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Old February 28, 2022, 17:02   #1
smbhax
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Hengband 3.0.0Alpha releases in Japanese & English - unofficial English build notes

Hengband is releasing official Alpha builds for version 3.0.0 about every two weeks. They come in separate Japanese and English versions. Build notes are mostly left in Github submit titles and mostly in Japanese. This thread is an attempt to compile and translate them...roughly, just with Google Translate.

Previous separate threads:

Alpha52: http://angband.oook.cz/forum/showthread.php?t=11088
Alpha53: http://angband.oook.cz/forum/showthread.php?t=11112

Hengband home page, with latest releases:

https://hengband.github.io/

Github releases page:

https://github.com/hengband/hengband/releases

Many of the changes in these 3.0.0Alpha releases are related to the "Refactor," ie a full reorganization and clean-up of the game code.
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Old February 28, 2022, 18:03   #2
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3.0.0Alpha54 comes early:

https://twitter.com/deskull/status/1498269158769045513

Translate: "It's been a week since the latest release, but a CRITICAL bug has been discovered, so we will release it urgently."



https://github.com/hengband/hengband...g/3.0.0Alpha54

https://github-com.translate.goog/he..._x_tr_pto=wapp :

"This release is a HotFix. Resolves the following particularly fatal issues caused by refactoring embug:

- My character display changes to another character instead of @ # 2331
- # 2323 that does not work for the opponent who should work, but works for the opponent who should not work ["slay" weapon damage multiplier applied incorrectly]
- Acceleration becomes +99 when Ninja wears heavy equipment # 2322
- Pets can't be pushed away and moved # 2308
- Normal arrows and normal crossbow arrows cannot be sold in stores # 2482"

~~~~~~~~~~~~~~~

Full change list - https://github.com/hengband/hengband...ne/53?closed=1 :

ENHANCEMENTS

High priority:
- Weapon ego ID enum class

Other:
- Weakened Mancubus
- Corrected the out from the store information area in the load-time remainder calculation for the error that occurred after organizing the store data.
- Create a GitHub Actinos workflow that will generate a cache for ccache when pull requests are merged
- PR status check workflow reconfiguration
- Maintains a state formatted by clang-format
- Check if the source code is properly formatted during build test
- Improvements to gcc-wrap

BUG FIXES

Critical:
- My character display changes to another character instead of @
- Solved the problem that my character display changed to another character instead of @
- Fixed a compile error on Windows
- Fixed a bug where the target of the sley was reversed

High priority:
- When you enter the store, it will be forcibly terminated by AddressSanitizer.
- Acceleration becomes +99 when a ninja attaches heavy equipment
- Fixed a bug that speed correction is not working properly
- Fixed an issue where an attack action would occur when trying to push a pet away.
- Fixed a bug that speed correction is not working properly

Other:
- Can't move pets away
- Explicitly remove the default constructor
- There is a bias in shuffling of unconfirmed item names
- The wrong arrow is selected when deciding which arrow to sell in the store
- Normal arrows and normal crossbow arrows cannot be sold in stores
- Gravity attribute effects are not handled properly
- Fixed a bug that the memory flag could not respond to changes in monster information
- Some flags do not support monster information change when loading save data

REFACTOR BUG FIXES

High priority:
- The ID range of wiz_restore_monster_max_num () is strange & becomes get_value ()

Other:
- Set PlayerType :: died_from to std :: string
- Refactored to the same specifications as the n / N command while modifying the range specification of wiz_restore_monster_max_num ().

REFACTOR

High priority:
- Ego ID enum class (EgoType)
- Classify player paralysis parameters
- Classified parameters related to player paralysis
- Classify player hallucination parameters
- Hallucination entities grouped into the PlayerHallucination class
- Solved the problem that MSVC could not compile as a result of header formatting.
- Classify parameters related to player confusion
- Confusion-related entities have been grouped into the PlayerConfusion class
- Convert structure monster_blow to class MonsterBlow
- Remove the SYMBOL_CODE type alias
- Classified apply-magic-others.cpp / h
- Formatting and classifying input-key-requester.cpp
- Fixed design of decisions that depend on class or wilderness
- Review the contents of special_menu_content
- Renamed namae1 to fixed_artifact_idx and name2 to ego_idx
- Change ObjectType :: name1 & name2 to descriptive names

Other:
- MSVC issues a warning due to insufficient constructor definition of self-made exception
- Completely removed the quest "Undersea City" and related codes
- Use inherited constructors for proprietary exceptions
- Use an inherited constructor for the SaveDataNotSupportedException constructor
- Change monster-attack-types.cpp / h to monster-attack-table.cpp / h
- Renamed monster-attack-types.cpp / h to monster-attack-table.cpp / h
- Changed the array of quest information from std :: vector to std :: map
- Apply clang-format to all source files once
- Refactor the monster_blow structure into the MonsterBlow class.
- Changed SYMBOL_CODE to char type
- Redefined mimic_kind_type as enum class
- Pval strengthening processing of black costume and dangerous swimsuit is summarized in one place
- Combine strengthening / weakening processing for light armor in one place
- Weapon Enchanter improvements
- We decided to let the constructor of AbstractWeaponEnchanter determine the strengthening / weakening of weapons.
- Set e_info to std :: map to store ego item information
- Partially localized y and x in the project () function * + changed global y and x to temp_ *
- Classified input-key-requestor.cpp / h
- Aligned the tolerance flag parse table with the current flag definition
- Combine the definition of MonsterResistanceType and the definition of r_info_flagsr
- The function argument TARGET_TYPE violates the naming convention, so I changed it to target_type (mechanical replacement).
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Old February 28, 2022, 19:27   #3
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Quote:
Originally Posted by smbhax View Post
- # 2323 that does not work for the opponent who should work, but works for the opponent who should not work ["slay" weapon damage multiplier applied to damage inflicted on the wielder, it sounds like?]
From what I understand, it fixes a bug where 'slay X' weapon abilities doesn't properly apply against correct kind of enemies.
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Old February 28, 2022, 19:44   #4
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Quote:
Originally Posted by Cryomaniac View Post
From what I understand, it fixes a bug where 'slay X' weapon abilities doesn't properly apply against correct kind of enemies.
Ah, thanks! Yeah, on second squint at the translation of the bug entry https://github-com.translate.goog/he..._x_tr_pto=wapp it doesn't look like the player was taking triple damage, but...there was a "good" dragon there and it sounds like the good dragon was doing triple damage on the demon, instead of the player who had the slay sword being the one getting the damage multiplier on the demon. Orrr something like that?
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Old February 28, 2022, 21:00   #5
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From what I see, player was using a weapon that slays undead, evil and demons. It dealt no extra damage to an evil undead demon monster, but it did increased damage to a good undead dragon monster.
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Old February 28, 2022, 23:14   #6
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Quote:
Originally Posted by Cryomaniac View Post
From what I see, player was using a weapon that slays undead, evil and demons. It dealt no extra damage to an evil undead demon monster, but it did increased damage to a good undead dragon monster.
Ahhh that's helpful, yeah I see that now. WIZ-MONS is the player and they're the one hitting first the demon, then the dragon.
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Old March 1, 2022, 17:26   #7
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The heng source tree is crazy now.
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Old March 1, 2022, 20:09   #8
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The heng source tree is crazy now.
More like tanglethorn.
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Old March 3, 2022, 22:18   #9
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More like tanglethorn.
Ain't no 'thorn in Heng! ; )
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Old March 5, 2022, 20:58   #10
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3.0.0Alpha55 is another hotfix!

https://github.com/hengband/hengband...g/3.0.0Alpha55

Google translate:

"This release is a HotFix. Resolves the following fatal issues caused by refactoring embug:

Fixed a bug where player breath wouldn't activate"

On Twitter, dev @deskull said https://twitter.com/deskull/status/1499985227904536579 (auto-translate) "3.0.0 Alpha55 is released. It seems to be confusing again for the time being, but please forgive me."
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