Archived from groups: rec.games.roguelike.angband (
More info?)
Twisted One wrote:
> You meant easy to fix for developers then. I was thinking for an end
> user who had a copy and wanted it working *now*. An edit file hack --
> OK. Something that requires recompiling something -- nuh-uh, unless you
> think everyone is a unix geek like you are.
Oh, I was thinking all the non-geeks are playing Diablo 2
I've found some LCC on my machine, so if someone desperately wants to play
0.6.2b right *now*, here is the updated executable:
http://jsv.newmail.ru/oangband-062b-f1.zip
I've tried it on Windows 2k/vmware, it seems to work.
I'm too lazy to revert the patches, so I've used my current source as is. It
means the game interface is changed according to my tastes (but no changes to
the game balance or savefile format have been made; I'm not going to introduce
a new variant). And of course it can mean more bugs
Bugs fixed:
+ ego item generation bug;
+ weak light spells were doing no damage (without Holy Light speciality)
+ Beornings innate shapeshift now takes a turn
+ ammo in the quiver now can be selected for missile brandig
Other bugs are still here, so I advice against playing a Necromancer with
the Unlight speciality
Changes to the interface:
* experience bar
* the experience indicator is 3-modal:
- initially it shows how many experience is needed to reach the next level
('NEXT:').
- after clev 50 is reached it shows the total experience you have
('EXP:')
- if the experience is drained, it shows how many is lost ('Lost:')
* known sustains are indicated by a green star near the stat name.
* known resistances (and some other equipment effects) are shown under the
stats in a very cryptic form (I _like_ this feature. It reminds me of all the
mushrooms of hallucination I've eaten
)
* known level feeling is shown by the colour of the depth indicator (the
very old idea of mine, now in S and NPP).
* ... and the level feeling is always known.
(I really do not like the
100 turn delay. It was introduced to prevent stair scumming, but the
autoscummer makes it obsolete. Now the delay only forces me to count turns
before leaving the level and this turn-counting feels exactly like scumming.
In any case, I never played with the 'connected_stairs' option turned on).
* Applyed Mogami's macro trigger patch. (You will need to replace
lib/user/pref-win.prf to make it work. And I guess alt-key combinations are
broken under windows.)
* Borrowed Eytan Zwieg's code for the monster knowledge command. Some
changes are made to make it work with the bigscreen correctly. You can also
change monster's visual appearance here (kind of 'interact with visuals').
* Object knowledge command... hummm, it's functional but much more work is
to be done. It's possible to see/change squelch settings here, but for now it
works only with flavoured objects.
* hurt level is indicated by player's colour (the code is taken directly
from NPP)
* the default name for character dumps is '$NAME-$CLEV-$DLEV.txt'
* there is a command to quickly re-read the class/race/char-specific pref
files. It's '$' in the underlying command set and if you want to use it, you
have to assign it to some key (if you do not know how, you probably have no
need for this command).
* some minor changes I either can't remember now or do not like and going to
get rid of