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[announce] Angband 3.0.5 released

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Robert Ruehlmann

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May 23, 2004, 4:48:43 PM5/23/04
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A new Angband version is now available as:

Source code:
ftp://clockwork.dementia.org/angband/Source/angband-3.0.5.tar.gz

DOS version:
ftp://clockwork.dementia.org/angband/DOS-386/angband-305-dos.zip

Windows version (Installer):
ftp://clockwork.dementia.org/angband/Windows/Angband-305.exe

Windows version (ZIP):
ftp://clockwork.dementia.org/angband/Windows/angband-305-win.zip

Mac OS X version:
ftp://clockwork.dementia.org/angband/Macintosh/Angband-305-osx.dmg

Changes since Angband 3.0.4:
- Summoned creatures appear near the caster now instead of near the
player.
- Made rods of detection invulnerable to electric attacks.
- Restored the old behavior of the Glyph of Warding to protect against
direct melee attacks when standing on it.
- Rods can no longer be drained by monsters.
- The minor vault "Interlock" had switched height and width definitions,
causing it to be created in a chaotic state. (Werner Baer)
- Spells that prompt the user for an item (identify, enchantment,
recharging) or an monster letter (banishment) no longer use mana if
canceled.
- The order of mage spells in the books in the non-Lua version is now
the same as in the Lua version.
- Give energy to monsters and the player at the end of the game turn
instead of at the start. This prevents various odd effects when
loading a saved game. (reported by Phil)
- The activation descriptions for rings were missing with Lua scripting
turned off. (Jeff Greene)
- The SHATTER (earthquake) attack of monsters can cause the player to be
pushed into another position. Processing of the remaining blows of
the monster should stop in that case. Otherwise the player could get
hit "through a wall" that was created by the earthquake. (Jeff Greene)
- Removed the autoroller delay.
- Cleaned up the paragraph handling in the object descriptions.
(Hallvard B Furuseth)
- "It cannot be harmed by acid and fire" should be "... acid *or* fire".
(Hallvard B Furuseth)
- Piles of wands, staves, and rods can be used from the ground without
picking them up first.
- Fixed a problem in the Unix/Linux makefiles. The POSIX standard
doesn't allow a dot instead of a colon as separator for the chown
parameters.
- Removed an accidental use of floating point code that prevented
Angband from running on old machines without an FPU.
- Removed unnecessary event handlers that negatively affected performance.
- The "pseudo graphics" used by the (n)curses version didn't support
terrain lightning correctly.
- The window resize control was sometimes overwritten with a black tile
in the OS X version.
- Removed the warning message about missing preferences from the OS X
version. The first thing a new player sees after starting Angband
shouldn't be a "scary" message.
- Added a Windows helpfile created by Jordan Hobbs.
- Added project files for building Angband with MS Visual C++ 7.1.
(Tasha Jessup)

--
Robert Ruehlmann ( r...@thangorodrim.net )
"Thangorodrim - The Angband Page" : http://www.thangorodrim.net/
Visit the #angband chat channel at irc.worldirc.org

Ceilti OCahill

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May 23, 2004, 5:40:39 PM5/23/04
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Congratulations,

On this new release. I'm wondering if you have any idea when the Mac PPC port
will take place?

Regards,

Ceilti


The only truth is the stars in the heavens, and all that lies beneath is
interpretation.

David Vestal

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May 24, 2004, 8:32:04 AM5/24/04
to
Robert Ruehlmann <r...@thangorodrim.net> wrote in
news:c8r2lt$8t3$01$1...@news.t-online.com:

> A new Angband version is now available as:

> ....

Is there any good reason to upgrade from 3.0.5beta?

uav

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May 24, 2004, 9:07:19 AM5/24/04
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On 2004-05-24 14:32:04, David Vestal <someogget...@mailcity.com> wrote:

> Robert Ruehlmann wrote in


> news:c8r2lt$8t3$01$1...@news.t-online.com:
>
> > A new Angband version is now available as:
> > ....
>
> Is there any good reason to upgrade from 3.0.5beta?

Is there any good reason not to upgrade?

--
uav AT urmail DOT ru
Maintainer of Russian version of Angband roguelike: http://angband-r.narod.ru/
and PosBand, the "possessor" variant of Angband: http://posband.web.ur.ru/
"...Special thanks to Morgoth, Lord of Darkness"

David Vestal

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May 24, 2004, 11:20:59 AM5/24/04
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uav <u...@urmail.ru> wrote in news:c8ss27$2rn0$1...@news.vol.cz:

> On 2004-05-24 14:32:04, David Vestal <someogget...@mailcity.com>
> wrote:
>
>> Robert Ruehlmann wrote in
>> news:c8r2lt$8t3$01$1...@news.t-online.com:
>>
>> > A new Angband version is now available as:
>> > ....
>>
>> Is there any good reason to upgrade from 3.0.5beta?
>
> Is there any good reason not to upgrade?
>

Yes. I've applied two patches and don't want to reedit the source code.

Kenneth 'Bessarion' Boyd

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May 24, 2004, 11:09:23 AM5/24/04
to
On 2004-05-24 14:32:04, David Vestal <someogget...@mailcity.com> wrote:

> Robert Ruehlmann wrote in


> news:c8r2lt$8t3$01$1...@news.t-online.com:
>
> > A new Angband version is now available as:
> > ....
>
> Is there any good reason to upgrade from 3.0.5beta?

Slow machines will like the absence of LUA hooks in critical places.

--
H(1.5.1) +(Gorlim) "Tharlyki" Du Pa(Cr) L:26 DL13(Yeek)/1(Angband) A- R !Sp
w:The Spear of Destiny
DL13(Yeek)/1(Angband) A- R Sp w:Dagger of Rilia
H/A W H- D c- f PV+ s !TT d P M+
C- S+ I So B- ac GHB++ SQ RQ+ V+

Dr. Andrew White

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May 25, 2004, 1:28:58 PM5/25/04
to

>
> Changes since Angband 3.0.4:
> - Summoned creatures appear near the caster now instead of near the
> player.

Borg is going to hate this. This will require seperate code for 304 and
305.


> - Made rods of detection invulnerable to electric attacks.
> - Restored the old behavior of the Glyph of Warding to protect against
> direct melee attacks when standing on it.

Borg will love this. Again seperate code for 304 and 305

Borg won't care about the rest of the changes. I will get an update on the
borg page in the next day or two.

Andrew


Rubinstein

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May 25, 2004, 3:13:03 PM5/25/04
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On Tue, 25 May 2004 12:28:58 -0500, Dr. wrote:
>
>>
>> Changes since Angband 3.0.4: - Summoned creatures appear near the
>> caster now instead of near the player.
>
> Borg is going to hate this. This will require seperate code for 304
> and 305.

Could you explain why you consider this a disadvantage for the Borg? As
a player I'ld say it makes life a bit easier with summoners. Just
curious...

Rubinstein

topazg

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May 25, 2004, 5:20:36 PM5/25/04
to

I'm guessing because it will require telling the borg to think and react quite
differently - I agree it makes things better for the player, but I think the
borg is programmed to expect something, and when it doesn't, the borg is (in my
experience) confusable :-)

--
Take Care,
Topaz

V(3.0.4b) Beta "Brakki" hoW L:23 DL:750' A-- R--- !Sp w:Trident (Holy Avenger)
+9,+10
V(S/T/Z/NPP) W H- D- c-- f PV+ s- TT? d P++ M+
C-- S+ I- So B ac GHB- SQ+ RQ+ V+ F:Better V AI, (w/Monster Mana etc..)

Neodymium

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May 25, 2004, 5:23:04 PM5/25/04
to
In 2101, war was beginning and we got signal. In
rec.games.roguelike.angband, Rubinstein <picom...@t-online.de> set up us
this post:

It's probably not a disadvantage, per se; it just requires the borg treat
3.0.5 summoners differently. Which means changing stuff, debugging, and so
on, i.e. work for APW. :)

--
http://www.gnu.org/philosophy/right-to-read.html
Palladium? key escrow? DRM? FBI? Microsoft? Sauron.
"One ring to rule them all, one ring to find them
One ring to bring them all, and in the darkness bind them."


Neodymium

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May 25, 2004, 5:25:05 PM5/25/04
to
In 2101, war was beginning and we got signal. In
rec.games.roguelike.angband, topazg <gra...@blessyou.co.uk> set up us this
post:

> On 2004-05-25 21:13:03, Rubinstein <picom...@t-online.de> wrote:


>
>> On Tue, 25 May 2004 12:28:58 -0500, Dr. wrote:
>> >
>> >>
>> >> Changes since Angband 3.0.4: - Summoned creatures appear near the
>> >> caster now instead of near the player.
>> >
>> > Borg is going to hate this. This will require seperate code for 304
>> > and 305.
>>
>> Could you explain why you consider this a disadvantage for the Borg? As
>> a player I'ld say it makes life a bit easier with summoners. Just
>> curious...
>>
>> Rubinstein
>>
>
> I'm guessing because it will require telling the borg to think and react
> quite differently - I agree it makes things better for the player, but I
> think the borg is programmed to expect something, and when it doesn't,
> the borg is (in my experience) confusable :-)

Maybe borg players should be handicapped -- start them all with Thengel
and program them never to go into the dungeon not wearing an object with
r_conf and never to sell their only posession that grants it, since
otherwise the dumbass borg would sell Thengel right off the bat to raise
the money to buy 304,278 potions of cure light wounds and 6000 rations or
something.

Harriet Bazley

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May 25, 2004, 5:33:24 PM5/25/04
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On 23 May 2004 as I do recall,
Ceilti OCahill wrote:

> Congratulations,
>
> On this new release. I'm wondering if you have any idea when the Mac PPC port
> will take place?
>

and when do *we* get a RISC OS port?

--
Harriet Bazley == Loyaulte me lie ==

Everyone is entitled to one really BIG mistake

Ceilti OCahill

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May 25, 2004, 8:33:11 PM5/25/04
to
Harriet Bazley Wrote:

>On 23 May 2004 as I do recall,
> Ceilti OCahill wrote:
>
>> Congratulations,
>>
>> On this new release. I'm wondering if you have any idea when the Mac PPC
>port
>> will take place?
>>
>and when do *we* get a RISC OS port?

heh, heh, sorry! we asked first. :)

ein

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May 27, 2004, 12:00:54 PM5/27/04
to

I don't know if this is a bug but the auto roller quits after so long. I wasn't
tring for any supper high stats and it would roll some for a time using the
min/max I set it to roll for, but after so many rolls it would just ignore the
min/max and roll anything. I remember the older versions could for a long time
if you picked enough high stats that the probablity would be very low to get
that character roll. I was just wondering if the auto roller quits after so
many rolls? If it does then its not a bug.

--
Ian McPhee

Werner Baer

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May 27, 2004, 12:33:46 PM5/27/04
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"ein" <spq...@hotmail.com> schrieb...

> I don't know if this is a bug but the auto roller quits after so long.

Didn't try it in the current version (i use point-based since its in),
but in older versions, the autoroller stopped after one million rolls.

Werner.

Michael Roper

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May 27, 2004, 6:16:49 PM5/27/04
to
Werner Baer writes:
> Didn't try it in the current version (i use point-based since its in),
> but in older versions, the autoroller stopped after one million rolls.

It still does. Can't think of a reason why it should, though.

Michael Roper


W. Gregory Klett

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May 27, 2004, 7:02:55 PM5/27/04
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"Michael Roper" <mich...@encraft.com> wrote in message
news:2hn7miF...@uni-berlin.de...

So you don't get caught in an endless loop trying for stats that cannot be
attained.
While supposedly from the percentages some stat combos should be possible,
actually they reference each other I have been told and so it is impossible
to get the max in every stat. I cannot read the code but it seems from the
recent point allocation creation in some variants, that the roller keeps an
internal total and scores cannot be attained outside some limit.


Michael Roper

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May 27, 2004, 8:30:25 PM5/27/04
to
W. Gregory Klett writes:
>>> Didn't try it in the current version (i use point-based since its
>>> in), but in older versions, the autoroller stopped after one
>>> million rolls.
>>
>> It still does. Can't think of a reason why it should, though.
>
> So you don't get caught in an endless loop trying for stats that
> cannot be attained.

You can abort the auto-roller at any time.

Michael Roper


Dr. Andrew White

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May 28, 2004, 1:06:44 PM5/28/04
to

The borg has come to understand that summoners can be less dangerous in
certain situations; certain spots on the ground are protected (doors, walls,
glyphs, other monsters). This allows the borg to choose when and where he
will battle a tough summoner. The borg is also trained on how to build
anti-summon corridors with Glyph protection. The borg knows how to build a
sea of runes for fighting Morgoth.

Now the poor guy is going to have a learning curve on the new way they are
handled.

Andrew

"Rubinstein" <picom...@t-online.de> wrote in message
news:c905rv$o6m$05$1...@news.t-online.com...

Kurt Tannert

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May 28, 2004, 4:36:19 PM5/28/04
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I've noticed that the random name generator will get stuck in the 'A's
after generating a lot of names. Holding a key down will show a few
strays into the 'B's and 'C's but >90% are still in the 'A's.

Kurt

Martin Bazley

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May 30, 2004, 9:41:13 AM5/30/04
to
Thrice the brinded cat hath mewed, and Neodymium did decree on 25 May 2004...


> Maybe borg players should be handicapped -- start them all with Thengel
> and program them never to go into the dungeon not wearing an object with
> r_conf and never to sell their only posession that grants it, since
> otherwise the dumbass borg would sell Thengel right off the bat to raise
> the money to buy 304,278 potions of cure light wounds and 6000 rations or
> something.
>

LOL! :-> Sorry, but you've overlooked a few restr - *ahem* points on
Angband. Even if the armourer is the generous type, you'll never get
more than 30,000 - over ten times less than the proposed amount of CLW!
And unless he wants a lot of potions of see invisible, scrolls of
satisfy hunger etc. etc. he'll never get more than 99 - and that's if
he's lucky! Assuming that he *did* get 30k, and that rations cost 5AU,
he could get 6000 of them, but under the same logic, probably not. And
the "and" is out of the question.

Just being picky, but I just *had* to point out the bad math.
Sooorrryyyyy..... (hides under the desk)
--
- Martin Bazley - "The only good zombie is a dead
zombie" /
mar...@bazley.freeuk.com _____________________________/_
Wimbledon, London, England /|> | < / /\ < |>| | | |_ < /\ |/
__________________________/ |\ | _> \_ \/ _> |\ \/ |_ |_ _> \/ |\

Andrew Fabbro

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Jun 1, 2004, 12:51:47 PM6/1/04
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"W. Gregory Klett" <WKl...@mn.rr.com> wrote in message news:<Krutc.7888$to....@twister.rdc-kc.rr.com>...

> "Michael Roper" <mich...@encraft.com> wrote in message
> news:2hn7miF...@uni-berlin.de...
> > Werner Baer writes:
> > > Didn't try it in the current version (i use point-based since its in),
> > > but in older versions, the autoroller stopped after one million rolls.
> >
> > It still does. Can't think of a reason why it should, though.
>
> So you don't get caught in an endless loop trying for stats that cannot be
> attained.

I was under the impression that it was due more to programming
limits...but then I saw I was wrong. birth.c (in 3.0.4) says:

/* Hack -- Prevent overflow */
if (auto_round >= 1000000L) break;

and auto_round is:

s32b auto_round = 0L;

and an s32b, from h-types.h, is:

/* Signed/Unsigned 32 bit value */
#ifdef L64 /* 64 bit longs */
typedef signed int s32b;
typedef unsigned int u32b;
#else /* L64 */

2^32 = 4294967296, split in half positive, half negative is about
-2147483647 to +2147483647. To take Linux as an example, according to
/usr/include/limits.h:

/* Minimum and maximum values a `signed int' can hold. */
# define INT_MIN (-INT_MAX - 1)
# define INT_MAX 2147483647

So there's no practical reason why the autoroller couldn't be set to a
maximum of 2.1 billion rolls (or 4.2 billion for that matter, as an
u32b).

However, it wouldn't do you any good anyway.

If you set every characteristic to the maximum, it wouldn't matter if
you made 1 trillion rolls, since the autoroller throws out characters
where the total characteristics are more than 83...see guide2ed.spo
section 1.3 for a full explanation. So whether you roll 1,000,000
times or 1 googol times, the best you'll ever get is a character whose
6 attributes total 83.

To sum up...1,000,000 rolls is enough time to get as good as you're
going to get anyway.

Codedivingly,

-Drew

Michael Roper

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Jun 1, 2004, 1:10:09 PM6/1/04
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Andrew Fabbro writes:
> To sum up...1,000,000 rolls is enough time to get as good as you're
> going to get anyway.

Thanks for taking a look at it Andrew. But I disagree with the conclusion.

I often fashion constraints that figure to get me maybe a half-dozen
possibles in those million rolls. But I also look for other things I can't
specify so none of those offered may suit me. As it is now, I have to
re-enter everything to look at the next million.

That, and I'm generally opposed to arbitrary constraints. :)

Michael Roper


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