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Accepted angband 1:3.0.4-1 (i386 source)



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Format: 1.7
Date: Thu, 15 Apr 2004 02:32:24 -0500
Source: angband
Binary: angband
Architecture: source i386
Version: 1:3.0.4-1
Distribution: unstable
Urgency: low
Maintainer: Manoj Srivastava <srivasta@debian.org>
Changed-By: Manoj Srivastava <srivasta@debian.org>
Description: 
 angband    - A single-player, text-based, dungeon simulation game.
Changes: 
 angband (1:3.0.4-1) unstable; urgency=low
 .
   * New upstream release
     - Made the water vortex immune to water-based attacks.
     - Chaos resistance protects against confusion by chaos based attacks.
     - Smoothed out the tables for extra mana-points per level, hitpoint
       bonus from constitution, "spells per level" vs. "spell stat", and
       INT/WIS dependent failure rate adjustment.  The old steps have been
       replaced by a steady increase, so small stat improvements are more
       useful.  Please note that this will also affect characters imported
       from older versions, so these might gain or lose some spells, mana,
       and hitpoints when imported into Angband 3.0.4.
     - Gave the 'thanc daggers a 2d4 damage dice instead of 1d4 and made them
       more common. (Jonathan Ellis)
     - Gave each of the Paur* gauntlets a single minor power (slow-digestion,
       regeneration, permanent light, feather fall) and made them more
       common. (Jonathan Ellis)
     - Rods, wands, and staves with different charges can now be stacked.
       (based on the NPPAngband version that in turn is based on
       Leon Marrick's rod/wand stacking in OAngband.
     - Rods can't be recharged anymore, but can be vulnerable to electricity.
     - Rods of Recall, Perception, Curing, Healing, Restoration, and Speed
       will not be destroyed by electricity.
     - Made Raal's Tome of Destruction more, and Kelek's Grimoire of Power
       less common. (Timo Pietilä)
     - Heavy crossbows no longer can get the 'of the Haradrim' suffix and
       'light crossbows of the Haradrim' get a smaller damage bonus. (Timo
       Pietilä)
     - Removed fire brand from ammo 'of Holy Might'. (Timo Pietilä)
     - Give the short range teleport effect from gravity attacks on monsters
       an additional 1 in 3 chance to teleport the monster away.  This should
       make abusing the Rift spell a bit harder.
     - Added a level dependent chance to resist the teleportation effect of
       gravity attacks for monsters and the player. (suggested by Jonathan
       Ellis)
     - Junk items like broken sticks, empty bottles, and rodent skeletons are
       no longer generated in the dungeon.
     - Removed the old haggling code.  The auto-haggling code is now
       permanently active and will give the normal price of items without the
       10% "sales tax".
     - Replaced the old screendump code with HTML screendump code that
       handles graphics, bigscreen, bigtile, and other display oddities much
       better. (based on the htmldump-patch by Darkgod).
     - Added support for artifact and ego-item descriptions. (with help from
       Hallvard B Furuseth)
     - Added artifact descriptions.  The texts are mainly taken from OAngband
       and other variants. (Jonathan Ellis)
     - Added object descriptions assembled by Hallvard B Furuseth.  The
       descriptions are mostly copied from obj-long.spo version 3.0.2 by Hugo
       Kornelis, Stephen S. Lee, Leonard Dickens and Craig Lewis.
     - Added ego item descriptions for some ego types. (Hallvard B Furuseth)
     - "Easy open" ignores broken doors now when trying to close doors.
     - Added the equipment flag matrix to the character dump.
     - Added new 8x8 tiles and tile definitions provided by "Dawnmist".
     - Added the player's maximum depth in the dungeon to the character
       display and the dump.
     - Removed several broken tile definitions for the 32x32 tiles.
     - Use the proper monster flags instead of workarounds for various
       resists and immunities.  This also allows the reporting of these flags
       in the monster recall and the spoilers. (pointed out by Leon Marrick)
     - You can now use either 'm' or 'p' to cast spells or pray.
     - Allow direct melee attacks on visible monsters in walls.  You still
       have to tunnel into the wall if you are trying to attack an invisible
       monster. (suggested by Greg Stark)
     - Show infos like "It cannot be harmed by the elements." when
       'Inspecting' books, just as for other item types.
     - Changed the behavior of the 'auto_more' option, so that it
       automatically skips '-more-' prompts instead of not displaying
       messages on the top line. (Tom Houser)
     - Changed the "Do you really want to quit?" prompt to "Do you really
       want to commit suicide?".
     - Added a 'show scores' command to the knowledge menu.
     - Changed the wording for the scores display a bit.
     - Added the kill count of non-unique monsters to the knowledge menu.
     - Added a modified version of Mogami's macro trigger patch. This patch
       modifies how macro trigger keys are displayed on screen and written in
       .prf files.  The trigger keys are no longer displayed in ugly key code
       style, such like ^__FFBE\r or ^_O_FF53\r, but in more smart style,
       such like \[F1] or \[alt-Right].
     - Added a better character selection screen with support for using the
       cursor keys, display of info about the various race and class choices,
       and context sensitive help.  The code is based on the EyAngband's
       birth screen that again is probably based on ZAngband's birth screen.
     - Select the sex, race, and class choices from a dead character as
       defaults for a new character.
     - Added a stripped down version of Takeshi Mogami's "auto_dump" feature
       from Hengband.  Automatic pref file dumps from the game are now
       marked, so that they can be replaced when dumping to the same
       pref-file again.
     - Allow the banishment spell to be aborted at the "Choose a monster race
       to banish" prompt without using up a scroll or charge.
     - Added John Rauser's monster list patch that allows the user to display
       a list of the visible monsters in a window.
     - Improved the navigation in the help files.
     - Recharging wands or staves that have been fully *identified* before
       will now automatically reveal the new number of charges in the device.
       This fixes a bug where an already *ID'ed* wand or staff couldn't be
       *ID'ed* again after recharging (but plain ID works), despite the
       number of charges being unknown. (bug reported by Eddie Grove)
     - text_to_ascii() didn't check that the characters used in \xAB
       sequences represent real hex characters.  Invalid hex sequences are
       now converted to the '?' character. (reported by Kieron Dunbar)
     - Improved the handling of incomplete '\x' sequences in macros.  The old
       code could skip the final NUL-byte of the string if it ended with
       '\x', leading to a potential buffer overflow.
     - Fixed a typo in the description of the "wild cat". (Jay McAbee)
     - Monster groups ignored their fear when the smart_packs option was
       turned on. (reported by Eddie Grove)
     - Rods and staves of probing are no longer automatically identified when
       used without a monster nearby. (reported by "someog")
     - Prevent the player from being hit multiple times by area effect spells
       and breaths that can blink the player (nexus, gravity).
     - The player can now get a level feeling when entering level 1 without
       spending 1000 game turns in town first. (Tom Houser)
     - Branding ammo or weapons will now automatically try to combine and
       reorder the resulting objects, even if the enchantment of to-hit and
       to-dam fails. (reported by John D. Goulden)
     - Try to output minor warning messages (such as "illegal option choice"
       when selecting a non existing item for a command) as soon as possible.
       (reported by "Mogami")
     - Show all minor error messages immediately in the message window.
     - The effects of light spells are only obvious if you aren't blind.
     - Wands and rods of light don't give a message and aren't automatically
       identified when using them while blind. (reported by Steve Kroon)
     - Refilling a latern from a stack of laterns will now only use the oil
       from one latern, not from the whole stack. (reported by Jay McAbee)
     - Prevent earthquake/destruction spells from working in town.  This
       prevents inappropriate messages (like "The cave ceiling collapses!").
     - Automatically try to load the "Kobold.prf" file at startup if the
       player is a Kobold.
     - Improved the output of item and monster descriptions in spoilers and
       character dumps.  In some cases punctuation and spaces were wrapped to
       the next line.
     - The basic object spoilers only reported the prices for unidentified
       items.  (reported by Hugo Kornelis)
     - Only print the "You feel (less) resistant to ..." messages when not
       immune to the specific element. (reported by Jeff Greene)
     - The cursor keys in the X11 ports behave the same way now, no matter if
       num-lock is on or off.
     - Change colors in main-gcu.c. This is Dominik Grzelak's patch to change
       bright white from blue back to bright white. (Ed Cogburn)
     - Added a workaround for a bug in the curses version with USE_GETCH.
       The news.txt screen was erased by the first call to the getch()
       function. (Frank Palazzolo)
     - Angband consumed 100% of the cpu while waiting for a keypress in the
       GTK port. (Sheldon Simms)
     - Allow text to be copied from the game window in the X11 port.
       (modified version of the code in Kieron Dunbar's sCthangband 1.0.10)
     - Added transparency support to the 32x32 tiles in the Windows port.
       This requires a modified tiles bitmap and a new transparency mask
       originally created by Andrew Doull:
       ftp://clockwork.dementia.org/angband/Extra/graf-32x32-304.zip
     - Removed the hackish 'Show scores' menu entry from the Windows version.
       Use the new knowledge menu entry instead.
     - Applied lots of Mac specific patches by "pelpel".
     - Allow initialization of the game to continue, even if the
       lib/data/*.raw files can't be written.  In that case the data parsed
       from the lib/edit/*.txt files stays in memory and is used instead of
       the *.raw data.  This currently wastes some memory, since the text
       arrays are not resized to the minimum required length.
     - Added a performance tweak for the Angband Borg.
     - Increased the data-type of the shopkeeper purse limit from signed
       16 bit to signed 32 bit.  This will allow shopkeepers with a higher
       limit than 32768 gold to be added.
     - Added a compile time option to store the savefiles and scores in the
       player's home directory (under ~/.angband/Angband/) on multi-user
       machines.
     - Use a different delay function in the DOS version that works around
       the restricted 55ms resolution on Windows 2000 and XP.
Files: 
 035a715fa5dc63ad05630d43d4379841 563 non-free/games optional angband_3.0.4-1.dsc
 e487da1c54dcbdcc96e0abd8c6d03906 1551485 non-free/games optional angband_3.0.4.orig.tar.gz
 a499701fd8aa0fe7546fa151a3550858 84427 non-free/games optional angband_3.0.4-1.diff.gz
 f5bdfa1de2c2916ba96c8d74e59cc225 686922 non-free/games optional angband_3.0.4-1_i386.deb

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Accepted:
angband_3.0.4-1.diff.gz
  to pool/non-free/a/angband/angband_3.0.4-1.diff.gz
angband_3.0.4-1.dsc
  to pool/non-free/a/angband/angband_3.0.4-1.dsc
angband_3.0.4-1_i386.deb
  to pool/non-free/a/angband/angband_3.0.4-1_i386.deb
angband_3.0.4.orig.tar.gz
  to pool/non-free/a/angband/angband_3.0.4.orig.tar.gz



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