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Old January 4, 2010, 23:19   #1
will_asher
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Announce DaJAngband 1.1.2 released

bugfixes since 1.1.1
declining to climb rubble no longer takes a turn.
fixed bug: sometimes an ego with a random power gets throwing might (which uses a pval) as a random power, but doesn't get a pval.
fixed bug: if a monster is immune to fire/cold, you learn that it is hurt by fire/cold
fixed bug: the game lets you chose the blank classes at birth
fixed bug: !temporary boost doesn't wear off when it boosts strength. It should work correctly now. It also appears in self knowledge now.
fixed bug: garnets are sometimes invisible in tiles mode (assigned to wrong tile -a blank one)
fixed bug: cannot do anything with squelched items in inventory with hide squelchable turned on

other changes since 1.1.1
quality squelch of jewelry. Also, squelch (non-splendid) ego staffs if blunt is set to squelch all but splendid.
added character history / notetaking from NPP (breaks savefiles, see below)
can now see any traps in the space when (l)ooking at a space with an object
PASS_WALL & KILL_WALL monsters should now be smart enough to go around permanent walls.
couple more minor improvements to necromancy magic realm
!super spellcasting now partially restores mana (up to 1/10 of max mana +1) as well as their usual effect
elven cloaks and elven leather caps only pseudo as splendid if they have something other than stealth (because they always have a stealth bonus).
significant tweaks on empty vault generation & puddle generation
always recognise egos on aware jewelry without ID (I thought this was already the case, but it seems I was wrong)
There is now an in-game help file DJA112 which gives more details about the differences between DaJAngband and vanilla.
some other tweaks as usual..

There are two download options:
For character history & notes turned on: (breaks savefiles)
http://www.datafilehost.com/download-c3a5bc2c.html
For character history & notes turned off: (can still use savefiles from 1.1.1 and 1.1.0)
http://www.datafilehost.com/download-990b51c2.html
I have the character history & notes as a compile option so if you compile the game yourself, you can change this option in defines.h. The second zip file does not include the source and is meant for those who don't want to compile it themselves.

If anyone compiles DaJAngband for another platform, I would greatly appreciate it if you'd send it to me so I can release pre-compiled versions for other platforms. If you'd like to do this please send me a private message.

PS: I'll try not to have any more DJA releases for at least a couple months this time...
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Last edited by will_asher; January 4, 2010 at 23:34.
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Old January 5, 2010, 00:21   #2
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Congrats on the improvements...no harm in releasing often as the spectre of thunderstorms and the like always looms seeking to cause disaster!
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Old January 14, 2010, 02:18   #3
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Is there any chance that trees can be extra-vulnerable to axes (and maybe hatchets). Axes might also be better than a pick for tunneling through doors.
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Old January 14, 2010, 03:09   #4
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The makefile for OS X is broken. But it compiles rather fine with the latest Makefile.osx from vanilla.

The are a couple of platform-specific issues, though.. Like I was able to change the font of the main window only after I opened another term and changed the font in there first.
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Old January 14, 2010, 06:35   #5
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Sorry I really don't know how to fix platform-specific problems. Is there anything major?
That's a little weird that it doesn't work for the V3.0.9 makefile.osx, but does work with the newest V one. I guess I'll start packaging the makefile.osx from the newest vanilla with DJA instead of the one it has currently.
If there's no major platform specific problems, would you mind posting a build here: http://www.datafilehost.com/ and send me the link for any other *banders who'd like to try DaJAngband on osx?
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Old January 15, 2010, 01:02   #6
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Eh, well..

http://dl.sdome.net/angband/DajAngband-1.1.2-osx.dmg <-- disk image of the game (even though I compiled from the 'history on' version, 'yes_c_history' seems commented out in defines.h.. tell me if you want to define it and compile a different version). Tested on PPC and Intel machines.

http://dl.sdome.net/angband/Makefile.osx.zip <-- configured Makefile for DajAngband. I changed the path to preferences, so DajAngband doesn't try to use vanilla's incompatible prefs.

Other than the main window not changing fonts before changing fonts for an addition term, sound doesn't seem to work.

Sorry, I don't know any other *banders on OS X (other than Takkaria), and I'm not fluent enough to actually fix any of this.. And the main.crb files for vanilla and DajAngband are way too different to merge.. Vanilla changed file structures somewhere along the line, so it's not that obvious of a fix (at least for me).

Let me know when you get the files.
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Old January 15, 2010, 01:30   #7
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I got the files.
Quote:
Originally Posted by SilverD View Post
http://dl.sdome.net/angband/DajAngband-1.1.2-osx.dmg <-- disk image of the game (even though I compiled from the 'history on' version, 'yes_c_history' seems commented out in defines.h.. tell me if you want to define it and compile a different version). Tested on PPC and Intel machines.
I guess I compiled it with history turned on and then commented it out again before zipping it up to release. oops. Yeah, if it's no problem it'd be good to post a version compiled with history turned on. Thanks a lot.

Do many people play *bands with sound? I have never used sound for any roguelike game (and wouldn't care to either as I'm usually listening to music while I play and I would think game sounds would just be annoying).

PS: I like the quotes in your sig.
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Old January 15, 2010, 01:53   #8
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Quote:
Originally Posted by will_asher View Post
I got the files.

I guess I compiled it with history turned on and then commented it out again before zipping it up to release. oops. Yeah, if it's no problem it'd be good to post a version compiled with history turned on. Thanks a lot.
Here you go

http://dl.sdome.net/angband/DajAngband-1.1.2-on-osx.dmg

Quote:
Originally Posted by will_asher View Post
Do many people play *bands with sound? I have never used sound for any roguelike game (and wouldn't care to either as I'm usually listening to music while I play and I would think game sounds would just be annoying).

PS: I like the quotes in your sig.
I agree that the sounds are awful and I too, usually listen to music.. but I'm just saying :-)

Thanks! =)
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Old January 15, 2010, 06:10   #9
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About throwing weapons. I just saw, in
http://angband.oook.cz/ladder-show.php?id=9743
p) The javelin of Eolinos (4d7) (+7,+8)

with *Slay Dragon*. It does 168 nominal damage/throw, while the Arrows of Acid (also in the quiver) do about the same damage with an ordinary enchanted bow. This seems wrong--that's a hell of a throwing weapon, and should do comparable damage to an ego bow.
I figure (4d7+8)*5*2 = 240 is about right.
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Old January 15, 2010, 06:50   #10
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Quote:
Originally Posted by Pete Mack View Post
About throwing weapons. I just saw, in
http://angband.oook.cz/ladder-show.php?id=9743
p) The javelin of Eolinos (4d7) (+7,+8)

with *Slay Dragon*. It does 168 nominal damage/throw, while the Arrows of Acid (also in the quiver) do about the same damage with an ordinary enchanted bow. This seems wrong--that's a hell of a throwing weapon, and should do comparable damage to an ego bow.
I figure (4d7+8)*5*2 = 240 is about right.
I agree it doesn't look strong enough now. But take note that when buzzkill gets higher strength and dex, he'll be able to throw multiple throwing weapons in a turn -and since that javelin (usually) returns when thrown, he'll be able to throw it more than once in the same turn. (throwing multiple throwing weapons in a turn works similar to multiple blows, but has a separate table and is influenced more by dexterity than the melee blows table. Also a javelin is the heaviest type of normal throwing weapon, so it'll probably be awhile before he'll get multiple throws with it.)
Balancing throwing weapons so that they compete with missile weapons and yet are not overpowered isn't easy and I'm still working on it. thanks for pointing that one out. I haven't seen many randart throwing weapons yet and when I do it isn't easy to tell if it's balanced because of factors like multiple throws. Throwing weapons can have an extra attacks power (multiple attacks per throw like a dancing weapon in DND) on top of being able to throw it more than once.
I could have randart throwing weapons (and maybe a standart and/or ego type) be able to get +throwing might built in, but that could easily get overpowered if a randart gets returning, +throwing might, +attacks, and a brand or kill slay.
Meanwhile, if buzzkill happens to find gauntlets of throwing (or anything else that gives +throwing might which isn't common), that javelin will be as good as an ego bow. I want to see how much damage it'll do per turn if he gets both +throwing might and enough STR and DEX to throw it multiple times.
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