Nick Vanilla maintainer



Join Date: Apr 2007 Location: Canberra, Australia Age: 55 Donated: $60 Posts: 8,473

FAangband 1.0



- pav, as usual, for hosting;



- Psi and buzzkill for playtesting alpha and beta versions;



- HallucinationMushroom for designing an awesome vault based on the Luthien emblem I use as the FAangband icon;



- takkaria for the Vanilla build system;



- Psi again for producing version 0.3.6, which gave the endgame some much needed balance (which I have, I hope, only partially destroyed);



- numerous people on the forums, rgra and ladder who have given me ideas and shot holes in my own ideas.



There are big changes in this version, and more to come. Full details are below, but the big ticket items are vastly altered objects (especially ego-items), a complete overhaul of mages, and the introduction of player-race based monsters which are not always hostile. Object and monster changes will continue for the next version (1.1).



As for the version numbers, this is actually 1.0.0, but anything of the form 1.0.x (so when the inevitable bugfixes happen) will be savefile compatible with it. The next thing not savefile compatible will be 1.1.0, etc.



Enjoy.



-------------------------------------------------------------------------------------------------------------



Object Changes

--------------

Complete overhaul of ego items, with most purely bad types removed

and many "mixed blessing" types introduced. There are now many types of curse,

with the traditional "sticky" curse just one of them. Curse removal is no

longer certain, and multiple removal attempts can destroy the item (even

artifacts). Stat boosts, bonuses, slays, brands and resists are now all values

rather than flags, so multiple "pvals" and variable slays and brands are

possible. The objects bitflags have been completely reworked, and all

information about an object is now kept with the object rather than referring

to the object kind.



Pseudo-id is now instant for all classes, and applies to all wearable items.

Strong pseudo now shows perilous (ego with drawbacks), dubious (some drawback),

average, good, excellent (ego with no drawbacks) and special (all artifacts);

weak pseudo shows perilous (some drawback), average or good. Squelch

categories have been changed accordingly, I hope in a useful way. *ID* has

been reintroduced; now regular ID shows everything except curses, which are

discoverable either by *ID* or (automatically) noticing when they show up.



There are some corresponding changes to regular items and artifacts, and some

new artifacts. Ungoliant now drops a specific item, making Nan Dungortheb

worth visiting. Blades of Chaos have been replaced with Valinorean Swords, and

"of Chaos" is now an ego type. Pricing has been changed to be more dependent

on the object properties and less on the type. Activatible items can now be

activated before they are ID'd.



Player Race Monsters

--------------------

Most former human ('p') monsters are now assigned one of the player races, and

have a chance not to be hostile to the player. Groups of these monsters now

have the same player race, but not necessarily the same monster race. These

groups have leaders, which influence the behaviour of the other monsters. The

AI for these guys is still fairly basic, but will mature over the 1.x series.



Mages and Magic

---------------

Mage spells have been completely reworked to make early mages playable, and

late game mages very powerful. Books have been reorganised and renamed, and

spells changed - most notably the last book now consists of varoius rune laying

spells. Magestaffs now activate to restore a small amount of mana. Mana

attacks have been completely removed from player and monsters (apart from a

couple of devices). Some monsters (and PDSM) now get an "elemental attack"

spell comprised of all 14 resistable elements; this is chiefly useful for

determining player resistances. Chaos has become much more chaotic, with

multiple effects on terrain, monsters and (if unresisted) the player.



Code Modernisation

------------------

Much of the low level code from V3.1.1dev has been incorporated - including

most of: the build system for *nix and windows, the OSX port and file handling.



Other changes

-------------

A new terrain type - sand dunes - has been introduced. It can hold objects,

and is easy to move through, but blocks line of sight.



Some improvement to object descriptions.



Spell descriptions appear before the spell is learned.



Wands of the same type always stack; if one has an unknown number of charges,

the whole stack does.



Some of the Lothlann region is now plains instead of desert.



Some monsters only appear in dungeons (gelatinous cubes, lurkers, etc).



The Complainer has increased his vocabulary.



Themed wilderness now exists - there are five themed wilderness levels, and

four themed dungeon levels.



Sound support has been upgraded so that it works properly, and Dubtrain's sound

patch can be included in the same way as for Vanilla.



Monster traps and runes can be laid on grids containing non-artifact objects

(by destroying the objects).



Uniques are more resistant to stunning.



Bugfixes

--------

Killing dungeon guardians on Angband 100 no longer causes weird stuff.



Squelched gear is dropped more quickly if hide_squelchable is on.



Extended colours show properly in html screenshots.



Autoinscriptions actually work.



Ego squelch settings are reset at the start of each game.



Anfauglith 58 is no longer chock full of artifacts.



Stairs in to Amon Rudh dungeon are no longer ever encased in granite.



Player ghosts work properly.



Crash from buffer overflow with too much gold or experience fixed.



Tree traps no longer appear under the player. FAangband 1.0 is now available from the usual place . Please download, play, post dumps, complain, etc. I have many people to thank:- pav, as usual, for hosting;- Psi and buzzkill for playtesting alpha and beta versions;- HallucinationMushroom for designing an awesome vault based on the Luthien emblem I use as the FAangband icon;- takkaria for the Vanilla build system;- Psi again for producing version 0.3.6, which gave the endgame some much needed balance (which I have, I hope, only partially destroyed);- numerous people on the forums, rgra and ladder who have given me ideas and shot holes in my own ideas.There are big changes in this version, and more to come. Full details are below, but the big ticket items are vastly altered objects (especially ego-items), a complete overhaul of mages, and the introduction of player-race based monsters which are not always hostile. Object and monster changes will continue for the next version (1.1).As for the version numbers, this is actually 1.0.0, but anything of the form 1.0.x (so when the inevitable bugfixes happen) will be savefile compatible with it. The next thing not savefile compatible will be 1.1.0, etc.Enjoy.-------------------------------------------------------------------------------------------------------------Object Changes--------------Complete overhaul of ego items, with most purely bad types removedand many "mixed blessing" types introduced. There are now many types of curse,with the traditional "sticky" curse just one of them. Curse removal is nolonger certain, and multiple removal attempts can destroy the item (evenartifacts). Stat boosts, bonuses, slays, brands and resists are now all valuesrather than flags, so multiple "pvals" and variable slays and brands arepossible. The objects bitflags have been completely reworked, and allinformation about an object is now kept with the object rather than referringto the object kind.Pseudo-id is now instant for all classes, and applies to all wearable items.Strong pseudo now shows perilous (ego with drawbacks), dubious (some drawback),average, good, excellent (ego with no drawbacks) and special (all artifacts);weak pseudo shows perilous (some drawback), average or good. Squelchcategories have been changed accordingly, I hope in a useful way. *ID* hasbeen reintroduced; now regular ID shows everything except curses, which arediscoverable either by *ID* or (automatically) noticing when they show up.There are some corresponding changes to regular items and artifacts, and somenew artifacts. Ungoliant now drops a specific item, making Nan Dungorthebworth visiting. Blades of Chaos have been replaced with Valinorean Swords, and"of Chaos" is now an ego type. Pricing has been changed to be more dependenton the object properties and less on the type. Activatible items can now beactivated before they are ID'd.Player Race Monsters--------------------Most former human ('p') monsters are now assigned one of the player races, andhave a chance not to be hostile to the player. Groups of these monsters nowhave the same player race, but not necessarily the same monster race. Thesegroups have leaders, which influence the behaviour of the other monsters. TheAI for these guys is still fairly basic, but will mature over the 1.x series.Mages and Magic---------------Mage spells have been completely reworked to make early mages playable, andlate game mages very powerful. Books have been reorganised and renamed, andspells changed - most notably the last book now consists of varoius rune layingspells. Magestaffs now activate to restore a small amount of mana. Manaattacks have been completely removed from player and monsters (apart from acouple of devices). Some monsters (and PDSM) now get an "elemental attack"spell comprised of all 14 resistable elements; this is chiefly useful fordetermining player resistances. Chaos has become much more chaotic, withmultiple effects on terrain, monsters and (if unresisted) the player.Code Modernisation------------------Much of the low level code from V3.1.1dev has been incorporated - includingmost of: the build system for *nix and windows, the OSX port and file handling.Other changes-------------A new terrain type - sand dunes - has been introduced. It can hold objects,and is easy to move through, but blocks line of sight.Some improvement to object descriptions.Spell descriptions appear before the spell is learned.Wands of the same type always stack; if one has an unknown number of charges,the whole stack does.Some of the Lothlann region is now plains instead of desert.Some monsters only appear in dungeons (gelatinous cubes, lurkers, etc).The Complainer has increased his vocabulary.Themed wilderness now exists - there are five themed wilderness levels, andfour themed dungeon levels.Sound support has been upgraded so that it works properly, and Dubtrain's soundpatch can be included in the same way as for Vanilla.Monster traps and runes can be laid on grids containing non-artifact objects(by destroying the objects).Uniques are more resistant to stunning.Bugfixes--------Killing dungeon guardians on Angband 100 no longer causes weird stuff.Squelched gear is dropped more quickly if hide_squelchable is on.Extended colours show properly in html screenshots.Autoinscriptions actually work.Ego squelch settings are reset at the start of each game.Anfauglith 58 is no longer chock full of artifacts.Stairs in to Amon Rudh dungeon are no longer ever encased in granite.Player ghosts work properly.Crash from buffer overflow with too much gold or experience fixed.Tree traps no longer appear under the player. __________________

One for the Dark Lord on his dark throne

In the Land of Mordor where the Shadows lie.