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Old January 13, 2008, 20:03   #1
Antoine
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Ironband new release

Hi all

There is a new Ironband beta release out. It is savefile compatible with the previous beta and I recommend updating.

The new release includes some bugfixes, some balance improvements and some documentation improvements. In particular,
- different races get different starting equipment,
- tiles are now assigned correctly to the new monsters and objects,
- cursed ammo can now be worth using sometimes, and isn't as annoying
- some useful objects are more common
- some nasty monsters are immune to Teleport Away.

Ironband is rapidly becoming stable and I hope to go to a full release soon.

A.
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Old January 13, 2008, 20:04   #2
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Quote:
Originally Posted by Antoine View Post
Hi all

There is a new Ironband beta release out. It is savefile compatible with the previous beta and I recommend updating.
Should have mentioned that the downloads are at angband.oook.cz/ironband.
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Old January 17, 2008, 04:33   #3
flight2q
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Ironband new release

No longer have easy floor option.
No longer have option to have running interrupted by doors/etc.

Definitely more useful stuff lying around. Even so, combat potions/scrolls end up getting depleted since there is no infinite magic. Game seems meant to be played avoiding battles, got to take one's chances until detect evil?
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Old January 17, 2008, 23:23   #4
Antoine
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Quote:
Originally Posted by flight2q View Post
No longer have easy floor option.
No longer have option to have running interrupted by doors/etc.

Definitely more useful stuff lying around. Even so, combat potions/scrolls end up getting depleted since there is no infinite magic. Game seems meant to be played avoiding battles, got to take one's chances until detect evil?
Are those options important to you? I am happy to put them back if you want.

Yes you will have to avoid some battles, which is dicey until you get a means of detection. Either that or play a HT Warrior and just kill everything you meet

If you find yourself using all your consumables up in the early game then you are probably doing something wrong.

A.
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Old January 18, 2008, 05:50   #5
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Thanks! It would be super to get those options back.

Easy floor makes it easy to confirm picking up stuff with the left hand on keyboard.

There are a bunch of different options of places to interrupt running; I turn them all on. But I think doors are the important one. You might ask around about defaulting the door option to on. IIRC, with this setup
-+-+-
--*-- where +/* are doors
it will run you past the door (*) that you haven't opened yet. Obv it will also run you past a place where you might want to search for another door too.
(Added: Trying to duplicate this, but I can't.)

Talking about running, and sand, riddle me this - why can you run through sand when it is dark?

Added: Oh, if it's convenient, the flavor text in the inventory display is really irritating.

Last edited by flight2q; January 19, 2008 at 06:09.
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Old January 22, 2008, 20:02   #6
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Hi,

Thanks for the updating. I tried to compile it under xubuntu (using both Makefile.std and Makefile.gtk) and I got the binary, but the game stops responding upon character generation (when it says I can press [ENTER] to confirm and start the game).

Also I need to run mkfontdir in lib/xtra/fonts to get the game launched.

Looking forward to the solution. Thanks!
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Old January 22, 2008, 20:05   #7
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Quote:
Originally Posted by DaveMan View Post
Hi,

Thanks for the updating. I tried to compile it under xubuntu (using both Makefile.std and Makefile.gtk) and I got the binary, but the game stops responding upon character generation (when it says I can press [ENTER] to confirm and start the game).

Also I need to run mkfontdir in lib/xtra/fonts to get the game launched.

Looking forward to the solution. Thanks!
I don't know anything about this, can anyone else help?

You could also try posting the same comment on rec.games.roguelike.angband, someone there may be able to help

A.
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Old January 23, 2008, 06:59   #8
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Quote:
Originally Posted by Antoine View Post
I don't know anything about this, can anyone else help?
Looks like in this line (from get_name() in files.c):

Code:
	put_str("Select Name Using Random Name Generator? (y/n)", 24, 10);
the 24 should be a 23, which is the bottom line in a standard angband term. So when it's apparently hung, it's actually just waiting for a y/n answer. Enlarging the window shows the prompt correctly (if you use Makefile.std and -mx11; gcu and gtk still don't show line 24 as far as I can see).
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Old January 23, 2008, 13:30   #9
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Thanks, Nick, making this change does the trick!

Antoine, it seems only the old (8x8) tiles work at the moment, is that true? I tried Adam Bolt's but the dungeon itself remains ascii.

Now diving to lvl3 ...
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Old January 23, 2008, 20:09   #10
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Originally Posted by DaveMan View Post
Thanks, Nick, making this change does the trick!

Antoine, it seems only the old (8x8) tiles work at the moment, is that true? I tried Adam Bolt's but the dungeon itself remains ascii.

Now diving to lvl3 ...
Oh, I thought that was how it supposed to be. I will look into it.

Will put Nick's fix into next release...

A.
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