New in 3.0.3:
# Reduced the size of the 32x32 tiles bitmap. The smaller bitmap
should fix the problem on older Windows versions (Windows 95 and
98) with restrictions of the maximal bitmap size . The tiles are
available as a separate download from:
ftp://clockwork.dementia.org/angband/Extra/graf-32x32-302.zip.
# Fixed a bug in the text-output routines used for character dumps
that sometimes introduced bogus output. (reported by Pasi Vartiainen)
# Fixed a wrong entry in the template for the X11 startup shell
script. ("Mynstral")
# Fixed the display of *slays* in character dumps. (Matthias Kurzke)
# The "It might have hidden powers." message will now displayed in
the character dumps. This makes it easier to see if an artifact or
ego-item with random abilities has already been *identified*.
# Curses on unidentified items are no longer revealed in character
dumps or in the output of the 'Inspect' command.
# Fixed a typo - "intellegence". (Greg Stark)
# Updated the DOS version to compile with the latest version of
the Allegro library.
New in 3.0.2:
# Limited the maximum size of floor stacks to 23, so that get_item()
can always display a list containing all objects.
# Renamed 'genocide' to 'banishment' and 'mass genocide' to 'mass
banishment' since that name fits much better to the effect. The
priest's 'banishment' spell has been renamed to 'banish evil' to
avoid confusion and since that is what it actually does.
# Replaced silver arrows and bolts with mithril ammo since slay
evil was too powerful.
# Changed the color of seeker bolts to green since there are so
many 'light blue' ammo objects now.
# 'Golden staves' had the wrong color. (John I'anson-Holton)
# Improved indentation of the object descriptions in the character
dump. (Andrew Sidwell)
# Destruction/Earthquake spells didn't properly destroy stacks of
objects. After saving and loading the game, parts of the stacks
were restored. (reported by Matthias Kurzke)
# Zapping a stack of recharging rods would instantly recharge all
but one of them. (Tormod Haugen)
# Fixed an error in the LCC Makefile.
# Fixed an off-by-one error that prevented savefiles with the
maximum number of monsters or objects from loading correctly.
(Takeshi Mogami)
# Fixed an abuse that allowed the player to kill a monster with a
ball spell by staying out of sight and detection range of the
monster while the monster just patiently waited without ever getting
a turn (reported by Tormod Haugen). Wounded monsters will now always
get their turn, even when out of range.
# The Elfstone 'Elessar' and the Jewel 'Evenstar' have the INSTA_ART
flag now to make the APW-Borg happy.
# Amulets of resistance are now fully known after identifying one
for the first time. (Dr. Andrew White)
# The option for flushing of pending input when failing to cast a
spell didn't work.
# Fixed several bugs in the scorefile handling that could lead to
duplicated entries for a single character. (reported by Hallvard
Furuseth and Mauro Scarpa)
# Unified the code for object infos and artifact spoilers. (Andrew
Sidwell)
# Added event-handler code to call Lua functions when things happen
in the game.
# Allow multiple Lua event handlers per event.
# Moved the generation of the player's fixed starting equipment
(food and torches) to a Lua event handler.
# Which objects a store will buy and sell is now determined by a
Lua script.
# Added various improvments to make finding errors in Lua code
easier.
# The lib/edit/*.txt files can now optionally contain the names of
the default object, monster, terrain, and flavor colors instead of
just a character specifying the Angband color code.
# Changed the format of the flavor.txt file to make parsing easier.
# Allow the use of the Angband version number in conditional
statements of the *.prf file format.
# Added Takeshi Mogami's bigtile patch that allows tile-graphics
to have doubled width.
# Added support for David Gervais' 32x32 tileset to the Windows,
X11, and XAW ports. The tiles are available as a separate download
from: ftp://clockwork.dementia.org/angband/Extra/32x32.zip (Takeshi
Mogami)
# Improved the error message when a font can't be loaded in the
X11 and XPJ frontends.
# Fixed a memory leak when switching between the various tilesets
in the Windows version.
to the suggested Makefile by myself.
Our previous version was 2.8.3, so the list of changes is rather extensive.
A complete list is available on the packages homepage.
Highlights include (as far as I can tell, not being a user of this package):
- the usual feature enhancements and bug-fixes
- randomized character generation
- improved monster AI
- color coded messages and more sound events
- lots of environmental, monster and player changes
- new MASTER_SITE
- new HOMEPAGE