There is a new ZAngband development version, 2.3.1. This is beta code,
the chance of bugs is higher than in the stable 2.2.x versions. Use at
your own risk. If you find a bug, please tell us.
The source code can be downloaded from:
ftp://export.andrew.cmu.edu/angband/Incoming/zangband-2-3-1-src.zip
Windows version:
ftp://export.andrew.cmu.edu/angband/Incoming/zangband-2-3-1-win.zip
The DOS version is *not yet available*. It will probably be released
tomorrow, try here then:
ftp://export.andrew.cmu.edu/angband/Incoming/zangband-2-3-1-dos.zip
The changes since 2.3.0 (only two of these are in 2.2.7):
-Added Tom Morton's 'fake artifact names' patch. Inscribing "a Foo" with
"#'Bar'" will display the item as "a Foo 'Bar'".
-Due to popular demand, multiple rings are supported. Additional rings
can be obtained upon reaching an appropriate level.
-New ironman option: Nightmare mode. It isn't even remotely fair.
-Fixed a bug that prevented pets from casting spells under the AI code
-Fixed a bug that made them cast spells at unreachable targets
-Introduced pref files for options (for new savefiles)
-Made amulet, potion, ring mimics slightly more troublesome
-Added an option for monster memory in wizard mode
-Searching in help files is now case insensitive
-Charging items now have a darker colour in inventory
-Lifted many shopkeepers from CthAngband, no more five copies of
the same 5k shopkeeper (unless the RNG is really after you)
-Monster groups now appear "scattered"
-Added conical breath attacks
-Changed the savefile version numbering somewhat, because of problems
with the Linux version scheme and savefiles.
-Kicked out a lot of old vanilla savefile code
-Changed the way game-created inscriptions work. They're separate from
player inscriptions now. No more problem with priests cursing and
scrolls of remove curse that mess up your own inscriptions.
-Fixed a bug in patterns in *greater* vaults that made it impossible
to walk them.
-Added new quests (and changed ones) by Shayne Steele.
-Changed the rewards for two quests
-Toned down Jack of Shadows, changed the level of Hrus, Shudde M'Ell.
Fixed some monster typos. Added new Revenant monster.
-Fixed a bug that crashed the ^Q command now and then
--
Remco Gerlich, scar...@pino.selwerd.cx
"This gubblick contains many nonsklarkish English flutzpahs, but the
overall pluggandisp can be glorked from context" (David Moser)
>There is a new ZAngband development version, 2.3.1.
*cheers from the gallery*
Lots of interesting-looking changes. A few comments/questions:
>-New ironman option: Nightmare mode. It isn't even remotely fair.
I'm not going to be able to download the new version for a couple weeks,
and as an incorrigably masochistic Ironman player, I have to know: what is
"nightmare mode"? (Other than not remotely fair, that is. :-)
>-Searching in help files is now case insensitive
Great! This always caused me problems...
>-Charging items now have a darker colour in inventory
Nice. I've occasionally wished for something like this.
>-Monster groups now appear "scattered"
I assume this means that monster groups have a chance of (or always will?)
appearing in looser packs than in previous versions, maybe spread around a
room instead of all huddling around a leader (like the escorts for
uniques)?
>-Added new quests (and changed ones) by Shayne Steele.
I assume Slayer's been toned down? :-) A recent warrior never put Slayer
down after getting it, at least not until an untimely/unlucky death in the
Royal Crypt...
>-Toned down Jack of Shadows,
Y'know, I never really had that much trouble with him....
changed the level of Hrus, Shudde M'Ell.
...but I'm glad to see these changes. I once lost four straight
characters to Hru random quests.
All in all, sounds great, though. Thanks for all the good work. :-)
-AM
(The spellchecker wants it to be 'Remake Girlish')
(Extracts from new features list)
>-Made amulet, potion, ring mimics slightly more troublesome
Amulet mimics?
>-Searching in help files is now case insensitive
Thats been irritating me for a while.
>-Lifted many shopkeepers from CthAngband, no more five copies of
> the same 5k shopkeeper (unless the RNG is really after you)
Five copies? Where's the fifth town?
>-Changed the way game-created inscriptions work. They're separate from
> player inscriptions now. No more problem with priests cursing and
> scrolls of remove curse that mess up your own inscriptions.
Definitely desirable. I haven't been bothering to inscribe many items with
where I found them because of this behaviour.
>-Toned down Jack of Shadows.
Good. Though he's little more than an irritant if you have darkness
resistance.
Hmm. Yes. I was just copying the CVS commitlogs. Seems they don't
actually exist yet. Ah well, they probably will once :-)
> >-Searching in help files is now case insensitive
>
> Thats been irritating me for a while.
Me too.
> >-Lifted many shopkeepers from CthAngband, no more five copies of
> > the same 5k shopkeeper (unless the RNG is really after you)
>
> Five copies? Where's the fifth town?
Some towns have multiple copies of the same shop.
> >-Changed the way game-created inscriptions work. They're separate from
> > player inscriptions now. No more problem with priests cursing and
> > scrolls of remove curse that mess up your own inscriptions.
>
> Definitely desirable. I haven't been bothering to inscribe many items with
> where I found them because of this behaviour.
There are also five or so different things you can do with inscriptions
now, it was really irritating.
--
Remco Gerlich, scar...@pino.selwerd.cx
Hi! I'm a .sig virus! Join the fun and copy me into yours!
Hmm. No. They're just entrances to the same shop, with the same shopkeeper.
Ah well.
--
Remco Gerlich, scar...@pino.selwerd.cx
"There is a perfectly logical explanation for two ring limit. If you take a
look at the different magical rings (I'm sure you have some laying around),
you will notice they only come in one size. So a hobbit for instance has to
wear the rings on his thumbs, while a half troll can barely squeeze (sp?)
them on his little fingers. It's that simple." -- Dennis van Es in rgra
>-Due to popular demand, multiple rings are supported. Additional rings
> can be obtained upon reaching an appropriate level.
May I rebel from that horrifying idea and announce I'm not following Z
development diligently enough any more?
Seems our tastes got divergent...
>-New ironman option: Nightmare mode. It isn't even remotely fair.
Whaddaya mean, monsters regenerating all their HP in one round?
>-Added an option for monster memory in wizard mode
?
>-Charging items now have a darker colour in inventory
I wish only the word {charging} was displayed so. And what's a darker
colour anyway?
>-Monster groups now appear "scattered"
>-Added conical breath attacks
Hm, I may not uphold that rebellious atittude after all...
>-Changed the way game-created inscriptions work. They're separate from
The V-2.8.5 way?
>-Added new quests (and changed ones) by Shayne Steele.
I wish you would rework the very format of quest files, instead of
adding dozens of new quests that make the whole increasingly difficult
to manage.
>-Toned down Jack of Shadows, changed the level of Hrus, Shudde M'Ell.
And high time it was. What about the Unicorn?
> Fixed some monster typos. Added new Revenant monster.
There was one already?
Gwidon S. Naskrent (nask...@artemida.amu.edu.pl)
GSNband - http://artemida.amu.edu.pl/~naskrent/index.html
GEU/J d- s+:+ a-- C+++ ULB++>++++ P- E W++ N+++ o? K? w+ O-- M-- V--
PS++ PE- Y PGP->++ t-- 5-- X- R* tv- b+ DI-- D++
>I'm not going to be able to download the new version for a couple weeks,
>and as an incorrigably masochistic Ironman player, I have to know: what is
>"nightmare mode"? (Other than not remotely fair, that is. :-)
I'm going to tell you, since I know Topi was behind this - TY_CURSE
every step you take.
"Gwidon S. Naskrent" wrote:
>
> On Tue, 26 Oct 1999 15:21:01 GMT, apmi...@midway.uchicago.edu (Adam
> Michaud) wrote:
>
> >I'm not going to be able to download the new version for a couple weeks,
> >and as an incorrigably masochistic Ironman player, I have to know: what is
> >"nightmare mode"? (Other than not remotely fair, that is. :-)
>
> I'm going to tell you, since I know Topi was behind this - TY_CURSE
> every step you take.
>
Ewww.. Thats disgusting. When I heard this idea mentioned on the NG
a while ago, I pictured it like the thing in Doom..
IE: Monsters respawning every 8 seconds or so after you killed them..
I was/still am planning to implement a Nightmare Mode in my Sillyband,
where every monster you killed is placed in a temporary array,
and then every 10 turns (i picked 10 turns because its very easy to just
pop this in the code) they all respawn near you, or on the dungeon
level... Still being drafted with pencil & paper...
*SIGH* Tooooo many addditttiiiooonnnss to Sillyband... Cannot... add
them all... in time... stated... =P
> On 26 Oct 1999 11:14:57 GMT, scarblac...@pino.selwerd.cx (Remco
> Gerlich) wrote:
>
> >-Due to popular demand, multiple rings are supported. Additional rings
> > can be obtained upon reaching an appropriate level.
>
> May I rebel from that horrifying idea and announce I'm not following Z
> development diligently enough any more?
No, it's a practical joke! The feature could just as well read:
-Due to unpopular demand, multiplying rings are supported. Additional
ring mimics can be obtained upon reaching an appropriate dungeon level.
Here's the relevant (*not* Revenant) code from dungeon.c:
/* Hack -- munchkin_rings allows multiply rings */
if (munchkin_rings)
{
for (i = 1; i < max_r_idx; i++)
{
monster_race *r_ptr = &r_info[i];
if ((r_ptr->d_char == '=') && !(r_ptr->flags1 & (RF1_UNIQUE)))
{
r_ptr->flags2 |= RF2_MULTIPLY;
}
}
}
-- Prfnoff (ivnert to reply)
>On 26 Oct 1999 11:14:57 GMT, scarblac...@pino.selwerd.cx (Remco
>Gerlich) wrote:
>
>>-Due to popular demand, multiple rings are supported. Additional rings
>> can be obtained upon reaching an appropriate level.
>
>May I rebel from that horrifying idea and announce I'm not following Z
>development diligently enough any more?
It is a munchkin option. And it's not *that* great.
>>-New ironman option: Nightmare mode. It isn't even remotely fair.
>
>Whaddaya mean, monsters regenerating all their HP in one round?
There's a TY_CURSE at every midnight time, monsters have +10 speed, no
limit on OoD creatures, etc. etc.
-Chris
<Kyle's Mom> What what WHAT? </Kyle's Mom>
(checks the source code...)
Okay, I'm really confused now. I read the above as "level X characters
can now wear n rings at the same time," yet the function calls RF2_MULTIPLY.
Anyone want to explain this in plain English?
jeff. whose Wizard-mode test char could wear
the usual two at level 50, alas.
--
/^\_(>o<) [full orchestral arrangement of Hello, Dolly] [tm Stephen Tanner]
| | Hello Kitty!
| O . O | -- I'm Hello Kitty!
\_______/ Here to send you back to hell where you belong!
> <Kyle's Mom> What what WHAT? </Kyle's Mom>
> (checks the source code...)
> Okay, I'm really confused now. I read the above as "level X characters
> can now wear n rings at the same time," yet the function calls RF2_MULTIPLY.
> Anyone want to explain this in plain English?
It grants the "multiply" flag to non-unique "=" monsters, i.e. ring
mimics. Evil, evil, evil.
John Flanagan
> -Added Tom Morton's 'fake artifact names' patch. Inscribing "a Foo" with
> "#'Bar'" will display the item as "a Foo 'Bar'".
Woohoo!
> -Due to popular demand, multiple rings are supported. Additional rings
> can be obtained upon reaching an appropriate level.
You allow this, but not mindcrafter dimension door? =p (or is it a cheating
option too?)
> -New ironman option: Nightmare mode. It isn't even remotely fair.
The White icky thing invokes a mana storm -more-
> -Fixed a bug that prevented pets from casting spells under the AI code
> -Fixed a bug that made them cast spells at unreachable targets
> -Introduced pref files for options (for new savefiles)
> -Made amulet, potion, ring mimics slightly more troublesome
Y'mean scroll mimics?
> -Added an option for monster memory in wizard mode
> -Searching in help files is now case insensitive
> -Charging items now have a darker colour in inventory
> -Lifted many shopkeepers from CthAngband, no more five copies of
> the same 5k shopkeeper (unless the RNG is really after you)
How about just letting the shopkeepers rotate like in V and O? Wouldn't it
be easier? *growls and destroys a Blade of Chaos (Pattern Weapon) because he
could only get 5k from it in town and it's not worth the trip*
> -Monster groups now appear "scattered"
Darn, I like throwing a big ball spell into a pack of snotlings.
> -Added conical breath attacks
You mean like some of O's spells?
> -Changed the savefile version numbering somewhat, because of problems
> with the Linux version scheme and savefiles.
> -Kicked out a lot of old vanilla savefile code
> -Changed the way game-created inscriptions work. They're separate from
> player inscriptions now. No more problem with priests cursing and
> scrolls of remove curse that mess up your own inscriptions.
Goodie!
> -Fixed a bug in patterns in *greater* vaults that made it impossible
> to walk them.
yet another good one. Did you modify them so you cant get to the exit
without walking it?
> -Added new quests (and changed ones) by Shayne Steele.
> -Changed the rewards for two quests
Oh?
> -Toned down Jack of Shadows, changed the level of Hrus, Shudde M'Ell.
> Fixed some monster typos. Added new Revenant monster.
So now we have two Dreads and two Revenants? *groan*. What's so bad about
Shudde M'Ell, anyway? I've never had a problem with it. Did you tone down
the unicorn too?
-Luke
Fooled you (others have spoiled the joke already...)
> >-New ironman option: Nightmare mode. It isn't even remotely fair.
>
> Whaddaya mean, monsters regenerating all their HP in one round?
They're faster, hit harder, every day a TY_CURSE... someone was in a
silly mood.
> >-Added an option for monster memory in wizard mode
>
> ?
I think it shows the r_idx in the monster memory now, in wizard mode.
Should have explained that better.
> >-Monster groups now appear "scattered"
> >-Added conical breath attacks
>
> Hm, I may not uphold that rebellious atittude after all...
>
> >-Changed the way game-created inscriptions work. They're separate from
>
> The V-2.8.5 way?
No. 2.8.5 overloads the "discount" variable, which is a silly hack in
my opinion. You want to have a normal discount in case you want to do
arithmetic with it, and you don't want to check for discount > 100 all
the time...
The pseudo-id stuff is now a new byte variable named "feeling" in the
object type, the old "note" for inscriptions is renamed to "inscription".
> >-Added new quests (and changed ones) by Shayne Steele.
>
> I wish you would rework the very format of quest files, instead of
> adding dozens of new quests that make the whole increasingly difficult
> to manage.
Yes, we know...
> >-Toned down Jack of Shadows, changed the level of Hrus, Shudde M'Ell.
>
> And high time it was. What about the Unicorn?
Not changed yet.
> > Fixed some monster typos. Added new Revenant monster.
>
> There was one already?
Hmm yes. I think Topi was confused when he told me to add it to the
update list :-)
--
Remco Gerlich, scar...@pino.selwerd.cx
"On the other hand, 'The Greater Vampiric Nexus Chaos Death Mold
Were-Quylthulg from hell, Lord of the Bottomless Pit, Destroyer
of Kings, Spawn of Satan, ...' would be the ultimate eldritch horror -
you see it, and it crashes the game." - Eric Bock on #angband
>>-Toned down Jack of Shadows, changed the level of Hrus, Shudde M'Ell.
>
>And high time it was. What about the Unicorn?
Bleh, there has to be at least *one* awe-inspireing, gut chilling,
apocylyptically rare and impossible foe in the game. :)
-Ryan http://www.lionking.org/~ryan/
ry...@lionking.org ICQ: 1953628 PGP key ID: 0x3EDDA6CA
"Impeach Clinton. 12 Galaxies Guiltied to A Techtronic Rocket Society.''
-sign held by man standing outside of Oakland's Justin Herman Plaza
>> I'm going to tell you, since I know Topi was behind this - TY_CURSE
>> every step you take.
Nah, that would be silly. You'd never survive the town ;)
>Ewww.. Thats disgusting. When I heard this idea mentioned on the NG
>a while ago, I pictured it like the thing in Doom..
>
>IE: Monsters respawning every 8 seconds or so after you killed them..
That's the intent, actually. Monster respawning is more complex than the
other additions, though, so it won't appear until a later version.
As for the current additions... (spoiler space)
...still here? Prepare to be spoiled (mostly):
- Monsters start out awake.
- Monsters' base speeds are increased by 5.
- Monsters' maximum hp are doubled.
- FORCE_DEPTH is ignored.
- Monsters can be generated arbitrarily OOD.
- Something else which you'll discover eventually ;)
--
Eric Bock
Z(2.11ce+) CF "Death's Doom" GoCW L:50 DL:72 *A* R++ Sp+ w:Ringil
Z(2.11ce+)/Z(2.3.0)/R(1.06b)/A(2.83e) W H- D++ c f- PV+ s++
!TT d P- M+ !C S+ I So++(!) B+++ ac? GHB-- !SQ RQ+++ V
<snip> Yes! And to think my faith in the Z devteam faltered enough to actally
think you guys were seriously going to allow wearing multiple rings. :-) A
big rousing round of applause for the people with a sense of humour, but a
complete absence of mercy, the Z devteam.
*claps*
Cody
--
"There can be no sin as great as the failure
to have the courage of your convictions."
--Bane, Lord of Chaos
Wait, I thought that was the Destroyer.
jeff. at least now that Staves of Power have
reasonable charge caps, anyway.
>[This announcement posted to the Zangband list, rec.games.roguelike.angband,
>and mailed to the Roguelike News]
And where the heck is a diff file? Export doesn't let me in. Says it
won't. Contact your provider if this is a malfunction <sneers>
On the bright side, the link to Arcum's patch actually _is_ working...
>>-Lifted many shopkeepers from CthAngband, no more five copies of
>> the same 5k shopkeeper (unless the RNG is really after you)
>
>Five copies? Where's the fifth town?
It's R'lyeh. It sure doesn't have any shops, but shopkeepers are
generated for it, as well.
>> Five copies? Where's the fifth town?
>
>Some towns have multiple copies of the same shop.
But then the copies are exactly identical (unlike in Cth, but there
you are limited to a more or less regular town layout..)
>> -New ironman option: Nightmare mode. It isn't even remotely fair.
>The White icky thing invokes a mana storm -more-
The aimless merchant shots a rocket -more-
The aimless merchant hits you. You fill very stupid, weak etc. -more-
>> -Added conical breath attacks
>You mean like some of O's spells?
O uses a general arc-like method. I only hope they haven't reproduced
the trigonometry involved...
>So now we have two Dreads and two Revenants? *groan*. What's so bad about
>Shudde M'Ell, anyway? I've never had a problem with it.
Way too powerful for his depth.
There should be a really weak unique generated at depth 99
1hp, no attacks, just for grins. Possibly give it a TYcurse :P
>There should be a really weak unique generated at depth 99
>1hp, no attacks, just for grins. Possibly give it a TYcurse :P
Give it no movement and call it "The Cardboard Cutout Amberite" or
somesuch.
--
Graham Johnson
Naa...I think it should be called something like "Elder Nexus Greater Were
Hell Beast of the Dawn". And make sure it's MUTLIPLE TY-curses. Better
yet--multiple Amerbite blood curses (which is to say, multiple multiple TY-
curses).
Or on a more seriosu note, I like the idea of "An Even Greater Hell Beast".
Should be just the same as a normal GHB, except breeds explosivly. If you
wanted to be REALLY sick, you could let it summon more EGHB's. Now that
WOULD be cool--an explosive breeder that can summon more copies of
itself... Brings new meaning to the term "growth curve". :-)
But not much more.
> I like the idea of "An Even Greater Hell Beast".
>Should be just the same as a normal GHB, except breeds explosivly. If you
>wanted to be REALLY sick, you could let it summon more EGHB's. Now that
>WOULD be cool--an explosive breeder that can summon more copies of
>itself... Brings new meaning to the term "growth curve". :-)
Or at least to the phrase "Compacting monsters..."
--
Julian Lighton jl...@fragment.com
Ia! Ia! Totoro fhtagn!
>In article <8E6D9EEC3c...@news.canterbury.ac.nz>,
>Cody Hatch <co...@lordbane.freeservers.com> wrote:
>>Or on a more seriosu note,
>
>But not much more.
No, no, I AM actually serious about the idea of a super-GHB that can breed.
Obviously it would be found only at a fairly significant depth, but I don't
think it would be too overpowered. After all, it's not like they do any damage
directly, and they CAN be killed fairly easily by a good character, right?
>> I like the idea of "An Even Greater Hell Beast".
>>Should be just the same as a normal GHB, except breeds explosivly. If
>>you wanted to be REALLY sick, you could let it summon more EGHB's. Now
>>that WOULD be cool--an explosive breeder that can summon more copies of
>>itself... Brings new meaning to the term "growth curve". :-)
>
>Or at least to the phrase "Compacting monsters..."
Well, yes. :-) But the second part of the idea was just a joke.
I have to agree. I assume Ben didn't want to mess with the savefile
format too much, as the code (by Tim Baker, IIRC) that I sent him used
an extra field in the object structure.
--
Julian Lighton jl...@fragment.com
"Don't tell me now, that there is nothing more
There is a how, just like there is a door" -- Savatage
>Or on a more seriosu note, I like the idea of "An Even Greater Hell Beast".
>Should be just the same as a normal GHB, except breeds explosivly. If you
>wanted to be REALLY sick, you could let it summon more EGHB's. Now that
>WOULD be cool--an explosive breeder that can summon more copies of
>itself... Brings new meaning to the term "growth curve". :-)
One of these days I'm gonna add MULTIPLY to the Blinking Dot. Could be fun.
:o)
/Haxson
--
"Don't talk unless you can improve silence"
Delete the 'z' from the address to get it right.
-john
On Thu, 28 Oct 1999, Julian Lighton wrote:
> Cody Hatch <co...@lordbane.freeservers.com> wrote:
> >Or on a more seriosu note,
>
> But not much more.
>
> > I like the idea of "An Even Greater Hell Beast".
> >Should be just the same as a normal GHB, except breeds explosivly. If you
> >wanted to be REALLY sick, you could let it summon more EGHB's. Now that
> >WOULD be cool--an explosive breeder that can summon more copies of
> >itself... Brings new meaning to the term "growth curve". :-)
>
> Or at least to the phrase "Compacting monsters..."