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Old August 19, 2009, 06:31   #1
will_asher
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Announce: DaJAngband v1.0.99 Released

I have tested this version more than the past few versions, so it should have considerably less bugs.

changes since 1.0.98:

Fixed Bugs:
- fixed: Darkvision STILL lets you see invisible. (thought it was fixed before, but now it's really fixed..)
- fixed: weapons with the DANGER flag never hit yourself (but still have "sometimes hits yourself" in the weapon description).
- fixed: randarts get sentient alignments way too often and can have both good and evil alignments at the same time.
- fixed: thrown weapon randarts get flags which are only any good if you can wield them.
- fixed: The spells of some monsters summoned by the call help spell have wrong behavior.
- fixed: force stack command for staffs doesn't remove random extra ego stuff
- fixed: some monsters' hit dice don't work (the ones with 200d3 kinda stuff). They end up with much less than they should.
- fixed: multiple attack throwing weapons work now
- fixed: burst of light spell now works as it should

Information / Interface stuff:
- now asks which ring to replace when wielding a ring.
- potion of self knowledge now reveals exact level of corruption and luck.
- hide_squelchable option defaults to ON
- detect traps now detects traps on adjacent chests
- chance of magic item success is displayed in item description

Cool Features:
- NPP-style quiver added!
- slays/brands have partial stacking: (+25% added to x3 multiplier)
- added grab attack for owlbear and a few other monsters
- ability to target monsters in walls
- new room types: empty vaults (including some room designs in vault.txt which aren't used for real vaults) ..for dungeon veriety.
- gauntlets of throwing added which give a multiplier to thrown weapons (like they were being shot from a bow). This ability can also be added to egos which get a random power.

Effects of effects and what they affect:
- magic item difficulty separated from native level (except for activatable artifacts). Also, the lesser DSMs are easier to activate now.
- trying to use an empty staff/wand that you already know is empty doesn't take a turn. Same goes for rods which are charging.
- nexus now has approprate effects on monsters
- TUNNEL diggers/weapons do extra damage to HURT_ROCK monsters
- polymorph should be much less dangerous now (usually doesn't heal). Polymorph spells/wands are also more likely to work now.
- chance based on (clevel + luck + device skill) for wand damage to get a boost (not too big a boost)

Misc tweaks / improvements:
- MOVE_BODY monsters usually wake up the monsters they push past
- quarterstaffs are double weapons (easier to get multiple attacks), also a couple other double weapons added. Priests and druids get a bonus with quarterstaffs.
- gave stat potions a second allocation line so they'll keep appearing as you go deeper
- objects in rubble can be found by searching without digging up the rubble. This is done so people like me don't feel like we have to dig up every pile of rubble.
- static resistance added (for drain charges) (included in random resistances). NOTE: This is not complete protection like disenchantment resistance is, it only makes it less likely to happen.
- In an earthquake, a durable object may become buried in granite instead of breaking.
- ..several other minor tweaks which I won't go into detail on.

Download link:
http://www.datafilehost.com/download-08772409.html
(I'm experimenting with using this free file hosting site so I don't have to bother pav with every update.)
EDIT: dl link updated for 9/9/09 update.
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Last edited by will_asher; September 10, 2009 at 23:43.
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Old September 4, 2009, 15:22   #2
Matthias
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Hey there nice release. I think I'll try it for a while as my "getting back after a year without Angband" variant.

Quote:
Originally Posted by will_asher View Post

- slays/brands have partial stacking: (+25% added to x3 multiplier)
So a Lightning Cold and Acid Branded Sword of Orc slaying does what kind of multiplier to an orc now? 175%(x3) or 125%(125%(125%(x3))). Or do only 2 stack?

Quote:
- quarterstaffs are double weapons (easier to get multiple attacks), also a couple other double weapons added. Priests and druids get a bonus with quarterstaffs.
I found one of those already, and the description confused me. It said 3 blows, or two while using a shield. That part is clear, but then it said, it does 14.9 damage/blow, (10.2 for the second hit). So.. is that 10.2 for the second blow, as in 14.9, 10.2, 14,9 or something else?


I also always play Angband using the old tiles tileset, and your major changes to monster list caused missmatches for more or less all monsters. I've edited my graf-xxx.prf so the monsters that still exist now all show their correct image. I've also started to add a match for some of the new monsters, (garter snake got matched with the tile for the large brown snake etc).
About 400 of the monsters have a matching old tile now. If you're interested in including it in your next release, I can send the prf file to you.
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Old September 5, 2009, 00:10   #3
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Quote:
Originally Posted by Matthias View Post
Hey there nice release. I think I'll try it for a while as my "getting back after a year without Angband" variant.

So a Lightning Cold and Acid Branded Sword of Orc slaying does what kind of multiplier to an orc now? 175%(x3) or 125%(125%(125%(x3))). Or do only 2 stack?
first slay/brand gives a x3 multiplier as usual. Additional slays/brands each add another 1/4 of original dice damage.
a long sword (2d5) of slay orc while wearing an elemental ring:
((2d5 + STR bonus)x3) + ((2d5 + STR bonus)/4)
a long sword of Lightning, Cold, Acid, and slay orc: (whatever that is)
((2d5 + STR bonus)x3) + (((2d5 + STR bonus)/4)*3)

Quote:
Originally Posted by Matthias View Post
I found one of those already, and the description confused me. It said 3 blows, or two while using a shield. That part is clear, but then it said, it does 14.9 damage/blow, (10.2 for the second hit). So.. is that 10.2 for the second blow, as in 14.9, 10.2, 14.9 ?
Double weapons have two sets of damage dice. If you had six attacks, your average damage would be:
14.9, 10.2, 14.9, 10.2, 14.9, 10.2

Quote:
Originally Posted by Matthias View Post
I also always play Angband using the old tiles tileset, and your major changes to monster list caused missmatches for more or less all monsters. I've edited my graf-xxx.prf so the monsters that still exist now all show their correct image. I've also started to add a match for some of the new monsters, (garter snake got matched with the tile for the large brown snake etc).
About 400 of the monsters have a matching old tile now. If you're interested in including it in your next release, I can send the prf file to you.
You're just a little late, that's exactly what I've been doing this past week and I'm already almost finished making it so everything will show up as an appropriate tile for DaJAngband. I can send you the updated graphics if you want. At the moment everything except just a couple of the deepest monsters have a tile.
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Old September 5, 2009, 03:54   #4
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Quote:
Originally Posted by will_asher View Post


You're just a little late, that's exactly what I've been doing this past week and I'm already almost finished making it so everything will show up as an appropriate tile for DaJAngband. I can send you the updated graphics if you want. At the moment everything except just a couple of the deepest monsters have a tile.
Wow that sure sounds like a lot of work. It's good to hear you are not abandoning the tilesets altogether.
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Old September 10, 2009, 05:14   #5
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Announce 1.0.99: 9/9/09 update.

DaJAngband Bugfix update released. here's the download link:
http://www.datafilehost.com/download-08772409.html

The two biggest reasons for the update:
- fixed crash bug often caused by earthquakes.
- graphic tiles done for old tileset.

Other tweaks and changes:
- fixed bug: earthquake works in vaults. (it's not supposed to)
- detection radius is now fixed (like in new V, but not as big an area as new V).
- mindless undead never flee unless turned, other undead are less likely to flee. Also, monsters which grab are less likely to flee.
- light area alchemy spell is slightly strengthened (it's still a little weaker than other light spells)
- dark fairy king/ queen/ fool HPS reduced significantly
- EXTRA_CRIT flag is more effective
- probing now reveals full monster info except doesn't always reveal spells.

This update is brought to you with help from Matthias (found the crash bug) and Zaimoni (fixed the crash bug) and the number 9.
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Last edited by will_asher; September 10, 2009 at 23:42.
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Old September 10, 2009, 13:19   #6
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Wow that was quick. Time for some more Umber Hulking You should probably edit your first post to link to the updated version instead to the bugged one
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Old September 10, 2009, 18:38   #7
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Quote:
Originally Posted by will_asher View Post
- graphic tiles done for old tileset.
Most of them are fine. Acid hounds should use the tile water hounds use in Vanilla, and I got really scared when a great wyrm tile walked towards me that turned out to be a boring B. Also Ancient Silver Dragons are using a tile of a giant. The last one is likely a typo in the prf file
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Old September 10, 2009, 22:03   #8
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yeah, sorry, I've found a few other mistakes with the tileset too. I thought they were done.
I just found a big part of the problem: I forgot to comment out some of the old tile definitions at the end of the pref file, so they're overriding the earlier definitions for the same monster number. Plus there were several typos.
As for acid hounds, if I use the water hound tile I'll associate them with water and forget that they breathe acid. (that's what always happens when I play V). Water hounds breathing acid has never made any sense to me.

ack. okay, I just summoned every single monster in my monster.txt in wizard mode to make sure it showed the correct tile and fixed those that were wrong. Here are the fixed files:
http://will2asher.awardspace.biz/Mon...c/graf-xxx.prf
http://will2asher.awardspace.biz/MonsterDic/8x8.bmp
graf-xxx.prf goes in lib/pref and 8x8.bmp goes in lib/xtra/graf
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Old September 11, 2009, 20:13   #9
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hmm this randart didn't get any powers, only some extra defense:

s) The set of mail gauntlets 'Holhenneth' [2,+23]
It activates for detection every 55+d55 turns. It cannot be harmed
by the elements.


Aren't randarts supposed to be around equal in power to the item they are based on?

# The Iron Helm 'Holhenneth'

N:40:'Holhenneth'
I:32:5:2
W:20:5:75:100000
P:5:1d3:0:0:10
F:INT | WIS | SEARCH | HIDE_TYPE
F:RES_CONFU | TELEPATHY | ACTIVATE
AETECT:55:55

edit: I have found other randarts like this or with only one power too, but they were based on the useless ones. From the same vault:

t) The broad axe 'Paurnen' (2d6) (+4,+5)
It activates for acid bolt (5d8) every 5+d5 turns. It cannot be
harmed by the elements.

The original only has res Acid and feather but still no power is a little meh

edit2: Now that I think about it, both of those were detected by trying to destroy them, what resulted in them getting identified. Maybe that somehow removed their powers or the powers are still there but not visible.

Last edited by Matthias; September 11, 2009 at 20:59. Reason: there != their
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Old September 11, 2009, 20:35   #10
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And now for something completely different:

Quote:
Originally Posted by Matthias on his own char dump
I also think I returned from -1 speed back to +1 speed the second I identified a flail. But that might have been me imagining things
Looks like I wasn't imagining things after all. My inventory currently contains a 25lb weapon and I'm at 18 speed. After using the "I" command, my speed drops to 16. When I drop and pick up the weapon again, speed is back to 18.

Last edited by Matthias; September 11, 2009 at 20:36. Reason: typo
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