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Messages - nppangband

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1
It's fixed now, thanks.

2
This is a mostly bugfixes version with some new minor features.  Anyone playing the NPP 8.0.X series should upgrade to this version, as there was an issue with the placement of Morgoth and Sauron on their respective levels.  The complete changelist is below:

NPPGames 8.0.5
Features:
Make permanent walls silver.
Randomly generated resists/slays/*slays*/brands are now shown in the ego-item name (e.g. a sword of slays now displays as a sword of slay evil and troll).
The buttons in the object menu are better aligned.
Add menu command to open or close all extra windows.
Suppress messages for squelched objects when being destroyed by a projection attack.
During arena and labyrinth quests, remove the addition of scrolls of Mass Banishment.  For spellcasters, add a staff of the magi as a possible item for placement.
Prevent random artifacts created as a quest reward from causing aggravation.
Improve the strength of random artifacts from quest rewards.

Bugfixes:
The screen occasionally didn't refresh during word of recall.
Typo in pit/next quest description.
Fix size of overhead map inside the overhead map window.
Fix bug with targeting while using hotkeys.
Fix crash bug during player birth creation that happened if the player had certain extra windows open, and the player has closed a previous game without exiting NPPGames before starting new character.
Fix some grammar issues.
Fix name of tiles for Morgoth's special artifacts.
Fix bug with display of self knowledge output.
Fix bug when choosing from multiple chests to open.
Fix the display in the self-knowledge window.
Fix the default selection of Ainu/Servants of the Valar in the banishment dialog screen.
Monsters in vaults were not holding the vault objects underneath them.
Fix some issues with character file dumps.

The Source Code, a Windows binary and MAC OS version is available for download here:
NPP Download Web Site

3
NPPAngband 8.0.4 and NPPMoria 8.0.4 have been released, which fixes all reported issues (that I could recreate), and adds some new features. The most important reason to update to this version is fixing 2 bugs that could cause the game to crash; one when the player had the equipment or inventory window open during character creation, the other when a modifier key (shift, ctrl, alt) key was pressed while the rest dialog is open. The complete changelist is:


NPPGames 8.0.4
New Features:
Added object squelch, ego-item squelch, and quality squelch dialogs.
Add information button on object and monster window lists, so the player can get information about a specific object/monster.

Bugfixes:
Fix a crash bug when the player presses a modifier button while the rest dialog is open.
Fix a crash bug when the equipment or inventory screen is open during character creation.
Spellpoint color turned red too early.
Monsters would not wake up if they were attacked for zero damage (from cursed weapons).
Fixed some issues with the screen refreshing.
Player ghost templates were not recorded on player death.
Ammo fired from quiver did not go back into quiver on pickup.
In store dialog, weight capacity did not update when player strength changed.
Clarified description for the etheral wall.

Source Code:
nppgames-8.0.4-src.zip

NPPAngband and NPP Moria Windows Zip File:
nppgames-8.0.4-win.zip

NPPAngband and NPP Moria OSX dmg fle
nppgames-8.0.4-osx.dmg

4
We are up to NPP 8.0.3 now.  The most important reason to update to this version is fixing a bug that was causing a crash when a monster is fleeing the player near a destroyed area.

The changelist is mostly fixing bugs, but there are a couple new features:
Fix a bug that causes the game to crash when a monster is fleeing near a destroyed area.
Improve saved settings for the extra windows.
Add central knowledge screen using the '~' button.
Added shortcut key for the overhead map.
Changed overhead map to show most interesting squares from a 2x2 area.
Fix some screen re-draw issues.
Misc code cleanup.
Using the mouse wheel to zoom the dungeon in and out automatically centers on the player.
Initial player ghost challenge now appears in red text.



Source Code:
nppgames-8.0.3-src.zip

NPPAngband and NPP Moria Windows Zip File:
nppgames-8.0.3-win.zip

NPPAngband and NPP Moria OSX dmg fle
nppgames-8.0.3-osx.dmg

5
For 8.0.x I was quite bad about keeping a changelog.  I will start again.  It is mostly the Qt port and bugfixes.  There were some minor gameplay changes, but nothing too notable.

6
NPPAngband 8.0.1 and NPPMoria 8.0., a bugfix version, have been released. 


Source Code:
nppgames-8.0.1-src.zip

NPPAngband and NPP Moria Windows Zip File:
nppgames-8.0.1-win.zip

NPPAngband and NPP Moria OSX dmg fle
nppgames-8.0.1-osx.dmg

7
The final NPPAngband 8.0.0 and NPPMoria 8.0.0 have been released. 

This is a completely new port of NPPAngband and NPPMoria.  Using QT, the game now has a modern UI.  The codebase has undergone a major restructuring, and all new code has been written in C++.  There are plenty of new features and gameplay improvements as well.  Best of all, Shockbolt has expanded his stunning 64x64 tileset to include unique tiles for all monsters, objects, and terrain in both games.

An OSX .dmg file will follow shortly.  It compiles and works on any Linux platform that supports QT.

Source Code:
http://download.nppangband.org/nppgames-8.0.0-src.zip

NPPAngband and NPP Moria Windows Binary:
http://download.nppangband.org/nppgames-8.0.0-win.zip

8
Thanks!  I was just coming over to post the announcement.

9
The final NPPAngband 7.1.0 and NPPMoria 7.1.0 have been released.  This release fixes about a dozen bugs. 

Souce Code:
http://download.nppangband.org/npp-7.1.0-src.zip

NPPAngband Windows Binary:
http://download.nppangband.org/nppangband-7.1.0-win.zip

NPPAngband Moria Binary:
http://download.nppangband.org/nppmoria-7.1.0-win.zip

The complete changelist is:

(Moria) Use words to show the players speed ("fast", "slow") rather than numbers (+1, -1)
Misc code cleanup found by "Runningaway".
Bugfix (Moria): Composite bows were not working properly.
Bugfix: Fix swap weapons with the roguelike keyset
Bugfix(Moria): Fix height and weight rangess for all Moria races.
Bugfix(Moria): Fix shortened names for Orcs ad Orc Warriors
Bugfix(Moria): Rangers could not read or cast from the mage spellset.
Bugfix(Moria): Create food spell was broken.
Bugfix(Moria): Equipment activations for were not working.
Bugfix(Moria): Cloaks of protection had the resist shards flag (no shard attacks in Moria).
Bugfix(Moria): Elves resisted light and half-orcs resisted darkness (neither attack exists in Moria)
Bugfix(Moria): 10 Monsters who should have had the "teleport player to monster" spell had the "teleport monster to player" spell.
Bugfix: The spit acid attack and last attack description was occasionally mixed up (found by "Runningaway")
Bugfix: Several defective break statements allowed the monsters to learning about player resisistance to sound and chaos a little too quickly.
Bugfix(Moria): The themes themed chests were not being calcualted correctly (found by "Runningaway").
Bugfix: Uniques marked for a guild quest could still be placed outside of the quest level, potentially causing game crashes.

10
Traditional Roguelikes (Turn Based) / Re: NPPMoria 7.0.0 released
« on: September 01, 2013, 03:20:19 PM »
There is now a NPPMoria competition going on at angband.oook.  Just started, has 18 days left.  The comp is with an elf ranger, with the tiebreaker being the winner who did so with the lowest level character possible. 

competition ladder
http://angband.oook.cz/competition.php

initial post:
http://angband.oook.cz/forum/showthread.php?t=6284


11
Traditional Roguelikes (Turn Based) / NPPMoria 7.0.0 released
« on: August 11, 2013, 12:13:10 AM »
An updated version of the classic Moria roguelike game has been completed.  NPPMoria is a re-creation of David Grabner's UMoria 5.5.2.  By using the NPPAngband as a starting point and modifying the game from there, essentially UMoria 5.5.2 was re-created with about 20 years worth of UI improvements. For those not familiar with the Angband UI, this includes:

Current ports for Windows, MAC, and Linux OSs.
Color (much easier to notice Ancient Chromatic Dragons)
Targeting (no longer have to line up with a monster to cast a spell or fire an attow at it)
3 complete tilesets (8x8, 16x16, and 32x32)
Much more advanced monster AI
Mouse support (a player could play practically the entire game without touching a keyboard if they chose to)
Bigscreen mode (not limited to 80x24)
Multiple windows (can display information in separate windows such as the character screen, list of visible monsters, etc)
Detailed help files
An object squelch system
Much more legible source code, and edit files for most sets of game information (monster list, object list, player classes, races, etc)
Ability to choose from multiple fonts.
Ability to use macros
Dozens of minor improvements

NPPAngband and NPPMoria share the same cource code repository (99 % of the source code is be identical for both games). For anyone compiling themselves, the variable "game_mode" can be set to 1 to automatically play NPPAngband, 2 to play NPPMoria. If it is left at zero, the game starts with a menu prompting the player to choose between the two games).

People have already noted that, in UMoria they were called "Ancient Multi-Hued Dragons" instead of chromatic.  I  took the liberty of changing it back for my own nostalgic purposes.  I started Moria a little further back, on a unix version around '88. It was the actual Robert Alan Koeneke version playable on a VAX with a black market, medusas that stone the player, so one failed saving throw was insta-death in their presence, and the dungeon went down to 10000'. The actual balrog was at 10000', with "shadow-balrogs" before then. This was the version that you had to do the "grape-jelly trick" to max your hit points. I did not attempt to re-create that version (I believe the source for this version is long-lost, and was written in a different language), but I did keep "Chromatic", just for my own nostalgic purposes. I think it sounds so much better than Multi-hued. The only other feature of this game that I kept was that, unlike Umoria 5.5.2, priests and mages can have a 0% failure rate.

Aside from that, there are only a couple things different from Umoria. I did add one artifact from Angband (the phial), and one unique, Smeagol (I figure in LOTR they both went into the mines of Moria), and I have the NPP-style chests with only the best items in the game. Other than those and a couple other minor gameplay differences, this should be a pretty faithful re-creation and update of UMoria 5.5.2.

The links are:

Souce Code:
http://download.nppangband.org/npp-7.0.0-src.zip

NPPAngband Moria Binary:
http://download.nppangband.org/nppmoria-7.0.0-win.zip

(MAC disc images coming soon. It can be quickly compiled for the mac using XCode, and at a command line typing: "make -f makefile.osx")

Github respository:https://github.com/nppangband/NPPAngband

12
Traditional Roguelikes (Turn Based) / NPPAngband 7.0.0 released
« on: August 11, 2013, 12:06:22 AM »
NPPAngband version 7.0.0 has been released.  The big change is the release of a Moria game mode, for which I will set up a separate post.  It contains only minor differences, some code cleanup and about a half-dozen bug fixes from NPP 6.1.2. The complete changelist below:

Add moria game mode, based on UMoria 5.5.2.
Added opportunity to do a shield bash on a monster as in Moria.
Reduced frequency of ghost challenges.
Multiple sidebar and ui improvements by 'kaypy'.
Code cleanup provided by dlevin.Reduced alertness for several Ainu uniques.
Bugfix: Fix inconcistency when describing damage from ammo.
Bugfix: Fix display of equipment flags on equipment screen.
Bugfix: Fix bug in calculating monster speed variances (found by kaypy).
Bugfix: Commands could sucessfully be repeated while confused.
Bugfix: Fix multiple missing 'break' statements (found by "runningaway").
Bugfix: When using the look command, the cursor did not display when animate flicker option was on.

The links are:

Souce Code:
http://download.nppangband.org/npp-7.0.0-src.zip

NPPAngband Windows Binary:
http://download.nppangband.org/nppangband-7.0.0-win.zip

(MAC disc images coming soon. Both games can be quickly compiled for the mac using XCode, and at a command line typing: "make -f makefile.osx")

Github respository:https://github.com/nppangband/NPPAngband

13
Traditional Roguelikes (Turn Based) / [ANNOUNCE] NPPAngband 6.1.2
« on: March 30, 2013, 11:38:14 AM »
The final NPPAngband 6.1.2 has been released. This has some code cleanup and fixes a couple bugs, including two that cause the game to crash on 64-bit machines. Many thanks to DLevin and BardurArantsson (github logins), who provided most of the code for this release, and fixed several bugs in the game.

The complete changelist is:

Misc code cleanup, provided by levind on Github ("runningaway") on the NPP forums.
Fix many compiler warnings when compiling with clang and gcc (Bardur Arantsson)
Bugfix: Fix missing break statement in generate_stats. (fix by Bardur Arantsson)
Bugfix: Fix a bug that could cause the game to freeze while generating randarts.(fix by Bardur Arantsson)
Bugfix: Fix bug that made game unplayable on 64 bit machines. (fix by Bardur Arantsson)
Bugfix: Fix several other instances of code using C_WIPE similar to the one that caused crashes on 64 bit machines.
Bugfix: Sometimes examining an item in the store, the description was intented wrong.
Bugfix: Made max monster name longer, as some names were cut off.
Bugfix: Player's weren't prompted to pick up unidentified items that whose squelch settings were set to "never pickup".
Bugfix: The shortened name for a young blue dragon was for a white dragon. (by levind aka "runningaway")
Bugfix: Fixed bug that caused the game to crash on 64 bit machines when examining a throwing weapon.

The links are:

Souce Code:
http://download.nppangband.org/npp-6.1.2-src.zip

Windows Binary:
http://download.nppangband.org/npp-6.1.2-win.zip

Mac Disk Image:
http://download.nppangband.org/npp-6.1.2-osx.dmg

Github respository:
https://github.com/nppangband/NPPAngband

14
Traditional Roguelikes (Turn Based) / [ANNOUNCE] NPPAngband 6.1.1
« on: March 03, 2013, 04:34:57 PM »
The final NPPAngband 6.1.1 has been released. This fixes a couple bugs, including one that could cause the game to crash when inspecting weapons.

The complete changelist is:

Bugfix: Fixed a bug where the game could crash when inspecting a weapon.
Bugfix: Fixed 2 bugs regarding the description of the firing speed of a missile launcher.

The links are:

Souce Code:
http://download.nppangband.org/npp-6.1.1-src.zip

Windows Binary:
http://download.nppangband.org/npp-6.1.1-win.zip

Mac Binary:
http://download.nppangband.org/npp-6.1.1-osx.zip

Github respository:
https://github.com/nppangband/NPPAngband

15
Traditional Roguelikes (Turn Based) / Re: [Announce] NPPAngband 6.1.0
« on: February 16, 2013, 05:09:50 PM »
Complete NPP 6.1.0 Changelist:

Special artifacts are no longer offered as quest rewards.
Increase the potential bonus from deferred rewards by 50%.
Added help file descriptions for the new quest rewards.
Adjusted Ancient blue, green, and white dragons to 65 spellower (down from 100).
Added more appropriate messages for when breathing monsters use beam attacks.
The object selection menu now includes object weight.
verify_leave_quest now verifies before casting word of recall spell on quest level.
change default setting for some options.
Revised the scale for guild reputation and player titles based on new quest system.
Helpfiles now specify that poison resistance prevents the player from getting poisoned.
Various tweaks to wilderness and labyrinth quests.
Changed rarity of scrolls of summon unique from 8 to 4.
Revised combat - slays/weapon branding now increases the amount of damage dice
before damage calculation rather than multiplying the damage afterwards.
Slightly revised calculations for critical hits, throwing and shooting.
Much more detailed descriptions of weapon damage when (I)nspected.
Unusual terrains now only appear on 25% of the regular dungeon levels.
The hp/mana information appears on the sidebar for multiple monsters if there is room.
The monster name now appears on the sidebar.
Clicking on the monster name on the sidebar brings up the monster race information.
Player can taret a monster by clicking on the sidebar while attacking or casting.
In the bookshop, readable books will always come first.
Added Cameron Browne as a permanent player ghost template.
Artifacts examined as potential quest rewards are now *identified* when later found in the dungeon.
Made the sleep spells much more effective (hopefully).
Monsters woken up from physical attacks take a half-turn to fully wake up.
Redid of stealing system, eliminated the counter that hasted the entire dungeon.
Bugfix: Typos on the mage darkness storm name and plasma bolt spell short description.
BUgfix: The druid spell elemental weapon only lasted for 5 turns.
Bugfix: The guild sometimes offered dungeon spellbooks the player has used before.
Bugfix: Objects created and rejected as potential guild rewards still counted towards the total rewards offered.
Bugfix: Removed obsolete reference to old store inventory system.
Bugfix: The guild sometimes overwrite bookstore inventory when generating rewards for players
with a very high flayer fame, causing the game to crash when the bookshop inventory was shuffled.
Bugfix: Fix inconcistencies of telling players about objects theyare not aware of yet.
Bugfix: Unidentified flavored special artifacts were not dislaying thier flavors.
Bugfix: The game sometimes set up a quest below max depth (6400').
Bugfix: Monster messages were sometimes coming in the wrong order (The monster attacks you. The monster wakes up.)
Bugfix: Fix multiple grammar issues of spells being described as "casts spells which cast....".
Bugfix: A shopkeeper's race was describes as "Dundan".
Bugfix: Fixed typos in the brigand and rogue descriptions in te helpfiles.
Bugfix: Verify using the !* inscription wasn't working.
Bugfix: The mac binary now includes the NPPAngband icon.
Bugfix: Cursed items were not getting the cursed inscription when wielded.
Bugfix: Monster "wakes up" messages were happening after they make an attack.
Bugfix: Hopefully prevent duplicate quest artifacts from being generated.
Bugfix: Specify the "target closest" command in the cmdlist helpfile.
Bugfix: Fix some issues with some things not being updated (visuals, line of sight, movement paths)
BUgfix: In stores, long inscriptions are sometimes mixed up in the weight and price.

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