All released versions of NetHack – from Hack 1.0 from 1984 until the last released NetHack 3.4.3 from 2003 – have been added with their correct release dates to a git repository on github.
Although it is not ideal that we mostly have only the released versions with large periods of time in between (but there’s also the portion of the 3.3.x CVS development tree and the frequent releases of 3.0.x), it is better than nothing.
Hello all! Slashware Interactive commemorates *200 years of the Independence of Colombia* with a new release of Expedition! Download from here: [link] Youtube Video: [link] Version 0.1.7 brings the following changes * You can now have audiences with the Catholic Kings, and gain titles
The third release candidate for 0.7.0 is out, addressing issues with piety gain, slime wall damage, and other miscellaneous fixes.
Mac and Windows binaries are on the development builds page as usual.
When filing bug reports on Mantis, please attach your save games if you have them. Also, please make your bug reports as detailed as possible [...]
Hello everyone! Announcing the v0.5.102 release of Dance of Death, the Flash-based roguelike, playable in your browser at: [link] This release adds an animation system and polishes a number of existing features, in preparation for the following releases, which will introduce major changes to the game! The release notes further detail the list of
This development cycle was focused towards introducing an animation system and tidying up some loose ends with ranged combat and other recently added features.
The following to-do items from the goals were completed:
Added animation system for ranged combat.
When targeting, the color of the targeting trajectory now shows whether a shot is clear (green), unknown (yellow), or blocked (red).
When entering targeting mode, the last target, or the closest monster in your FOV is selected.
Saving now occurs at a slower rate (once every 10 seconds), as well as upon starting a new game, or changing levels. You may also explicitly [s]ave.
Corrected language when stepping over a stack of items: “are lying here” instead of “is lying here”.
Picking up a new stack of an item already in the inventory now merges stacks.
When keybinding, the system checks if the newly entered key is already bound. If so, it displays a message by the existing binding.
If an item with a long name is equipped, the equipment slot descriptors are shortened to allow for longer item names.
If a missile hits an obstacle or does not hit a target, it is automatically dropped on the ground. If it hits/misses an opponent, there is a chance it will be consumed.
Graveyard menu added, where old dead characters are listed.
Hall of Fame menu added, where characters that beat the game are listed.
The Continue screen now shows more character information (race/class/location).
Quick Character Creation has been further streamlined to only require the selection of gender, archetype, and name. Archetypes include race, optimal stats, and skillset.
Help panel now reflects the proper keys that have been bound in the options panel.
Output messages are now saved.
Bug fix: Looked into reported crashes or character misplacements after creating a character after a game has been won or lost. Was unable to replicate, will continue to monitor.
I also threw in the following in response to feedback, as bug fixes, and to add a bit more to this fairly light release:
Ranged animation polished to execute the ranged attack on the last frame.
The arrow animation uses the appropriate | – \ / characters, depending on the slope of the trajectory.
The input system now checks if there are animations running, if so, and the animations are “cancelable”, it forces them to complete and proceeds with the input. Otherwise, it blocks the input. All animations are currently cancelable.
Equipping a stackable item over an already equipped stack will automatically merge the stacks.
Starting equipment added, based on selected Skills and Techniques.
Maces added.
Male characters now receive stat bonuses, and female characters no longer receive stat penalties.
New monsters added.
Monster generator now generates more monsters per level.
Visible dungeon tiles have a bit more color now.
Saves from old versions are automatically removed to avoid conflicts.
Bug fix: The Continue menu is now properly disabled after a playthrough where the last active character dies or wins the game.
Bug fix: Arrows are now used up properly (1 per shot), they were being used 1 per tile for every shot.
Bug fix: Output buffer from the previous game is now cleared after a death/win.
I have got my work cut out for me in the next version, but nevertheless, please continue to send in your invaluable feedback!
So part of the long delay between this and the last post was a (hopefully?) well deserved break after a mammoth week of coding. However, part of it is related to my lack of progress in balancing the new monster/weapon/quality types. Trying to keep individual fights interesting while keeping ambushes from turning into two turn player-deaths and making it scale after (for now) 5 levels is hard. Like harder than writing the code that allowed it.
Part of the problem is I want to get rid of the issue I call "rounding-error bonuses". For example, let's say that having a quality weapon improves the damage by 15%. If your sword base damage is 1d4, then 15% is less than 1 point of damage. It'd have effectively no effect. One could solve this by increasing all the numbers by a factor, say 10, then the sword base damage would be 10d4 (10-40) and 15% is on average 3-4 additional damage. Getting these numbers correct, along with making them look reasonable isn't going so well. It seems weird to have the starting sword do 10d3 damage and average swings totaling 18 or more (maybe that is my experience in d&d based roguelikes and games talking).
Does anyone have a good system or set of tools for figuring this out? Bonus points if it has been proven in a shipping game or one at least farther along than magecrawl...