Author Topic: Unangband (now at v0.6.6)  (Read 9452 times)

getter77

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Unangband (now at v0.6.6)
« on: August 24, 2015, 11:44:35 AM »
https://dgolddragon28.github.io/Unangband/
http://unangband.blogspot.com/

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    "Don't let the name fool you: The Unnamed Angband has no shortage of distinct flavour that sets it apart from any other variant. You adventure in Tolkien's world, through towns and wilderness and multiple dungeons, journeying from Bree towards greater and greater danger.

    This variant roughly doubles the monster list, expands the class-based system of Angband with numerous possible specialties that let you fashion a unique character, offers a positively absurd variety of terrain (cages that trap you, floor chests that can store objects, burnable woods, chasms, bloodstains), and includes a bunch of major interface improvements, including better presentation of graphics and an experimental isometric view." - From angband.oook.cz.

Welcome to Unangband, my variant of Angband. Angband has a long history of development: I recommend you check out the excellent resources at angband.oook.cz and the wikipedia entry on Angband if you are interested in the history and current state of the play for this game.


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It looks like I'm just going to have to bite the bullet and acknowledge I'm unable to compile Unangband for OS/X. If anyone is running an old enough version of OS/X to include the Quickdraw library headers, I'd love to host a compiled version of this release.

### Bug Fixes ###

- Allow monsters to use their ranged attacks (Fix thanks to Alexis Scheuer).

- Fix monster toughness descriptions (Fix thanks to Alexis Scheuer).

- Prevent Witchblooms spell description crashing the game.

- Allow Saruman to appear in ruined Hobbiton (Fix thanks to gold dragon).

- Prevent friendly uniques from being invulnerable to enemy attacks (Reported by Ashkir).

At long last!   8)
« Last Edit: December 14, 2017, 01:20:06 PM by getter77 »
Brian Emre Jeffears
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Avagart

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Re: Unangband (now at v0.6.4c)
« Reply #1 on: August 24, 2015, 02:31:20 PM »
It's alive! I don't belive that! Only few bugfixes, but this is more than I expected ;) Very nice surprise :)

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Re: Unangband (now at v0.6.4c)
« Reply #2 on: September 04, 2015, 01:33:15 PM »
Yay!

getter77

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Re: Unangband (now at v0.6.5c New Project Lead!)
« Reply #3 on: January 31, 2017, 01:08:27 PM »
v0.6.5c now with a new project lead!   :o

https://dgolddragon28.github.io/Unangband/

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I would like to announce that Unangband 0.6.5c has been released by the new Unangband maintainer DGoldDragon28. DGoldDragon28 had been developing a variant based on Unangband, and now has my blessing to continue with the main Unangband releases as well.

-Andrew Doull  https://roguelikedeveloper.blogspot.com/2017/01/unangband-065c-released.html


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Major changes:

-Reworked maps so that they don’t provide senseless teleportation halfway across Arda; each map may now have a ‘from’ dungeon specified, and attempts to use the map from any other dungeon (if the ‘from’ is defined) fail.

-Made some artifacts always appear in certain ‘reward shops’ (e.g. the Phial of Galadriel is attained at her Mirror).

-Allies in battlefield levels now vary based on the ‘A:’ entry for that dungeon

-Encumbrance reduces energy as opposed to speed.
New Maintainer; New Repository

On October 18, 2016, I was given maintainership of Unangband by Andrew Doull, the creator and long-time maintainer of the roguelike variant. Today, as the first release since the switch (0.6.5) approaches, I have taken the (small amount of) time to set up this site in order to be able to facilitate better communication and a front for the variant.

Andrew Doull’s old Unangband blog (and his releases) can be found at http://unangband.blogspot.com/.

Anyone who wishes to help in the further development of this game is more than welcome to contribute: either fork this repository and submit pull requests or contact me directly.
Brian Emre Jeffears
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kmkenpo

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Re: Unangband (now at v0.6.5c New Project Lead!)
« Reply #4 on: January 31, 2017, 03:49:58 PM »
I have a silly question. Where am I able to download the newest version that you just released. I am unable to install the .tgz format of the v0.6.5c... am I missing something that is super obvious?

Annnd, then I figured it out. Apparently you can open that format with WinRar.

Have a blessed day,
-kmkenpo
« Last Edit: January 31, 2017, 03:53:31 PM by kmkenpo »

getter77

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Re: Unangband (now at v0.6.5a)
« Reply #5 on: July 12, 2017, 11:50:34 AM »
v0.6.5a

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Among several bugfixes to improve the experience, I have also created a native Mac OS X (Cocoa) port of the game (mostly by ripping code for the port from Vanilla ). The Cocoa GUI has not been extensively tested with Unangband, and therefore there may be bugs. The linux (curses/x11) version is to be considered more stable, and can still be run on OS X. In addition, graphics tiles and sounds are non-functional (and therefore not included) in the OS X version.

Please report any bugs with the game at the issue tracker. A shout-out to @aeoo for finding many of the bugs that this release fixed, and others who posted issues as well.

I will likely do one or two more bugfix releases before the quest update (0.7.0).
Brian Emre Jeffears
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getter77

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Re: Unangband (now at v0.6.6)
« Reply #6 on: December 14, 2017, 01:21:23 PM »
v0.6.6

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Fixed a few bugs and irritating things. Bugfixes will continue, but I will now be mainly working on the major changes for 0.7.0 (quests, etc.).

DISCLAIMER – Most of this post is highly technical. If your just want to know what the next release will be, stop at this: 0.7.0 will be a major update, focusing on the addition of quests to the game.

I believe I have stated before that I will endeavour to implement many of the features which Andrew left in his TODO file. Accordingly, the main focus for Release 0.7.0 will be quests. This is a complex issue. Little bits of code related to quests are scattered throughout the source, from calls to the check_quest() function in xtra2.c, which in all current releases simply returns, to checks in the dungeon generation and monster placement to determine effects. After significant puzzling, I have figured out the way in which the quests were being implemented. In order to make things clearer, I have refactored some of this code into a new file: quests.txt . While this makes things clearer, however, the code so far remains a collection of hacks layered on top of each other, many of which are not practical to refactor at the moment.

I am making slow but steady progress. Due to other commitments, I do not have as much time to work on this project as I would like, but I retain my estimate of releasing 0.7.0 in spring or summer of 2018. In order to show you all that I have not forgotten about this, I have pushed my WIP to a new branch: expdev .
Brian Emre Jeffears
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