Angband Forums

Angband Forums (http://angband.oook.cz/forum/index.php)
-   Variants (http://angband.oook.cz/forum/forumdisplay.php?f=4)
-   -   Release HellBand 0.8.7 (http://angband.oook.cz/forum/showthread.php?t=2672)

konijn_ December 26, 2009 04:20

Release HellBand 0.8.7
 
Hi,
this is the official release of Hellband 0.8.7, since its been a while I've first pre-released it and it seems to work fine. The most important fix here is stability, there should be no more crash bugs. I've been flooding levels with monsters and items in wizard mode and hellband is now responding properly to abuse.

Links :
Download : http://hellband.net/downloads.html
Bugs: http://code.google.com/p/hellband/issues/list
OMG I want to subcribe to a zombie list : http://groups.google.com/group/hellband/topics

*Creatures
- 0.8.7 Quite a few creatures had double genus flags, some even
contradictory ones
- 0.8.7 Uniques that only drop gold drop much more gold now
- 0.8.7 Added Babylonians on level 24 to speed up level generation,
Nimrod was feeling lonely
*Story
- 0.8.7 Story added for the Heretics level
- 0.8.7 Story added for the Satan level
- 0.8.7 Story added for the first pos Dis level
*Equipment
- 0.8.7 Added the infamous white banner of hell, when carrying you
should experience 'hmm','cool!','wot?','f!!','oh','heh'
*Character Building
- 0.8.7 Restarting character creation allows you to re-choose stats
- 0.8.7 Mindcrafters can now be generated again, *blush*
- 0.8.7 The temple can now remove all your corruptions for 1.500.000
gold
- 0.8.7 Werewolves did not get random names
- 0.8.7 Skeletons no longer have the Second Sigh but Second Sight
now ;)
- 0.8.7 Profile file names are now based on the safe name instead of
hard core player name
- 0.8.7 Potential crash bug found and removed for custom names
- 0.8.7 Player names can now be up to 40 characters because of the
Italian names
- 0.8.7 Italian name generator added ( male and female )
- 0.8.7 Fearless and coward mutations could not be gotten, they were
their own opposite
- 0.8.7 Removed reference to 'Draconian', it should all mention
Draco now
- 0.8.7 Minor background spelling mistakes and punctuation fixed
- 0.8.7 Random characters work now
- 0.8.7 Fixed missing space in Ogre descendant description
*Wizard Commands
- 0.8.7 ']' now induces amnesia so I can test graphic effects with
telepathy and squelching better
*UI
- 0.8.7 Editing colors now shows the colors against the 3
differently lit dungeon floors, so the effect can be
measured
- 0.8.7 Added support for 32px tile set and made it the default in
fact
- 0.8.7 Since nothing except floor/walls/doors is done, support for
transparent ASCII symbolds is coded for windows
- 0.8.7 casting *id* now only shows items that have not been *id*'d
yet
- 0.8.7 casting id now only shows items that have not been id'd yet
- 0.8.7 Picking up from the floor now presents a list if more than 1
item is on the floor
- 0.8.7 Ring choosing now asks left or right while showing the rings
in those locations
- 0.8.7 Dragon Armor no longer gets squelched
- 0.8.7 Squelch no longer squelches boots of speed, even if set at
'keep artefact only'
- 0.8.7 Squelch will not squelch terrible artefacts.
- 0.8.7 Native Mac support for intel macs <- broken, sorry
*Help Files
- 0.8.7 Alchemy command key is now integrated into interactive help
* Stuff
- 0.8.7 Chests are now much more interesting like in cool variants
- 0.8.7 Weapons of KILL_ANGEL now protect the player from Lucifers'
curse
*Stores
- 0.8.7 Black Markets have deeper items once you start to get over
character level 25
*Internals
- 0.8.7 Remove compile option ALLOW_EASY_DISARM and
ALLOW_EASY_DISARM, why would you not want it ??
- 0.8.7 Fixed evil wand stacking 'problem'
- 0.8.7 level creation time has decreased MUCH both on count of
object generation and monster generation being more stable
- 0.8.7 Object dropping, stacking and compacting robustified, lots
of arrows should no longer crash the game
- 0.8.7 store item maintenance is now centralize instead of copy
pasted in 4 locations
- 0.8.7 makefile.WHICH now has proper code
- 0.8.7 Stat adjustment tables are merged into 1 2D matrix, cleaning
up 900 lines of code
- 0.8.7 Fixed warlock realm choice

buzzkill December 27, 2009 00:31

Quote:

Originally Posted by konijn_ (Post 27877)
- 0.8.7 Added support for 32px tile set and made it the default in fact

A few problems I'm having...

The graphic tiles aren't scalable independent of the font (tile size=font size).

I can't resize the main window aside from changing the font size (ascii too, can't maximize or drag it larger, using a 32 pt font makes the window way bigger than the screen).

Editing the .ini doesn't seem to help either.

konijn_ December 27, 2009 01:35

Quote:

Originally Posted by buzzkill (Post 27922)
A few problems I'm having...

The graphic tiles aren't scalable independent of the font (tile size=font size).

I can't resize the main window aside from changing the font size (ascii too, can't maximize or drag it larger, using a 32 pt font makes the window way bigger than the screen).

Editing the .ini doesn't seem to help either.

I thought that's rather awesome ;)
Why would you scale font size independently from tile size ?
Note that using a 32pt size font uses more than 32*32 for some reason.

T.

buzzkill December 27, 2009 02:12

Quote:

Originally Posted by konijn_ (Post 27923)
I thought that's rather awesome ;)

What's rather awesome?

Quote:

Why would you scale font size independently from tile size ?
Note that using a 32pt size font uses more than 32*32 for some reason.
It's nice to have 12 pt text in the status area, and still have the graphic tiles displayed in their full 32x32 pixel glory, otherwise the status area takes up too much room. Right now, as far as I can tell, the graphic tiles have no choice but to be the same size as the font used in the status area. Moving the status area into a sub-window (for tile users) might be the easiest fix. Otherwise, it's big tile/double tile, all that crap.

konijn_ December 27, 2009 04:14

Quote:

Originally Posted by buzzkill (Post 27927)
What's rather awesome?



It's nice to have 12 pt text in the status area, and still have the graphic tiles displayed in their full 32x32 pixel glory, otherwise the status area takes up too much room. Right now, as far as I can tell, the graphic tiles have no choice but to be the same size as the font used in the status area. Moving the status area into a sub-window (for tile users) might be the easiest fix. Otherwise, it's big tile/double tile, all that crap.

Well, the font-size solution takes care of all the big tile/double tile/triple tile crap. Hmmm, I would agree that that the status area now takes too much space.. I guess I will have to shift my plans for world domination and finally work on using the full space of the screen for the map ( as an option! ).

As a side note, I've gotten item descriptions to work properly, and of course, as usual I am getting sidetracked. Since I am doing the descriptions of mushrooms, I noticed that most of them just aint worth it. So I am adding to most mushrooms healing powers and timed protections ( cure confusion will guard the player from confusion for 50 turns etc. )

Once I have mushrooms done, 7 more to go , of which 2 will require a new timed effect, I will focus on better usage of the screen real estate.

T.


All times are GMT +1. The time now is 18:39.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2020, vBulletin Solutions Inc.