Changeset 309

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07/08/07 16:38:16 (1 year ago)
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takkaria
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Commit a new changelog, just for fun.

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  • trunk/changes.txt

    r301 r309  
    1 Angband 3.0.8 
     1Angband 3.1.0 
    22============= 
    33 
    4 This is Angband 3.0.8, the "final" release of the Angband 3.0.7s series. 
    5 Quite a number of people have been involved in this version, and thanks 
    6 must be given to Hugo Kornelis, Pete Mack, Marco K and Frank Palazzolo, 
    7 Christer Nyfalt, Leon Marrick, Andrew Doull, Kenneth Boyd, Iain McFall, 
    8 Kiyoshi Aman, Christophe Cavalaria, Nick McConnell, Brendon Oliver, and 
    9 Shanoah Alkire. 
     4This is an Angband development version -- it may be buggy, so be warned! 
    105 
    11 Special thanks go to Antony Sidwell for setting up the new website, and 
    12 to Yendor for hosting the issue-tracker and source code repository
     6Thanks go to Eytan Zweig, pelpel, and Leon Marrick for patches used in 
     7this version
    138 
    14 Changes from 3.0.6 are now sectioned, because some people will care 
    15 about low-level changes, and others won't. 
     9Changes up to now: 
    1610 
    17 All gameplay options are now only alterable at birth.  Be careful when 
    18 importing savefiles to make sure that the AI and scumming options are 
    19 as you want them for the entire game! 
     11 * Add Ey-style quickstart.  (Eytan Zweig) 
    2012 
     13 * Add DTrap indicator. (pelpel) 
    2114 
     15 * Adopted various parts of the OAngband dungeon generation code. 
     16   (Leon Marrick) For more information, please see: 
     17   http://dev.rephial.org/trac/attachment/ticket/156/notes.txt 
    2218 
    23 Major visible changes 
    24 --------------------- 
    25  
    26 - New splash screen. 
    27  
    28 - The Ey/Un-style knowledge browser has been imported.  You can set 
    29   autoinscription settings through that browser now. 
    30  
    31 - Mouse support a la FAangband added, but nowhere near as advanced or 
    32   useful.  Most of the menus you encounter can be selected using the 
    33   mouse now, as well as using keypresses.  Clicking somewhere on the 
    34   map will now "walk" there, within certain constraints.  It's a tad 
    35   bizarre in the town, but seems to work OK otherwise. 
    36  
    37 - Massive options clearout/reorganisation/redefaulting: 
    38   - many options have been removed (20 or so, I think) 
    39   - a large number have new default settings 
    40   - new option: remaining HP changes the colour of the '@' sign. 
    41   - experience to next level always displayed until clev50 
    42   - macros/visuals/colours are now accessible (only) from the options 
    43     menu 
    44  
    45 - Sangband-style object handling, which makes it much easier to sift 
    46   through things in the dungeon. 
    47  
    48 - Item squelching support. 
    49  
    50   This can operate in one of two ways.  If you prefer your squelchables 
    51   hidden, then turn on hide_squelchable, and whenever you find an item 
    52   which matches your squelch settings, it will be dropped but not 
    53   destroyed.  This means that you can unsquelch it by changing your 
    54   settings later if you so desire. 
    55  
    56   If you prefer squelch to just help automate item destruction, then 
    57   you can press '!' at the "destroy" prompt to destroy all squelchables 
    58   on the floor or in your inventory. 
    59  
    60   You can set individual squelch settings for only those items which do 
    61   not get pseudo-ID'd.  For those that do, you can choose to mark things 
    62   as "squelch" depending on the feeling you get when you first ID them 
    63   in that way.  These categories are much broader than those found in 
    64   other variants; complain if necessary. 
    65  
    66   Worthless items and emptied chests are automatically squelched, 
    67   saving some micromanagement.  All item destruction now takes 0 
    68   energy. 
    69  
    70   When objects are compressed, gold and squelched items are the first 
    71   to be destroyed. 
    72  
    73 - Two kinds of ego-light added.  You'll know when you find one; there's 
    74   no ID required to figure out if your lantern is special or not. 
    75  
    76 - Lights now don't use fuel in the daylight in the town. 
    77  
    78 - Amnesia (the monster attack) is now a timed effect (a la confusion), 
    79   and has makes you forget how to read scrolls/pray/cast spells one 
    80   time in two.  Fewer monsters now have the attack, too. 
    81  
    82   CCW, Healing, *Healing* and Life are the only things which will get 
    83   rid of amnesia early, but it goes away within a few turns. 
    84    
    85 - Defined potions of life, healing, *healing*, augmentation as 'good' 
    86   drops, as well as restore mana for spell casters, and stat potions, 
    87   when the stat is not maximised. 
    88  
    89  
    90 Minor visible changes 
    91 --------------------- 
    92 - Allow weapons and armour to be damaged instead of destroyed by 
    93   inventory damage effects, thus making swap weapons more viable. 
    94 - Browsing books now displays information about the spells therein, if 
    95   requested.  As part of this, move spell names/descriptions/locations 
    96   out into a new file, spell.txt.  (Hugo Kornelis) 
    97 - Arrow keys are now distinct from the numeric movement keys, and 
    98   because of this you can now edit text at prompts in game properly. 
    99   Supported on Windows, Mac (untested), and curses.  If you get it 
    100   working for anything else, please send the patch! 
    101 - Resizing the game window automatically updates its contents, on 
    102   platforms which support this. 
    103 - Inscribing an item with '!t' will now confirm if you try to take it 
    104   off. 
    105 - If a stack of rods is recharging, you'll get a message when the first  
    106   rod is recharged and another message when they are all recharged. 
    107   There is no message when the second, third, etc., rod is recharged. 
    108   (Hugo Kornelis) 
    109 - The recharge notification will now disturb you if you have set the  
    110   option to be disturbed when boring things happen (disturb_minor) to  
    111   yes.  (Hugo Kornelis) 
    112 - Add the recharging fix from V CVS -- things can now explode when you 
    113   recharge them once more. 
    114 - Added support for improved pluralization of object names.  Allow 
    115   custom plurals for words which need them (e.g. "Kni|fe|ves" and 
    116   "M|ous|ic|e").  Unused at present.  (Hugo Kornelis) 
    117 - Bugfix: Monsters that resist one or more of acid, lightning, fire,  
    118   cold, poison and water *and* resist one or more of nether, plasma,  
    119   nexus and disenchantment had two "it resists ..." sentences in the  
    120   monster info.  (Hugo Kornelis) 
    121 - Bugfix: Sustain CON was reported before Sustain DEX in self knowledge. 
    122   Since DEX is reported before CON in all other situations, this is now 
    123   reversed.  (Hugo Kornelis) 
    124 - Set wrapping width to 72 for character dumps' item information, to 
    125   avoid well-behaved newsreaders messing them up. 
    126 - Move back to pre-3.0.6 panel changing behaviour. 
    127 - Semi-rewrite of the store code; now uses a scrolling menu with a 
    128   slightly more streamlined interface.  Bigscreen support in stores. 
    129   Ammo is treated in more aesthetically pleasing quantities. 
    130   General Store always stocks what it stocks now, and doesn't buy 
    131   anything back off the player. 
    132 - Remove double-rate spellcasting with the smart_monsters option. 
    133   (imported from V CVS; Julian Lighton). 
    134 - '[' command displays a monster list in the main terminal window. 
    135 - "Enter" key brings up a little window in the middle of the screen, 
    136   from which you can select what command you would like to use.  This 
    137   is inspired by (but not derived from) Hengband. 
    138 - Prompt for overwriting savefiles. 
    139 - Added echo to macro trigger entry. 
    140 - Restore some pre-Ben flavour text. 
    141  
    142  
    143 Major code cleanup 
    144 ------------------ 
    145  
    146 Most of the cleanup has been related to removing ancient or 
    147 non-functional cruft. 
    148  
    149 - A powerful generic menu interface has been added and used throughout 
    150   the code.  It reduces code duplication and makes it much much easier 
    151   to create menus in various styles; e.g. scrolling or multicolumn. 
    152   See ui.c. 
    153 - Event handler added. (Menus can listen to each other, etc.) 
    154 - Lots and lots of code duplication removed: 
    155   - pref file dumping now has much less boilerplate 
    156   - the status line, sidebar, and term window update code is much more 
    157     streamlined. 
    158 - Nuked a lot of old ports: cap, lsl, sla, xpj, ibm, dos, vcs, lfb, ami, 
    159   emx, vme. 
    160 - As a result of the above, makefiles considerably simplified.  As many 
    161   makefiles as possible use a common list of source files in 
    162   "Makefile.src", which simplifies maintainance.  Makefile.std has also 
    163   been rewritten and contains much less cruft. 
    164 - Timed player modifiers (blind, confused, etc.) are now kept in an 
    165   array, rather than being seperate variables in p_ptr.  This 
    166   simplifies a *lot* of code, and makes it trivial to add new effects. 
    167   The majority of the work was done using sed scripts. 
    168 - Use a new autoconf/automake system, called OMK. 
    169 - Removed Lua. 
    170 - Charges for wands/staves are customisable in the lib/edit/ files. 
    171 - Considerably simplify and speed up main-gcu.c.  (Thanks to Christer 
    172   Nyfalt.) 
    173 - Removed trivial-to-hack-around or non-functional compile-time options 
    174   (VERIFY_SAVEFILE, _TIMESTAMP, and _HONOR, CHECK_TIME). 
    175 - Combine the various h-*.h files into a single header file; remove a 
    176   lot of cruft, use C99 types when available,  
    177 - Clean up file locking, move file handling functions into z-file.c, 
    178   remove usleep() function, add a "portable" directory scanning 
    179   interface (works on Windows and Unixes at the moment), and 
    180   my_fexists(). 
    181 - Use the safer string handling functions much more; the only use of 
    182   the "unsafe" built-ins are in the various main-* files. 
    183 - Split random name code from randart code into its own file with a bit 
    184   of a rewrite.  Use this code for scroll names. 
    185 - Move lots of things out of defines.h to more appropriate places, like 
    186   h-basic.h and config.h. 
    187 - Replace various magic numbers with constants or N_ELEMENTS(). 
    188   (Hallvard Furuseth) 
    189 - Use C99 types where appropriate (for bools and ints). 
    190 - Import Sangband's/Steamband's code to put chance of generating piles 
    191   of items in object.txt. 
    192 - Use tables of commands instead of a big switch, to allow doing thing 
    193   like the new command menu easily without duplication.  (See cmd0.c.) 
    194 - Switch to new model for producing sound: instead of a TERM_XTRA_SOUND 
    195   hook, we now have a simple "sound_hook" which should be set to the 
    196   appropriate function to play a sound.  Introduce a new modular system 
    197   for sound modules for ports that use main.c (for the future, in case 
    198   we want to use e.g. gstreamer).  Allow sound to be toggled as an 
    199   in-game option. 
    200 - Remove hardcoded values for p_ptr->noscore. 
    201  
    202  
    203 Platform 
    204 -------- 
    205 - Modernize Mac support; now works on OS X 10.3 onwards, but the old  
    206   main-mac has been removed, as has the MPW makefile.  (Pete Mack) 
    207 - OSX font selection problem fixed. 
    208 - Add console mode patch for Windows (Frank Palazzolo).  This is  
    209   basically playing the game in an old-school terminal window for 
    210   those who like uncluttered gameplay. 
    211 - main-x11 now reads window placement from x11-settings.prf. 
    212 - Fixed Windows bug where you can't move one of the font files after 
    213   having played a game this reboot.  (Thanks to Leon Marrick.) 
    214 - Add platform-specific ifdefs to readdib.c and main-ami.c. 
    215 - Allow ^S without freezing the game on the console.  (Hallvard 
    216   Furuseth) 
    217 - Mouse support on RISC OS. 
    218 - Sort out licences for the various fonts distributed with the game. 
    219 - Import the old DOS/IBM fonts for use in the Windows port. 
    220 - Include SDL_mixer sound module, useable on any port that uses the 
    221   main.c mechanism.  Thanks to Brendon Oliver for the initial code 
    222   for this. 
    223 - GTK port is a GTK2 port, and uses pango and cairo.  (Shanoah Alkire) 
    224 - Added a new SDL port by Iain McFall, based on the ToME and Sang ports. 
    225   Both the SDL and GTK ports are disabled by default, as neither is 
    226   quite finished, though both are perfectly functional. 
     19 * Transient indicators now appear on the bottom line, starting at the 
     20   left of the dungeon display; things like depth and speed appear on 
     21   the main sidebar.  As a result of this, every timed effect is now 
     22   displayed on the status bar.