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Posts Tagged ‘releases’

DoomRL 0.9.9.1 released!

March 11th, 2010 Kornel Kisielewicz No comments

Source: DoomRL - Doom, the Roguelike

The DoomRL 0.9.9.1 has finally been released!

The new version has several minor modifications, a lot of polish, and a couple major features, including teasers for features yet to come!

Grab it while it’s hot in the downloads section! Currently, only the Windows version is available, Linux version will appear soon.

I’ll also take this occasion to announce a new donation drive — while it is in the general interest of ChaosForge development (I spend a lot of time away from my PC, and that time could be spent on developing roguelikes), it also is of special interest to iPhone owners, and people wanting a Mac version of CF roguelikes. If either, or if you want to help ChaosForge grow in general, please be sure to check out the ChaosForge treasury and if you think that ChaosForge games gave you something, then why not give something back :).

Check out the official announcement or read more about the release…

Released 0.5.3

February 28th, 2010 jaydg No comments

Source: nlarn

Once more a bug-fix and refinement-only release of NLarn is available, fixing all the issues known with version 0.5.2. Get it from Sourceforge.

I have disabled all unimplemented spells and scrolls in this release. Once again – unfortunately – save files created by the previous version will not work.

Changes in this version:

  • Lots of colours!
  • GFX for ray and blast type spells.
  • The display is updated while sleeping.
  • Updated the fortunes.
  • When examining a position, the monster on it is described with more details.
  • Display additional information for unique weapons, like damages, bonus or curses.
  • Added the ability to display the bank account balance with ‘B’.
  • Modified item generation: only blessed items have a bonus, only cursed items have a malus.

Fixed bugs:

  • Item stacking sometimes did not work. This has been fixed. Properly returned split items to the originating inventory when adding to the target inventory has failed.
  • Some effect descriptions are broader than the available space and were wrapped around. This has been fixed. Duplicate effects are no longer listed in the effects list. Added some missing effect descriptions.
  • Fixed stacking of effects, e.g. it is no longer possible to become paralysed when already paralysed.
  • Invalid movement counts as a move when confused (i.e. running into a wall).
  • The inventory is not displayed in obituary when empty. The map is hidden in the obituary if the player is in town. Fixed an issue with the statistics in the obituary.
  • Burdened state gets recalculated when the player’s strength value changes (reported by Nick Genthner).
  • A crash in the spell selection dialog has been fixed.
  • Fixed a rare crash bug that occurred when a monster stepped into a poison trap twice.
  • Fixed two bugs with restoring saved games.
  • Some animals dropped money. This has been fixed.
  • The chance to gain intelligence by reading books was way too high and has been significantly lowered.
  • Fixed some message glitches.
Categories: NLarn, Planet Roguelike Tags:

GH2 v0.622: Space Pirates Lament

February 24th, 2010 Joseph Hewitt No comments

Source: GearHead RPG

The space pirate stuff I said I’d try to complete for the next release? Not ready yet. However, since there’s a whole lot of other stuff worth releasing and since the space pirate stuff is going to require some deeper changes than I originally thought, I’m making a release now.

Here’s an overview of the changes:

  • More components and better connections in the core story. All deadends reported to me so far should be resolved this time around. Core story missions now tell you their rewards up front, and the dreaded “Mansion of Fetch” episode has been altered to become less arbitrary.
  • New character development plots for lancemates. If you have a lancemate who owes you a favor, they now have a chance to pay you back.
  • Some script bugs fixed. Repair skills used by lancemates will now display the correct message.

Try it out and let me know what you think.

GH2 v0.621: Busy Making Robots

February 8th, 2010 Joseph Hewitt No comments

Source: GearHead RPG

I’ve just uploaded GH2 v0.621 to SourceForge. This release fixes a lot of bugs from v0.620, adds some new content to the core story, and should be less disjointed overall. Also, I’ve been building some really tiny giant robots. The guy on the left looks like a Transformer but I’m afraid I can’t make a positive identification.

Full list of changes below the fold.

- Fixed BuildRobot messages (robotics.pp)
- Props with undefined sprite now get one (cutegfx.pp)
- Added ERSATZ_MOUSE config option (cutegfx.pp)
- World map working in 2D mode (cutemap.pp)
- NPCs can tell PC to buzz off (arenascript.pp)
- Seeking rumors uses SocSkillTarget (arenascript.pp)
- Added \EXACT_SCENE message formatting command (arenascript.pp)
- Fixed crashing bug with monologue (arenascript.pp)
- Mullins is no longer invisible
- Create New Pilot now works in ArenaHQ (gh2arena.pp)
- Added title screen (cutegfx.pp,glgfx.pp,vidgfx.pp)
- Added ifGSealed, SayPlotMsg ASL commands (arenascript.pp)
- Removed unused NUMPLOTS config option (ui4gh.pp)
- Out of scale characters represented by small sprite (cutemap.pp)
- Updated readme file with config options and troubleshooting

Commentary will be posted over at the GearHead forum. As usual, try it out and let me know what you think.

GH2 v0.620: Drama! Choices!

January 21st, 2010 Joseph Hewitt No comments

Source: GearHead RPG

A new version of GearHead2, the roguelike with more giant robots per tile than any other, has just been uploaded to SourceForge. The big changes this time around are a 2D isometric interface (useful to people without 3D graphics cards, or who just prefer the look) and a new “Dramatic Choice” mechanic in the core story. Important note: You should do a clean install with this version, i.e. delete the previous GH2 files before upgrading.

Here are some of the highlights:

  • Dramatic Choice: At the end of an episode, your character will now be able to decide the next course of action. These choices affect the progress of the core story and ultimately its ending.
  • The PC’s Home: Your player character now starts the game at home. There’s not a lot you can do with the home yet, and your parents/guardians/landlord don’t have much to say, but at least you now have a couple of places for stashing loot.
  • 2D Graphical Interface: Classic isometric. Aside from a couple of props which don’t have sprites yet, it’s completely working.
  • Full 3D Interface: There is a config option to turn on meshes for all characters and mecha.
  • Numerous Bugfixes: That “Unknown script value +1 -1″ thing? Gone.

Note that RPG save game compatibility is broken, and previously created CHA character files can’t be used in a new RPG campaign. Arena mode save files should be unaffected.

Try it out and let me know what you think.

Unangband 0.6.4-pre4 released

January 21st, 2010 Andrew Doull No comments

Source: Ascii Dreams

This is another pre-release of Unangband 0.6.4.

You can download the source code from http://prdownload.berlios.de/unangband/unangband-064-pre4-src.zip. You can download a precompiled Windows build from http://prdownload.berlios.de/unangband/unangband-064-pre4-win.zip, a pre-compiled Mac OS/X build from http://prdownload.berlios.de/unangband/Unangband-0.6.4-pre4-osx.dmg and a precompiled Linux build from http://prdownload.berlios.de/unangband/unangband-064-pre4-linux.tar.bz2 (Thanks to Mike, Th. G. and SaThaRiel - I've ended up using Mike's compile).

Please see the official web site for the full change log.

Unangband 0.6.4-pre4 released

January 21st, 2010 Andrew Doull No comments

Source: Unangband: The Unnamed Angband

This is another pre-release of Unangband 0.6.4.

You can download the source code from http://prdownload.berlios.de/unangband/unangband-064-pre4-src.zip. You can download a precompiled Windows build from http://prdownload.berlios.de/unangband/unangband-064-pre4-win.zip, a pre-compiled Mac OS/X build from http://prdownload.berlios.de/unangband/Unangband-0.6.4-pre4-osx.dmg and a precompiled Linux build from http://prdownload.berlios.de/unangband/unangband-064-pre4-linux.tar.bz2 (Thanks to Mike, Th. G. and SaThaRiel - I've ended up using Mike's compile).

### Game Play ###

- Add three additional druid spells including a pre-requisite spell
for 3rd book druidic cold spells.

- Ent's Song and Ent's Seeds now ranged.

- As the Stone troll uniques are tougher than Ted Sandyman, Bill Ferny
and Lotho, swap the relative depths of the two sets of uniques.

- Improve running algorithm to ignore terrain the player starts near.
The only outstanding item is for the player to be able to follow the
walls of wide corridors more easily.

### User Interface ###

- Add option 'ally_messages' for people who want detailled combat
messages for allies.

- Hitting 'x' while targetting allows you to target your allies.

- Add ^L command (X in roguelike keyset) to center the screen on the
player (From Angband 3.1.2).

- Add 'h'andle command ('%' in roguelike keyset) which allows you to
choose an item, then specify which command you use with that item.
This will support the inscribing the item with %x where you automatic-
ally choose command 'x' if you handle the item, but that component has
not been implemented yet. There's also quite a bit that can be done on
the menu display side of things. This will at some point support
commands that an item can be the transitive component for e.g. you'll
be able to choose a torch to fuel the one you have equipped, as
opposed to at the moment you have to choose the equipped torch, then
the torch you wish to fuel it with.

- Significantly improve the quality of object and spell descriptions.

- Improve region descriptions.

- For some reason the single space indentation following a line
return in text_out_to_screen was being added to the previous line. I've
removed this for the moment.

- Prevent allies movement disturbing the player.

- You now notice the language skills imparted by equipment and race.

- You now notice when examining an object or shape, which objects
or shapes prevent various flags from taking effect.

- Shape change spells now provide a description of what the shape
change does to you.


### Bug fixes ###

- Fix various issues with allies not attacking enemies, particularly
if they were some distance from the player, or immobile.

- Fix for projections ending up targetting the caster if a monster was
in the way.

- Fix misplaced return in game statistics output.

- Fix crash when checking for fumble with zero or negative chance to
hit (Thanks to Pete Mack).

- Fix for loading familiar fix. Had accidentally put this outside the
loop (Thanks to SaThaRiel).

- Fix help file reference.

### Build / Platform ###

Unangband 0.6.4-pre3 released

January 17th, 2010 Andrew Doull No comments

Source: Ascii Dreams

This is probably the final prerelease before the Unangband 0.6.4 release.

You can download the source code from http://prdownload.berlios.de/unangband/unangband-064-pre3-src.zip. You can download a precompiled Windows build from http://prdownload.berlios.de/unangband/unangband-064-pre3-win.zip or or a precompiled OS/X build from http://prdownload.berlios.de/unangband/Unangband-0.6.4-pre3-osx.dmg. If someone could compile a Linux build for me would be much appreciated.

Please see the official website for further details.

Unangband 0.6.4-pre3 released

January 17th, 2010 Andrew Doull No comments

Source: Unangband: The Unnamed Angband

This is probably the final prerelease before the Unangband 0.6.4 release.

You can download the source code from http://prdownload.berlios.de/unangband/unangband-064-pre3-src.zip. You can download a precompiled Windows build from http://prdownload.berlios.de/unangband/unangband-064-pre3-win.zip or or a precompiled OS/X build from http://prdownload.berlios.de/unangband/Unangband-0.6.4-pre3-osx.dmg. If someone could compile a Linux build for me would be much appreciated.

Changes follow:


### Game Play ###

- Allow the familiar to spy for the player if the player is blind.

- Add further tweaks to familiars and allies spying for you.

- Allies capable of detecting scents now track and chase nearby monsters even out of line of sight.

- Add more familiar types.

- Familiars now always get an attack when the player reaches 10th level, plus an additional ability depending on the type of familiar.

- Increase length of time allies, neutral monsters hang around.

- Try to make familiars without blows at least somewhat useful by improving spying and making them fetch objects for you.

- As mana and hp regeneration have been separated, they should only affect food consumption half as much each.

- Reduce time required to control an uncontrolled object.

- Allow player to notice when their equipment doesn't activate uncontrollably.

- Make resist blindness flag consistently allow monster to see invisible.

- Prevent allies walking into traps.

- Prevent allies evading your attacks if you target them directly (This allows you to use a Wand of Heal Monster on your familiar reliably).

- Sleeping using the 'Rest until Dusk / Rest until Dawn' service now recovers stats somewhat.

- Reorganise bard spell books so they have 4 basic books instead of 3.

- Provide additional documentation during character creation for
magic, prayer and song book specialisation and school choices.

- 'M'ap command in town reveals 'hand-drawn' map of Middle Earth.

- If a multiplying monster is poisoned, their spawn will be likewise
poisoned. This makes Stinking Cloud and Dust of Sneezing & Choking
much more effective against breeders.

- Make water created by Find Water more fountain like.


### User Interface ###

- Include depth of deepest unique in order to provide rankings for competition (Requested by pav).

- Add additional categories for new tip files in tip knowledge menu. Oops. Didn't realise these were visible - they might have to be somewhat
renamed.

- Ensure visible traps have visible trap regions.

- Skip allied monsters when looking to steal.

- Improve formatting of spoiler table for very long object names somewhat.

- Add tips for wizards, master and druid players.

- Add tips file for Find Familiar spell.

- Add game statistics option to knowledge menu and included in
character dump. At the moment, just statistics about monsters killed
are included.


### Bug fixes ###

- Fixed Call Lightning.

- Fix bug where monsters would take damage if a feature was created under them (reported by thorgot).

- Fix/workaround for duplicate tips appearing.

- Fix problem with familiar improvements being delayed by one or more levels.

- Fix assembly and body part descriptions.

- Fix shadow fairy mana regeneration.

- Fix bug preventing uncontrolled objects becoming controllable.

- Fix bug where equipment making the player hungry could incorrectly mark them as a dwarf.

- Fixed wasn't scaling distance by scale factor when checking whether allies could see invisible monsters.

- Fix conditional test to check whether 'Rest' services could be used at day/night.

- Fix bug in poly room generation code (Thanks to SaThaRiel).

- Fix crash bug when displaying object descriptions which included a range.

- Fix scattering bug that prevented scattering more than 1 square distance.

- Fix region projection bugs that prevented automatic regions having any effect.

- Clear targets for monsters you successfully ally through offering.

- Fix for Sting not working (Reported by thorgot).

- Fix to output of monster spoilers.

- Fix detection spells so that they update the display immediately.


### Build / Platform ###

- You can now add tip files for spells, if a player studies the individual spell. These are of the form spellnn.txt.

- Wasn't treating evasive as as powerful as it really should have been for monster power calculations.

Wooden you?

January 14th, 2010 Andrew Doull No comments

Source: Unangband: The Unnamed Angband

In careless disregard of the physical axioms of the universe, I included a Wooden golem in the pre2 release that failed to be, and I quote 'lumbering'.

Since it is required by one of the fundamental forces that all Wooden golems are lumbering, the pre2 release had some subtle but important bugs - one of which manifested itself straight away as being unable to cast the only spell that both competition characters had in common.

So instead of doing another release within 24 hours, I've just silently updated the source and Windows binaries - the OS/X pre2 binary is also now available with these fixes included.Please download again if you've already downloaded the pre2 release. My apologies.

You'll be happy to notice that I've included a section in the character dump which now lists the deepest unique killed.
 

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