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Old March 19, 2009, 20:07   #1
will_asher
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Announce: DaJAngband v1.0.97 Released

changes since 1.0.96:
- Some improvements from vanilla 3.1: treasure and object detection combined, characters start wielding their equipment, elemental rings add branding damage to melee blows.
- Most race flags are displayed on the birth screen.
- Magic staffs are now wieldable
- A few new various egos were added, including a couple new possible drawbacks. Darkvision is added to the list of random special abilities. Also, a few new mixed blessing mushrooms to replace some of the old ones.
- My attempt at weapon balancing range weapons: Slightly nerfed bow damage (x2 multiplier multiplies damage by 1.75, etc). Got rid of the useless
x1 launchers I had added earlier. Rogues, druids, barbarians, hobbits, and living ghouls get strength bonus added to slings, and barbarians also get strength bonus to thrown weapons.
- My attempt at weapon balancing melee: Light weapons (4lb or less) get no strength bonus. Heavy weapons (more than 15lb) get double strength bonus. Strength bonus is now added before multipliers (brands & slays). Weapon weight is a bigger factor in the likeliness of critical hits than before (and character level is less).
- Done away with infravision: it is now completely replaced by monster stealth and character alertness. Most monsters which used to be warm-blooded and invisible are now visible but stealthy, but there is a new monster spell which lets them temporarily turn invisibile. (The illusionist monster has spells which are more appropriate for an illusionist now: can temporarily turn invisible, but doesn't have the hold spell). Each class and race has an alertness rating like with other skills. Dwarves are the least alert race, but to make up for it, they have darkvision, meaning they don't need light to see monsters.
- Humans, hobbits, and fairy gnomes now have a NICE flag, meaning non-evil animals and light fairies are less aggressive towards them. (I wanted to give something good to humans, this probably isn't enough).
- Monster breath damage has been slightly nerfed.
- Class changes: The war mage class now starts with a new type of magic staff as a weapon. The rogue spell list has been improved. Note: Several of the classes are kindof experimental, but the war mage especially is not finished and needs more testing & balancing. The problem is that I prefer to play with other classes, so I don't get around to testing it.
- feather falling gives slight resistance to gravity damage (but not other effects of gravity).
- a couple more new mushroom types replacing a couple old boring ones.
- several other small changes that I didn't even keep track of

Download link:
http://angband.oook.cz/dajangband/DaJAngband1097.zip
(DaJAngband website link is in my sig)
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Last edited by will_asher; March 20, 2009 at 21:19.
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Old March 19, 2009, 20:40   #2
Malak Darkhunter
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This looks pretty cool Will, I'm glad my suggestion for weildable staffs made it into your list of changes. One more thing, do you think Item forging might someday find it's way into Dajangband?
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Old March 19, 2009, 20:48   #3
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Quote:
Originally Posted by will_asher View Post
- Done away with infravision: it is now completely replaced by monster stealth and character alertness. Most monsters which used to be warm-blooded and invisible are now visible but stealthy, but there is a new monster spell which lets them temporarily turn invisibile. (The illusionist monster has spells which are more appropriate for an illusionist now: can temporarily turn invisible, but doesn't have the hold spell). Each class and race has an alertness rating like with other skills. Dwarves are the least alert race, but to make up for it, they have darkvision, meaning they don't need light to see monsters.
This is a cool idea - I'll be interested to see how it works out.
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Old March 19, 2009, 20:49   #4
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Quote:
Originally Posted by Nick View Post
This is a cool idea
I hope that wasn't a deliberate pun.
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Old March 19, 2009, 22:05   #5
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Might I request you implement selling to stores for ID (and of course without monetary compensation)? That's always been a hurdle that's been difficult for me to overcome when playing your variant (I've played a lot of Eddieband, so I'm a big fan of the other aspects). I've played around some with war mages and so far me likey , but I always dread the early game because of the difficulty with ID.
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Old March 19, 2009, 22:25   #6
will_asher
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Quote:
Originally Posted by Donald Jonker View Post
Might I request you implement selling to stores for ID (and of course without monetary compensation)? That's always been a hurdle that's been difficult for me to overcome when playing your variant (I've played a lot of Eddieband, so I'm a big fan of the other aspects). I've played around some with war mages and so far me likey , but I always dread the early game because of the difficulty with ID.
That sounds like a good idea, and there's a good chance it'll be in the next version.

As for item forging, I think that might be beyond my coding abilities. I don't dislike the idea, but it really doesn't seem nessesary.
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Last edited by will_asher; March 23, 2009 at 23:15.
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Old March 20, 2009, 21:25   #7
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The link for DaJAngband 1.0.97 in the original post should work now. I posted the link wrong the first time.
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Old March 24, 2009, 23:49   #8
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There is now an updated version of 1.0.97 available using the same link with some bigfixes and a little cleaner code.
I also added the ability to donate magic items to stores for ID and no money when selling to stores is turned off. (only works for unidentified magic items, and not weapons or armor)
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Old March 25, 2009, 00:29   #9
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It's much better. There are still some bugs in xtra1.c, but they don't matter much:
xtra1.c: In function ‘calc_bonuses’:
xtra1.c:2821: warning: suggest parentheses around && within ||
xtra1.c:3032: warning: suggest parentheses around && within ||
xtra1.c:3037: warning: suggest parentheses around && within ||
xtra1.c:3042: warning: suggest parentheses around && within ||
xtra1.c:3047: warning: suggest parentheses around && within ||
xtra1.c:3057: warning: suggest parentheses around && within ||

For example,
Code:
  if ((p_ptr->pclass == 8) || (p_ptr->pclass == 10) && (p_ptr->ammo_tval == TV_SHOT))
    { /* sling kindof is a priestly weapon */
should be:
Code:
  if (((p_ptr->pclass == 8) || (p_ptr->pclass == 10)) && (p_ptr->ammo_tval == TV_SHOT))
    { /* sling kindof is a priestly weapon */
Other bugs:
x-spell.c:1269: warning: suggest parentheses around assignment used as truth value
use-obj.c:616: warning: suggest parentheses around assignment used as truth value
You almost certainly don't want to make these assignments. (Should use == not =)

You need to use 'return FALSE;' rather than just 'return;' in these cases:
x-spell.c:6099: warning: ‘return’ with no value, in function returning non-void
x-spell.c:6368: warning: ‘return’ with no value, in function returning non-void

Finally, an explicit example of how to change x-spell.c to get rid of that spellswitch:
Code:
       case CHEM_ENCHANT_TO_HIT:
        {
            spellswitch = 18; /* enchant only bow or arrows */
            return enchant_spell(rand_int(3) + plev / 20, 0, 0);
            spellswitch = 0;
Should be:
Code:
/* In defines.h */
enum enchant_type {
    Ench_archery,
    Ench_armor,
    Ench_weapon,
};
enum brand_type {
    Brand_acidcoat,
    Brand_venom,
    Brand_any
};

/* In spells2.c */
enchant_spell(int num_hit, num_dam, num_ac, enchant_type ench)
{
  ...
    if(ench == ENCH_ARCHERY) { /* Bows and arrows only */ }
}
...
bool brand_ammo(brand_type brand) { ... }


/* In x-spells.c */
        case SPELL_ENCHANT_ARMOR: /* enchant armor */
        {
            return enchant_spell(0, 0, rand_int(3) + plev / 20, Ench_armor);
        }

        case SPELL_ENCHANT_WEAPON: /* enchant weapon */
        {
            return enchant_spell(rand_int(4) + plev / 20,
                                 rand_int(4) + plev / 20, Ench_weapon);
        }

...
        case CHEM_ENCHANT_TO_HIT:
        {
            return enchant_spell(rand_int(3) + plev / 20, 0, 0, Ench_archery);
        }

...

EDIT: Not that you can use ordinary #defines instead of the enumerated types if you want. Just pass them as arguments explicitly rather than via a global variable (that's just a huge stylistic no-no).
See for example:
http://en.wikipedia.org/wiki/Considered_harmful
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Old March 25, 2009, 19:56   #10
Malak Darkhunter
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Hey Will, I noticed several error messages when creating a character for Dajangband, they seemed to be inventory error messages, also when the game loads up there is a blank term 1 window in the background behind the term 0 window, are you using a preset configuration setting? Now I have windows Vista so the walls didn't display but I can fix that with the wall fix I downloaded a while back, had to do that with Sang as well. I noticed your name is the only one on the Dajangband ladder, I might have a chance to get my name on a high score ladder.
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