonus +5 to hit in forest and valley
levels.

- Ents get superstealth in forest levels.

- Maiar can pass through water unhindered.


Spell changes
-------------
- the deepest books for priests (Wrath of the Valar) and druids
(Powers of
Aman) now have their spells named after Valar.

- the druid/ranger Detect Living spell now also detects trees.

- mage spells have been rearranged a little, and they have three new
spells:

- Telekinesis, which fetches a distant non-gold object

- Blink Monster

- Magical Throw, which throws an object or weapon with greater than

normal accuracy, and using INT for impetus instead of STR


Stat potion changes
-------------------
- there are now two levels of stat potions (idea due to Elliot).
Potions of
Strength, etc start 10 levels earlier than before, and increase the
pre-modifier value of the relevant stat to a maximum of 18. Potions of
*Strength* etc have the same depth/rarities as the old stat potions and
have
the same effect - pre-modifer value increases to a maximum of 18/100.


UI improvements
---------------
- implemented html screendumps.

- special colours for floor grids option now greys all terrain grids
out of
line of sight.

- implemented Andrew Sidwell's trap detect patch, so the DTrap notice
at the
bottom of screen comes up whenever the player is on a grid which has
been
covered by trap detection at any point (and regardless of possible trap

creation since then).

- implemented NPP colour patch. This doesn't work properly (on my
machine,
at least) with -mxaw, so I have changed main.c so x11 is the default
instead
of xaw.

- colourised the title screen, and added a splash screen on opening
and some
new coloured winner screens (so, for example, elves don't die of ripe
old age).

- the 'M' command in wilderness now gives the whole level map,
followed
by a regional map showing where and what type the nearby levels are.

- more complete ego-item descriptions.

- included NPP y/n/s squelch prompt on destruction.

- included ToME-style description (on inspection) of weapon and ammo
damage,
including the effects of any slays, brands and other equipment bonuses
that
are known to the player.


Improvements from Oangband 1.1.0
--------------------------------
- throwing weapons can be held in the quiver

- replaced some occurrences of TV_DRUID_BOOK with SP_WOODSMAN.

- reduced rarity of deepest books.

- increased sides for basic ammo dice (shots now 1d5, arrows 1d6,
bolts 1d7).

- made dark elf and ent susceptibilities cleaner.

- added 5% hp boost for Athletics and 5% mana boost for Clarity.

- fixed non-creation of cursed ego-items.

- made all teleporting away of monsters bolt, not beam.

Rebalances and map and level generation changes
-----------------------------------------------
- changed depth of Nargothrond from 70 to 55, and included a new
region,
Eriador South, between Eriador Town and Ered Luin South. Renamed
Anfauglith
East to Lothlann, Anfauglith West to Anfauglith.

- made pond generation (ie small ponds in wilderness), which was
supposed
to be in 0.1.2, work properly.

- changed quantities of monsters in wilderness so there aren't so many
in
about the level 15-30 wilderness levels.

- adjusted monster probabilities for locality (animals more likely in
forests, reptiles in mountains, etc). Tol-In_Gaurhoth now has a
greater
proportion of hounds and undead.

- made ragged edges for wilderness levels.

- water now slows overburdened players by three times the dry land
amount
instead of being a complete barrier.

- items dropped in trees now don't vanish, but do disappear from sight
(like
for grass in Unangband).

- made sleeping monsters in trees and rubble unable to dodge spells.

- recall and teleport level now put the player in the middle of the
level.

- all wilderness monsters are created asleep at night (even hounds).

- introduced some new artifacts and tweaked a couple of sets.

- made staves of Teleportation and wands of Teleport Away shallower.

- made murder holes run out of ammo 1 in 8 times.

- raised both MAX_O_IDX and MAX_M_IDX to 1024 to reduce compacting
problems.

- replaced Gorlim with the Phantom of Eilenel.

- did easy object stacking - two identical weapons or armours will now
stack,
which amounts to a kind of weak ID, and in particular .

- made earthquakes in areas with water, lava or empty space more
likely to
create more of the same.

- modified the Unlight specialty so that the player gets a vision
radius of
2 when not wielding anything in the light source slot; bonuses are
mostly
dependent on not wielding a light, and in some cases on the player grid
not
being lit.

- added Wolves of Sauron (only in Tol-In-Gaurhoth) and Children of
Ungoliant (only in Nan Dungortheb).

- Sauron now has S_UNIQUE.


Bug fixes
---------
- fixed running in towns (which I had broken in 0.1.2).

- closed exploit where repeated shapechanging gained mana.

- finally (I think) fixed objects in walls bug, disconnectedness of
mountain levels.

- changed tmpnam(NULL) to tmpfile() in path_temp in util.c to stop
accumulation of old temporary notes files.

- fixed player placement bug where playing with autoscum could leave
the
player stuck in a wall when moving between wilderness levels.

- fixed object description so it shows the object symbol of flavored
objects
in the knowledge screen properly.

- made !! inscriptions time out correctly.

- made Genocide, Mass Genocide and Word of Destruction actually kill
all
the relevant monsters.

- committed an atrocious hack to eliminate a nasty bug where items
were
being involuntarily squelched (duplicated the squelch field in
object_kind
with a sq_info array - urrrgh).

Miscellaneous
-------------
- got rid of load1.c, renamed load2.c load.c.

- some other tidying up and reformatting of code.

--
Nick McConnell
FA + "Silence VII" DERo L:37 DL:47 A+ R+ !Sp w:Totila
FA*/A/NPP/O/Po/St/Un W/L H- D c-- f- PV+ s- d++ P++ M+
C-- S- I* So+ B+ ac GHB SQ? RQ+ V-/V+@ F:NPP notes, etc.

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