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Posts Tagged ‘releases’

Unangband 0.6.4a released

August 22nd, 2010 Andrew Doull No comments

Source: Unangband: The Unnamed Angband

You can download the source code from http://prdownload.berlios.de/unangband/unangband-064a-src.zip and a precompiled Windows build from http://prdownload.berlios.de/unangband/unangband-064a-win.zip.

Changes in this release:

- Fix crash on Windows when levelling up (Reported by michielgk).

- Prevent friendly uniques from being invulnerable to enemy attacks (Reported by Ashkir).

Unangband 0.6.4 windows debug build

July 24th, 2010 Andrew Doull No comments

Source: Unangband: The Unnamed Angband

I've released a debug build of the Windows version for those people experiencing the crash on level up bug which I've not been able to duplicate.

You can download this debug build from here and update the bug details here if you experience the crash with this build.

This also includes a fix for the invulnerable familiar bug discussed here.

Sharplike 0.4.0 Released

June 18th, 2010 Ed No comments

Source: Large Russian Games Open Source Stuff

Sharplike 0.4.0 has just been uploaded to our server.

The highlights:

  • Many bugs in the core systems (audio, graphics, input, scripting) worked out. The API was heavily refactored.
  • Mapping system is (mostly) finished, using Pages (uniformly sized blocks) of Squares (tiles).
  • Caching system is implemented. Currently only “cold” caching (to-disk) is implemented; later we’ll add a “warm” caching system for saving on CPU time while keeping the page in memory.
  • Scheduling system is implemented, with a number of scheduler types. The SingleThreadedScheduler is recommended for simpler games, such as Hacks and Bands, while the multithreaded schedulers (included primarily for advanced use) are more useful for large-scale, Dwarf Fortress-style games.
  • Entity system implemented (usable for both mobiles and items). Predominantly event-driven to enable fine-grained control.
  • Messaging system implemented, to send messages between entities and pages in a thread-safe manner (that works effectively with the multi-threaded schedulers).
  • Regions system implemented, for use in graphical displays. A Region is somewhat similar to a Windows Form control, in that it may be arbitrarily placed within the display window. They may be subclassed for your specific needs. (The map display is a Region, and can be manipulated as such.)
  • “Storylib” implemented: a library for maintaining relationships between entities. This is placed in the Utilities folder due to is greater level of decoupling from the Sharplike system itself.

As usual, you can download it here. We’re starting to get into the area where “yes, you can build a game with this,” and we intend 0.6.0 (which will include Effects–a visual system for glowing lights and such–Lighting, Field of View, and Pathfinding) to be enough to make the games we want to make–so, hopefully, it’ll be enough for the games you want to make, too. If you run into any bugs or have any suggestions for features we could add in 0.6.0 or even later, please feel free to post an issue in our tracker or let us know via our forums.

Thanks for checking out Sharplike!

Sharplike 0.2.0 Releases

June 10th, 2010 Ed No comments

Source: Large Russian Games Open Source Stuff

The first “real” release of Sharplike is prepped and ready. Features include:

  • Modular core system for audio, graphics, input, and scripting (scripting
    currently disabled) using a provider model for all core systems.
  • OpenGL audio and video system, using OpenTK.
  • Keyboard and mouse input using WinForms. Command-based input mechanism; games don’t have to care about specific key bindings outside of an .ini file.
  • Stepwise game loop system for roguelike game control.
  • Stack based state machine for control flow. Integrates with the game loop automatically, without any special configuration.
  • Preliminary noise generation systems in Sharplike.Noise.
  • Very early start of a UI library to use in conjunction with the core libraries. (Next release wll build this out significantly.)
  • Built using the .NET Framework 2.0 and tested with Mono 2.4.4 to ensure cross-platform operation on Linux and Mac OS X.

You can download Sharplike 0.2.0 (licensed under the CPAL, a Mozilla Public License derivative) here (4.3 MB). Documentation is still a little lacking; if you need assistance, you can visit our Sharplike discussion forums in our issue tracker or our IRC channel, #sharplike on Freenode. Or, if you’d like to be kept up to the minute with Sharplike development, you can SVN checkout straight from our trunk at:

http://opensource.edropple.com/svn/Sharplike/trunk

Hope you like Sharplike!

AliensRL 0.8 RELEASED!

Source: AliensRL

Just when you thought it was safe… AliensRL 0.8 has been released! Read below for details or check the forum for the ChaosForge announcement. Start downloading from the downloads section now, and don’t forget to come back and donate if you like it!

Detailed information follows…

Categories: AliensRL, Planet Roguelike Tags:

GearHead2 v0.627: Subversion Update of the Beast

May 25th, 2010 Joseph Hewitt No comments

Source: GearHead RPG

I’ve just uploaded GH2 v0.627 to SourceForge. This is mostly a bugfix release, intended to provide a stable version while I work on the big balance issues being talked over on the forum. This version also marks the 666th update of the game’s SVN repository, which may be of interest if you are either a biblical literalist or a fan of Iron Maiden. In either case rock on.

Here’s the complete list of changes:

  • Convoy defense mission should be fairer now
  • Updated Defense Patrol and Bounty Hunt plots
  • Sets generated as random loot will be unpacked (gearparser.pp)
  • Window and icon names now set in graphical versions (glgfx.pp,cutegfx.pp)
  • Lancemates can learn talents from event-based training (arenascript.pp)
  • Added \SIBLING message formatting string (arenascript.pp)
  • Spaceport mechanics should be factionless
  • All mechanics will buy mecha (services.pp)
  • All gear recovered from battlefield marked as salvage (wmonster.pp)

Try it out and let me know if you encounter any problems.

Released 0.5.4

April 30th, 2010 jaydg No comments

Source: nlarn

I’m exited to announce another maintenance release for the 0.5 series. Download your copy from Sourceforge.

The highlights of this version are:

  • Fast movement.
  • Speed.
  • Many user interface enhancements.
  • Many bug fixes.

Many of the changes in this version have either been coded or suggested by Johanna Ploog, also known as jpeg.

Unfortunately, saved games from previous versions of the game are not compatible to this version. Unlike the previous versions, this release will not crash when it attempts to load an old saved game.

Changes in this version:

  • Implemented different speeds for monsters and the player. Reenabled the scroll of speed and the spell “haste self”.
  • Implemented the spell “time stop”.
  • Modified keys for open/close and magic:
    • ‘o’pen (instead of ‘O’)
    • ‘c’lose (instead of ‘C’)
    • ‘m’agic (instead of ‘c’ast)
  • Add fast movement command that uses the following (direction) input for running (g).
  • Implement a long-rest command: (w)ait which will ignore adjacent floating eyes und umber hulks.
  • Added functionality to ®ead/(q)uaff/(e)quip/(t)ake off/(d)rop an item quickly.
  • Remember visited landmarks. A list of these can be shown with (D).
  • Rearranged hp/mp/xp display to be more consistent with other stats.
  • Display carried item weight in inventory header. Removed the command previously used to display the pack weight.
  • Display the bank account balance in shop windows.
  • Added item description popup to inventory.
  • Allow equipping items in the trade post.
  • The message history is shown reversed and the entries are prefixed with their turn number. Truncate the message log to 100 entries.
  • Enhanced the dialogue to get a number: set overwrite mode as default; accept ‘y’, ‘g’, ‘d’ and ‘p’ as the full amount and ‘n’ as 0 to speed up getting and dropping multiple items.
  • Ask for the player’s name and sex during game creation if not set in .ini file or by command line parameters.
  • Prompt if a fireball is going to hit the player.
  • When autopicking up stuff, give a message if there are more items there.
  • In yes/no prompt, always highlight selected choice in red. Generally allow the initial letters of the button captions as shortcut.
  • Mention command help (’?’ command) at game start/reload.
  • Use block cursor when asking for a position.
  • Display items and stationary objects which are not in sight with their colour to make finding them again easier. New display order: stationary objects > items. New item display/memorizsation order: gems > gold > topmost item.
  • Made containers ask for the amount when putting things into/taking things out.
  • Open doors by walking into them, though not on shift-run.
  • Modified some monster glyphs.
  • Make the potion of cure dianthroritis expensive. This is a simple flavour change: If you attempt to sell this unique potion, you should get more money for it than for a corroded dagger. Remove the potion from the player’s inventory when winning the game.
  • When magic mapping, only map non-floor tiles.
  • Sometimes flip custom maze maps when generating levels. Should keep things more interesting even if you keep seeing the same levels again and again.
  • Notify the player of stationary objects when entering a tile.
  • Allow the player to deliberately jump through trap doors with ‘>’.
  • Explicitly name the item a nymph is stealing.
  • Make leprechauns steal gold the player is standing on if none carried.
  • Give a warning when the disenchantress reduces an item to -3.
  • Give a message if an unseen monster died and the player got xp for it.
  • Allow to auto-id all ring types.
  • Made the uncursed variants of the scrolls gem perfection, identify, remove curse and spell extension less powerful and added a blessed variant with the original power. Let the player decide which gem to make perfect, wich item to identify or to uncurse when using the uncursed variant.
  • Improved messages given when interacting with stationary objects. Show a message when a monster has been generated.
  • Replace splash screen backstory with a new text that makes more sense.
  • Improved save file compatibility handling.
  • Added a change log file to the distribution.
  • Various wizard mode enhancements.

Fixed bugs:

  • Fixed level draining attacks which could lead to a crash.
  • Fixed a crash when casting sleep at an already sleeping monster.
  • Fixed a crash when buying a single item which is too heavy to be carried.
  • Fixed a nasty crash in building_item_sell() that occured when the player bought the entire stock of a stackable item that already existed in the player’s inventory.
  • Fixed a crash when experience level 1 got drained.
  • Fix off-by-one-error preventing generation of the scroll of genocide and the potion of see invisible.
  • Make sure stationary objects are moved out of treasure rooms.
  • Fixed item bonuses.
  • Fixed many information leaks about invisible monsters.
  • Reduced the information leak about unidentified mimics.
  • Fixed some monster plural names in the vanquished list and the message given by the scroll of genocide monster.
  • Don’t identify cursed potions or scrolls on using them.
  • When blind, don’t id curse status of items dropped on altars.
  • If an item becomes uncursed, its curse status should be known.
  • Sort same-type shop items alphabetically by their identified names.
  • When using alter reality in the tenth dungeon level or the third volcano level, the unique items amulet of larn and potion of cure dianthroritis will be regenerated. Never ever destroy the potion of cure dianthroritis by erosion.
  • Vampires would never use their bite attack. Now there is a 20% chance that they will do so.
  • The ziller and vortex can now attack again.
  • Store monster AI state in saved games.
  • Prevent uninjured monsters being displayed as “slightly injured”.
  • Honour time usage when doing auto-pickup. Call autopickup when entering a new level.
  • Disallow opening/closing doors while paralysed or overstrained.
  • Fixed the calculation of bank account interest when doing a time warp.
  • Fixed “charm monster”. Now it affects only a single monster which has to be targeted by the spell.
  • Fixed moving items from a container in the players inventory to the players inventory and vice versa.
  • Mute pointless messages when going from burdened to overloaded and vice versa.
  • Fixed lots of message glitches.
  • Fixed some memory leaks.
Categories: NLarn, Planet Roguelike Tags:

GearHead2 v0.625: Dragons? Probably.

April 26th, 2010 Joseph Hewitt No comments

Source: GearHead RPG

I’ve just uploaded GH2 v0.625 to SourceForge. Because it’s been a long time since the last release and several big things have been added, chances are that there’s going to be a whole lot of bugs in this version. Here are some of the highlights:

  • Enemy mecha will now be deployed in coherent units, rather than just a random grab-bag of designs.
  • Added a personadex so you can examine the characters your PC knows.
  • Lancemate Awareness skill now works on outdoors maps.
  • Initiative has been toned down; most characters now move faster.
  • Several Lancemate quit/join bugs fixed.
  • Upper level monsters are better at dodging.
  • Several new mecha added, including the Chameleon variants from GH1.

Try it out and let me know what you think.

Unangband 0.6.4 released

April 5th, 2010 Andrew Doull No comments

Source: Ascii Dreams

This is the "Once your variant gets a nowhere town, it will never leave" release aka "Wasn't this supposed to be out months ago?"

You can download the source code from http://prdownload.berlios.de/unangband/unangband-064-src.zip. You can download a precompiled Windows build from http://prdownload.berlios.de/unangband/unangband-064-win.zip, a pre-compiled Mac OS/X build from http://prdownload.berlios.de/unangband/Unangband-0.6.4-osx.dmg. A Linux version should be following shortly. [Edit: Now available at http://prdownload.berlios.de/unangband/unangband-064.tar.gz - thanks to Mike].

For more details, please see the official website.

I've not spent nearly enough time quashing bugs, but real life has left me pretty drained at the end of the working day. I'm sure my motivation levels will pick up soon enough - just need a little holiday from staring at the source code.


Unangband 0.6.4 released

April 5th, 2010 Andrew Doull No comments

Source: Unangband: The Unnamed Angband

This is the "Once your variant gets a nowhere town, it will never leave" release aka "Wasn't this supposed to be out months ago?"

You can download the source code from http://prdownload.berlios.de/unangband/unangband-064-src.zip. You can download a precompiled Windows build from http://prdownload.berlios.de/unangband/unangband-064-win.zip, a pre-compiled Mac OS/X build from http://prdownload.berlios.de/unangband/Unangband-0.6.4-osx.dmg. A Linux version should be following shortly. [Edit: Now available at http://prdownload.berlios.de/unangband/unangband-064.tar.gz - thanks to Mike].

Special thanks to all those who reported bugs and especially those who fixed them for this release. My apologies if I didn't get to your bug this time around.

### Game Play ###

- Add low level spell to allow Masters to light rooms.

- Ensure minimum blood debt.

- Reduce summoning debt for some monster types.

- Allow travelling while poison is slowed.

- Allow line of sight/panel/level based spells to affect objects and
grids separately from monsters.

- Improve sensing of non-cursed items using techniques which sense cursed state.

- Improve sensing to note that an item is not cursed when you wield it and it is not cursed, if it was unusual or nonmagical (The other cases were correctly handled prior to this).

- If you sense what bag an item belongs in without identifying the item,
all subsequently created items are similarly sensed

- Make Cure Poison mushrooms cure poison instead of slowing it.

- Rebalance some master summoning spells to be more useful at lower levels, as well as balance some of the resulting summons.

- Differentiate spells which summon a monster, versus those which create or animate a monster. The latter do not incur mana or blood debt and do not leave your service.

- Hatched eggs or rebuilt golems no longer leave your service.

- Lemures are now truly larval.

- Prevent regions 'double-hitting' a grid during the same attack.

- Make some plants strangle.

- Prevent monsters fighting each other from using attacks which would heal their intended target (Reported by vrbones).

- Make player traps more useful: murder holes use up ammunition less frequently; spring-loaded traps never use up ammunition; allow magic items with higher multipliers when set in traps; give bonus shots and damage multipliers to traps set by the player deeper in the dungeon.

- Add deeper and more deadly murder holes and spring-loaded traps.

- Cure all (debug command) should restore stats before healing.

- Better balance depth of traps based on damage.

- Slight tweak to ensure monkeys only carry pebbles.

- Flask throwing monsters can now carry gunpowder flasks.

- Add seeker shots.

- Allow monsters to surrender.

- Attempt to make mechanisms useful for something.

- Add Reveal Secrets spell.

- Grey monsters are now consistently immune to acid and cold and frequently immune to poison. Grey orcs no longer blink (bug 16745).

- Add identify and recharge item I services to the Magic Shop. These were almost always added by the presence of various Wizard books in those shops, and so unfairly penalized non-Wizard school casters. (Bug 16739, suggested by thorgot). Doubled cost of identify service to compensate.

- Give take item to unseen servants to make them more servant like.

- You now learn monster hit points and armour class based on the number of times you damage the monster, and the number of times you attack the monster with attacks which can miss, instead of the number of times you kill them.

- Make magic mapping dection area consistant with all other detection areas.

### User Interface ###

- Warn the player if their summoning spell doesn't produce a monster.

- Summoned monsters are always visible the first round they are summoned.

- Changed sunken city to sunken cities (Suggested by Arralen).

- Add reserve mana to character display. (Thanks to bigalphillips for this and other fixes).

- Rewrite level up screen to show how increasing a stat will affect your characters abilities. (Thanks to bigalphillips)

- Move Gain Familiar Ability menu over to fit longer entries on a 80x24 screen.

- Minor command documentation changes

### Bug Fixes ###

- Prevent monsters being entombed by traps or regions.

- Fix style description on character sheet.

- Fix display not refreshing after a quake.

- Fix psionic blast message.

- Fix for monsters not incurring summoning debt.

- Distinguish between spells which summon multiples of 1 of a monster vs spells which can summon group monsters.

- Fix for Bug #16933 Libraries need owners

- Fix for 016789 Targeting that does not target ...

- Fix for bug #16792 {Magic} items are called egos or artifacts, but not always (Reported by bigalphillips).

- Fix for Bug #16799 Monster is afraid after already dying (Reported by bigalphillips).

- Fix monster spell and blow descriptions.

- Remove invalid assertion that would cause game to crash.

- Fix description of monsters guarding locations.

- Was biasing stairs in wrong direction.

- Fix for bug Bug #16746 Lines of doors and shops appear in dungeon (Thanks to Big Al for triage and careful analysis).

- Fix for bug 016731 Sanity check birth_gollum.

- Fix for bug 016730 Don't award disarming experience for traps you can't hit

- Fix for potion of experience description.

- Fix parsing of dungeon zone names (reported by Arralen).

- Fix up bag of holdings in dumps. (#16791)

- Fix up various documentation inconsistancies and typos.

- Fix descriptions of bags of holding in death dumps.

- Fix for Bug #16732 stealing doesn't display items you can steal.

- Fix for bug #16780 failed to move 1, 0 messages (Reported by bigalphilips).

- Fix up some typos in character dumps. (#16734)

- Fix spell power calculations (especially for Apprentice Mages). #16735.

- Fix gollum mode birth option. (#16733)

- Fix bug where tangleroot/briarpatch would damage monsters not near water or plants (Reported by satyr).

- Fix bug where detect objects would detect the terrain which contained an object (Reported by arralen).

- Fix pickup messages for items in magic bags. (#13835)

- Fix for bug 16743 Lightning Spark description (Reported by Bandobras).

- Fix for bug 16758 Sting spell never learned, uses energy or mana (Foolishly reported by Pete Mack, also konijn and others)

- Fix for bug 016749 specialist items in off-hand slot can be destroyed by acid

- Fix for bug 016748 specialist can't wield to off-hand slot if a shield is worn.

- Add parentheses to fix punctuation problems. (#16760)

- Stop the player from landing on the downstairs of the Mirkwood Cellers (towns now use MORE and LESS flags).

- First pass at updating monster descriptions to include damage for spells and breaths. There's a couple of extraneous 'to's but looks good otherwise.

- Fix lighting of lanterns with no fuel message.

- Fix up spellbook descriptions for magic specialists.