PWMAngband update

Angband 4.2.x

– SDL2 client up to date with V
– Scan full pile for detecting objects
– Improve the show_damage option
– Tweak edges of the Cracks Of Doom
– Rename square_isnotknown()
– Have player calculations use resist and flag-synonym from player-timed.txt
– SDL: plug potential leak of directory handle
– Correct path_normalize() for Windows
– For exits due to a signal, use non-zero exit code
– Avoid assert failure for negative bash damage
– Prevent out-of-bounds write to stack array in earthquake handler
– Set an object to assessed that has all its runes known
– Allow glowing terrain that’s not in a room or on the surface to light a wall
– Avoid crash when locking file for high scores could not be opened
– Account for empty object groups in ego knowledge display
– Windows: set both WINVER and _WIN32_WINNT to enforce minimum version
– Document v parameter for player_set_timed()
– Apply purple_uniques to monster list glyphs
– SDL2: provide ways to summarize details about the SDL2 installation
– Add GameController support to SDL2 backend
– Autorepeat using a wand/staff/rod/activatable item on failure
– Increase the curse removal power of a staff of remove curse
– Rebalance activation difficulty for standard items
– Configure activation difficulty for randarts from activation.txt
– Change target handling for Lightning Strike
– Remove some warnings

Gameplay changes

– Don’t clear TMD_FOOD when a character dies to avoid meaningless messages
– Fix mundane players able to use the Crown and Grond if not having anything
in the corresponding equipment slot
– Fix Dungeon Master being blasted by the Crown’s power
– Do not allow mimicked objects to stack
– Loosen the test for stair generation
– Allow swapping items with similar @w1-@w9 inscriptions
– Add level to ego items
– Split level and difficulty level for activation (base items/egos/artifacts)
– Add support for F16-F24 keys in SDL2
– Adjust difficulty levels based off V lib files
– Allow scrolling of long race/class descriptions using SPACE
– Prevent Villagers from making doors on static levels
– Update object.txt (mithril ammo)

Coding changes

– Rename DETECT_GOLD to DETECT_ORE
– player_know_object(): forget traits no longer present
– Remove append_random_brand() and append_random_slay()
– Handle padding of text that could contain multibyte UTF-8 characters
– Fix obj->worn_turn not saved
– Fix bugged SDL client options buttons
– Fix “remove illegal input handler” error
– Save worn time as integer
– Add predicate for squares that could be used as feeling squares
– Use rf_union() rather than mflag_union() in lore_update()
– player-calcs: use updated flags rather than flags from prior state
– Move some assertions
– Include number in stack for monster’s reaction to player theft
– Dump level if stairs cannot be placed
– Have more logic accommodate multiple traps in a square
– Fix crash in SDL client when selecting 16x16xw.woff font
– Correct some logic where square_isknown() is used
– Fix bug when displaying ego item knowledge
– Avoid SDL_Color initialisation error
– Fix flickering being very slow sometimes
– Fix info on tombstone for retiring Dungeon Masters
– Refuse connection if tileset used is not compatible with server presets
– Load race/class presets from the client instead of fixing them on the server
Split VERIFY packet in chunks*
– Docs: correct some details for shooting/throwing
– Add class parser for SKILL_TO_HIT_THROW, port values from V
– Apply BLESS_WEAPON to-hit bonus only to melee, not ranged
– Fix recharge_failure_chance()
– Add some docker files to build in alpine docker container
– Simplify warning message in prf files
– Add parser for skill-throw in p_race.txt
– Avoid extraneous path separator in the user and archive directories
– Fix BREATH and PROJECT_LOS effects not showing damage when browsing spells
– Fix a bug in get_spell_info()
– Fix many incorrect spell descriptions
– Fix some code formatting
– Some client fixes and improvements

Compilation/documentation

– Fix client compilation
– Added Dockerfiles
– Fix typos in the comments for the player’s timed effects data file
– Docs: mention how window.prf is used
– Remove *.patch files
– Correct some typos in the manual

*Presets are now loaded from the client instead of being fixed on the server. For this to work with a large amount of data, the network protocol has been altered so that the VERIFY packet is sent/received in chunks of 1024 lines of data.

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