[Announce] NPPAngband 0.4.1 "Happy Home" is released

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Archived from groups: rec.games.roguelike.angband (More info?)

I just uploaded source code and Windows Binary to the NPP Website.

http://home.comcast.net/~nppangband/

It will soon follow to the Angband FTP site. Mostly NPP 0.4.1 fixes many
bugs in 0.4.0 and tweaks some other things that weren't quite balanced when
added to NPP 0.4.0. It also has a couple of new features, such as 256k
color support, an increase to 32 base colors on OSs that allow it,
auto-inscribe, and 4 new birth options that disable some of NPPs major
features, and allow the player to play a 4gai vanilla-like game if they
choose to. The options are no quests, no store services, no player ghosts,
and no extra artifacts (does not affect the standard artifact set or a
randart set created at player birth).

Also, Diego Gonzalez is now my co-maintainer for NPP. He has done a great
job contributing many new features and ideas to NPP 0.4.0 and 0.4.1 (the new
features with bugs are most likely my coding, the ones without bugs are
probably his <g>), and having him work with me has also quickened the pace
of NPP development as well.

--
-Jeff

replace the ".spam"s with comcast.net to reply

Author of NPPAngband. Check it out at:
http://home.comcast.net/~nppangband/
 
Archived from groups: rec.games.roguelike.angband (More info?)

Cool. I've got a good character running. Is it compatible with the
new version?

Of course, I won't have that character much longer if I can't figure
out a better way to deal with powerful summoners and 13-headed hydras.
I hate those momzers.

The store services certainly make the game more predictable. If you
disable the services, does that bring the IRONMAN_ONLY books back into
existence, since there will be no other source of branded ammo?
 
Archived from groups: rec.games.roguelike.angband (More info?)

"Jeff Greene" <nppangband@spam.spam.spam.spam,> writes:

>> Cool. I've got a good character running. Is it compatible with the
>> new version?
>
> Yes. It is compatible.
>
>>
>> Of course, I won't have that character much longer if I can't figure
>> out a better way to deal with powerful summoners and 13-headed hydras.
>> I hate those momzers.
>
> For the summoners, anti-summoning corridors work best. Either teleport
> other or unlimited healing (priest) is essential for those high level
> hydras.
>
>>
>> The store services certainly make the game more predictable. If you
>> disable the services, does that bring the IRONMAN_ONLY books back into
>> existence, since there will be no other source of branded ammo?
>>
>
> No, it doesn't, but that is a good point. I will have to think about that
> one.....I hate giving Rangers unlimited +15+15 arrows of flame, but they
> need *something*.

Have you considered allowing unlimited flame, but cutting back the damage?

One approach would be to make brands only affect base damage, same as
for melee. You could also introduce ammo "of extra something" which
would have bigger dice, but being an ego already would not be brandable.

I haven't thought through the feasibility, but my current feeling is
that branded ammo is currently overpowered. Of course, NPP is tougher
than V, so maybe it balances out.


Eddie
 
Archived from groups: rec.games.roguelike.angband (More info?)

> Cool. I've got a good character running. Is it compatible with the
> new version?

Yes. It is compatible.

>
> Of course, I won't have that character much longer if I can't figure
> out a better way to deal with powerful summoners and 13-headed hydras.
> I hate those momzers.

For the summoners, anti-summoning corridors work best. Either teleport
other or unlimited healing (priest) is essential for those high level
hydras.

>
> The store services certainly make the game more predictable. If you
> disable the services, does that bring the IRONMAN_ONLY books back into
> existence, since there will be no other source of branded ammo?
>

No, it doesn't, but that is a good point. I will have to think about that
one.....I hate giving Rangers unlimited +15+15 arrows of flame, but they
need *something*.

-Jeff
 
Archived from groups: rec.games.roguelike.angband (More info?)

Thanks Jeff. I'll go ahead and upgrade.

And I do have a priest; can handle 12-head hydra pretty easily.
13-head is another story; self heal doesn't help when they get 3-4
breaths for your single turn. I was just curious to know if there's an
alternative to teleport other. At one point, it got to teleport level
or die. [It was nice of you to make teleport level follow the same
logic as going down stairs; it has zero risk of insta-death, unlike
teleport self.]

> For the summoners, anti-summoning corridors work best.

Check. I'd been relying too heavily on the 70' orb taking out most of
the summoned critters. It worked pretty well up to 2500' or so.

Being at 1 blow/turn at 2400' didn't help much either. I was still
recovering from an unfortunate swap of DEX with CHR, at 1100', a side
effect of a quest against Nexus Hounds. Next time I see that bastard
Dwar, it will be with SoSust/Nether and "Purification". No more getting
clawed by summoned G's coming through the walls. First time was a
horribly failed vault quest at 2400'. Next time, he's my meat.

One last question: would *Destruction* have won the quest, or would the
"indestructible" object have disappeared along with Dwar? I was so
busy thinking about getting out alive, I never thought of *Destruction*
at the time. I know it is a failure for monster quests, but maybe
vault quests are different.
 
Archived from groups: rec.games.roguelike.angband (More info?)

Hey Pete, I'll try doing unicode support for NPP too. I'll have patches
sometime soon; I need to sort my changes into something coherent and
non-breaky. I already did it for vanilla angband, but I have a feeling
that the more active projects are a better testing ground. 🙂

- Leon
 
Archived from groups: rec.games.roguelike.angband (More info?)

Oh whoops, that was for Jeff. By the way, how did you bump up color
support? Did you let x_attr go up to 0xFF? Previously it seemed to be
limited to 0x80 for some reason I didn't look into.

- Leon
 
Archived from groups: rec.games.roguelike.angband (More info?)

Oh sweet, I understand now. The code says it all. Hm... trying to
figure if a similar approach will work for unicode, but I don't think
so. 🙁

I'm hacking in unicode support right now, I'll email you a patch when
it's stable, maybe tonight or later this week. It's going to have to be
experimental for a bit though, because interact with visuals will need
to be rehauled. In the short term, it can be limited to the first 256
characters and maybe page through the drawing blocks.

- Leon
 
Archived from groups: rec.games.roguelike.angband (More info?)

Sigh. Thanks Jeff. I will keep this in mind.

YASD at 3500' feet. I was without RShards and did not give sufficient
respect to great crystal wyrm. I thought: Ancient Crystal Dragons are
no problem; how much worse can this be? It turned out: a lot worse.
Still, that's nearly 1000' better than my previous best game.
 
Archived from groups: rec.games.roguelike.angband (More info?)

"pete mack" <pmac360@hotmail.com> wrote in message
news:1111981567.999317.187390@l41g2000cwc.googlegroups.com...

>
> One last question: would *Destruction* have won the quest, or would the
> "indestructible" object have disappeared along with Dwar? I was so
> busy thinking about getting out alive, I never thought of *Destruction*
> at the time. I know it is a failure for monster quests, but maybe
> vault quests are different.
>

You don't want to cast destruction on any vault in NPP. Since most of the
vault objects are actually held by the monsters, they disappear with the
monsters. Not only will you miss out on all the great treasure, but you
will fail the vault quest as well.

-Jeff
 
Archived from groups: rec.games.roguelike.angband (More info?)

"fando" <fando.magnet@gmail.com> wrote in message
news:1112059723.326443.130280@o13g2000cwo.googlegroups.com...
> Oh whoops, that was for Jeff. By the way, how did you bump up color
> support? Did you let x_attr go up to 0xFF? Previously it seemed to be
> limited to 0x80 for some reason I didn't look into.
>
> - Leon
>

Diego did the 256 color support, all I did was paste in his patch. I don't
think he messed with x_attr at all. What he did is use the original 16 base
colors, and allowed each to have up to 8 shades. When the computer is
determining a color, it checks to see if it should use a shade or just use
the base color (see the bottom of defines.h for the checks). It is a very
clever way to allow the same code to handle 16 color support as well as 256
color support.

I will ask him for a better explanation since I think that is an innovation
that may variants would probably be interested in.

Also, with your previous post, I welcome your unicode patch. We are
starting 050 development, but I frequently post WIP (Work in progress)
versions at the NPP website. I usually post the WIP versions either when we
finish a major feature or whenever my 5 year old computer makes a strange
grinding noise. :)

-Jeff
 
Archived from groups: rec.games.roguelike.angband (More info?)

pete mack wrote:
> Sigh. Thanks Jeff. I will keep this in mind.
>
> YASD at 3500' feet. I was without RShards and did not give sufficient
> respect to great crystal wyrm. I thought: Ancient Crystal Dragons are
> no problem; how much worse can this be? It turned out: a lot worse.
> Still, that's nearly 1000' better than my previous best game.

What damage did it do? Shards cap is 400, unless NPP changed it. Anyway
if you had over 600HP and it didn't get a double move you should have
survived, even without the resist, since no breaths except rbase and
poison are (or should be -- NPP hasn't changed this I hope?) capped any
higher than 600.

--
http://www.gnu.org/philosophy/right-to-read.html
Palladium? Trusted Computing? DRM? Microsoft? Sauron.
"One ring to rule them all, one ring to find them
One ring to bring them all, and in the darkness bind them."
 
Archived from groups: rec.games.roguelike.angband (More info?)

Any ETA on an OSX binary? I began trying to compile it myself last
night, but a fussy baby and my own desperate housewife took precedence.
 
Archived from groups: rec.games.roguelike.angband (More info?)

On 2005-03-29 08:16:46, Twisted One <twisted0n3@gmail.invalid> wrote:

> What damage did it do? Shards cap is 400, unless NPP changed it. Anyway
> if you had over 600HP and it didn't get a double move you should have
> survived, even without the resist, since no breaths except rbase and
> poison are (or should be -- NPP hasn't changed this I hope?) capped any
> higher than 600.

I'd guess that it did the full 400. I'd guess also that he didn't take in to
account the amount of damage the Great Wyrms can take before the damage of
their breaths start decreasing.

I let my HP drop below 400 against a Great Crystal who I had beaten on for a
couple of turns once, and only once. :)

It was a mistake I haven't repeated yet.

--
--

Anssi Ramela

anssi.ramela@myy.helia.fi
 
Archived from groups: rec.games.roguelike.angband (More info?)

Twisted One wrote:
> pete mack wrote:
>
>> Sigh. Thanks Jeff. I will keep this in mind.
>>
>> YASD at 3500' feet. I was without RShards and did not give sufficient
>> respect to great crystal wyrm. I thought: Ancient Crystal Dragons are
>> no problem; how much worse can this be? It turned out: a lot worse.
>> Still, that's nearly 1000' better than my previous best game.
>
> What damage did it do? Shards cap is 400, unless NPP changed it. Anyway
> if you had over 600HP and it didn't get a double move you should have
> survived, even without the resist, since no breaths except rbase and
> poison are (or should be -- NPP hasn't changed this I hope?) capped any
> higher than 600.

NPP has one monster I will not face ever without 1000+ HP and permanent
speed over +30: Great Aether Wyrm. If I see one of those I either
teleport away or use stairs. Compared to that Great Power Wyrm is a wimp.

case GF_TIME:
{
dam = hit_points / 3;
if (powerful) max_dam = 400;
else max_dam = 150;
break;
}
case GF_MANA:
{
dam = hit_points / 3;
if (powerful) max_dam = 400;
else max_dam = 250;
break;
}
....
case GF_PLASMA:
{
if (powerful)
{
dam = hit_points / 3;
max_dam = 400;
}
....
case GF_INERTIA:
{
if (powerful)
{
dam = hit_points / 4;
max_dam = 400;
}
....


So inertia gets 400 max damage with /4 division and plasma, time and
mana /3 division of monster HP. That means that monster can breathe
those unresisted elements longer with full damage than any of the
_resistable_ elements. With those settings any "powerful" monster that
has any unresisted element breath makes it more dangerous than any
"powerful" monster with resisted element breath.

Many of those monsters have HP over 3500 which means you need to get
their HP down about two thirds before their breath starts to get weaker.
For example Dracolichs mana breath is _much_ more dangerous than its
nether breath for this reason. (400*6 = 2400: 3500-2400= 1100. That is
about four arrows of fire +5 with bow with +20 to dam. ((1d4+5+20)*3*3 =
247.5). With mana that is 400*3 = 1200: 3500-1200= 2300. That if 9
arrows. IE four turns and nine turns respectively.

IMO those should have same /6 division of HP as does shard, chaos,
nether etc. resistable high elements just for consistency. Or those
resistable breaths get /4 or /3 division for same reason.

Timo Pietilä
 
Archived from groups: rec.games.roguelike.angband (More info?)

Ramela wrote:
> On 2005-03-29 08:16:46, Twisted One <twisted0n3@gmail.invalid> wrote:
>
>>What damage did it do? Shards cap is 400, unless NPP changed it. Anyway
>
> I'd guess that it did the full 400.

Shard is 500. In vanilla too. Nether 550, Chaos, Sound, Shard,
disenchantment 500, plasma 450 (in NPP, vanilla has much lower damage
for unresistables) and others 400 or less.

Timo Pieteilä
 
Archived from groups: rec.games.roguelike.angband (More info?)

Timo Pietilä wrote:

> Shard is 500. In vanilla too. Nether 550, Chaos, Sound, Shard,
> disenchantment 500, plasma 450

Sorry, make that nexus. plasma is 400 or less.

Timo Pietilä
 
Archived from groups: rec.games.roguelike.angband (More info?)

ringlord wrote:
> Any ETA on an OSX binary? I began trying to compile it myself last
> night, but a fussy baby and my own desperate housewife took
precedence.

Talking to yourself is a sign of mental collapse, but:

Nevermind the above. Compiled it myself. No big deal except I changed
the version info to 0.4.1 -- it was annoying having it left at 0.3.2
for some reason. If anyone else wants it, you can grab it from here:
http://www.treefrogcreations.com/angband/NPPAngband-0.4.1-OSX.tgz

Jeff: if you don't want me providing this for some reason, let me know.
I just figured I'd put it up for others to get until there's one
available elsewhere.
 
Archived from groups: rec.games.roguelike.angband (More info?)

"ringlord" <hedden@cs.utk.edu> wrote in message
news:1112149350.637736.269150@f14g2000cwb.googlegroups.com...
>

> Nevermind the above. Compiled it myself. No big deal except I changed
> the version info to 0.4.1 -- it was annoying having it left at 0.3.2
> for some reason. If anyone else wants it, you can grab it from here:
> http://www.treefrogcreations.com/angband/NPPAngband-0.4.1-OSX.tgz
>
> Jeff: if you don't want me providing this for some reason, let me know.
> I just figured I'd put it up for others to get until there's one
> available elsewhere.
>
Not at all, thank you very much. I am not sure why it would show
0.3.2....must be one of those Macintosh files.

I admit in advance this is kind of a dumb question, but I just want to be
sure. This binary is for MacIntosh OSx, not the RISC-OS operating system.
Correct?

-Jeff
 
Archived from groups: rec.games.roguelike.angband (More info?)

In article <f5KdnXfzKZfYi9ffRVn-1g@comcast.com>,
"Jeff Greene" <nppangband@spam.spam.spam.spam,> wrote:

> "ringlord" <hedden@cs.utk.edu> wrote in message
> news:1112149350.637736.269150@f14g2000cwb.googlegroups.com...
> >
>
> > Nevermind the above. Compiled it myself. No big deal except I changed
> > the version info to 0.4.1 -- it was annoying having it left at 0.3.2
> > for some reason. If anyone else wants it, you can grab it from here:
> > http://www.treefrogcreations.com/angband/NPPAngband-0.4.1-OSX.tgz
> >
> > Jeff: if you don't want me providing this for some reason, let me know.
> > I just figured I'd put it up for others to get until there's one
> > available elsewhere.
> >
> Not at all, thank you very much. I am not sure why it would show
> 0.3.2....must be one of those Macintosh files.
>
> I admit in advance this is kind of a dumb question, but I just want to be
> sure. This binary is for MacIntosh OSx, not the RISC-OS operating system.
> Correct?

First off, thanks Ringlord. Secondly, I've got a barrelfull of variants
on my machine waiting to be ported, but I have a fairly serious problem
with the compiles, that if any knowledgeable macintosh programmers can
help me with, I'd appreceate it.

When leaving the game, options are not automatically saved. I'm using a
makefile that pelpel made for me that compiles 68k/PPC/OSX binaries. I'm
not so hot on the hardware interface side, and I am using his custom
main-crb/main-mac files, so I suspect the problem is in there. Sadly,
even with a bit of looking on my own, including some debugging; i've
been unable to track down the problem. If someone wishes to help me
(Gilba? Pelpel, Ken Dubuc, and others oh how I miss you) I would greatly
appreceate it. Feel free to post here (I read regularly) or send e-mail
(available from the Steamband homepage).

> -Jeff

-Campbell
 
Archived from groups: rec.games.roguelike.angband (More info?)

"Jeff Greene" <nppangband@spam.spam.spam.spam,> wrote in message
news:B6udnQeA1aPjhtrfRVn-oA@comcast.com...


I just did DOS and IBM binaries. I am out of space at my website, but I
just sent them to the FTP site. They should be available in a couple days.
If anyone wants them sooner, feel free to e-mail me and I will send you the
zip file.

-Jeff
 
Archived from groups: rec.games.roguelike.angband (More info?)

Yes, it's the Mac OSX build. Never used RISC-OS in my life. :)
 
Archived from groups: rec.games.roguelike.angband (More info?)

"VALIS" <valis@oook.cz> wrote in message
news:valis-70E21B.18382629032005@news.isp.giganews.com...
> In article <f5KdnXfzKZfYi9ffRVn-1g@comcast.com>,
> "Jeff Greene" <nppangband@spam.spam.spam.spam,> wrote:
>
> > Not at all, thank you very much. I am not sure why it would show
> > 0.3.2....must be one of those Macintosh files.
> >
> > I admit in advance this is kind of a dumb question, but I just want to
be
> > sure. This binary is for MacIntosh OSx, not the RISC-OS operating
system.
> > Correct?
>
> First off, thanks Ringlord. Secondly, I've got a barrelfull of variants
> on my machine waiting to be ported, but I have a fairly serious problem
> with the compiles, that if any knowledgeable macintosh programmers can
> help me with, I'd appreceate it.
>
> When leaving the game, options are not automatically saved. I'm using a
> makefile that pelpel made for me that compiles 68k/PPC/OSX binaries. I'm
> not so hot on the hardware interface side, and I am using his custom
> main-crb/main-mac files, so I suspect the problem is in there. Sadly,
> even with a bit of looking on my own, including some debugging; i've
> been unable to track down the problem. If someone wishes to help me
> (Gilba? Pelpel, Ken Dubuc, and others oh how I miss you) I would greatly
> appreceate it. Feel free to post here (I read regularly) or send e-mail
> (available from the Steamband homepage).
>
If you are talking about NPP, Pelpel incorporated all his changes into
Angband recently, 3.0.4 I believe. I had incorporated those changes into a
previous version of NPP, 0.3.4 IIRC, so the makefiles that come along with
the game should work for you just fine.

If you want to e-mail me the makefile you are using, I will "diff" it
against the one I have for NPP, and I can probably find what is different.
It is probably just missing a #define somewhere.

BTW: Buried in the middle of the "yet more bugs" flamewar R. Dan Henry
showed me what he did to compile Steam for DOS, so I shouldn't have any
problems producing a DOS port of SteamBand from now on.

-Jeff
 
Archived from groups: rec.games.roguelike.angband (More info?)

In article <valis-70E21B.18382629032005@news.isp.giganews.com>,
VALIS <valis@oook.cz> wrote:
>First off, thanks Ringlord. Secondly, I've got a barrelfull of variants
>on my machine waiting to be ported, but I have a fairly serious problem
>with the compiles, that if any knowledgeable macintosh programmers can
>help me with, I'd appreceate it.
>
>When leaving the game, options are not automatically saved. I'm using a
>makefile that pelpel made for me that compiles 68k/PPC/OSX binaries. I'm
>not so hot on the hardware interface side, and I am using his custom
>main-crb/main-mac files, so I suspect the problem is in there. Sadly,
>even with a bit of looking on my own, including some debugging; i've
>been unable to track down the problem. If someone wishes to help me
>(Gilba? Pelpel, Ken Dubuc, and others oh how I miss you) I would greatly
>appreceate it.

First of all, check google groups - I distinctly recall this problem
coming up before here, but don't recall if anybody posted a solution.

I can take a look at the problem under OS X. Email me so I can get the
details about building.
--
Julian Lighton jl8e@fragment.com
/* You are not expected to understand this. */
 
Archived from groups: rec.games.roguelike.angband (More info?)

On 2005-03-29 11:33:51, =?ISO-8859-15?Q?Timo_Pietilä?=
<timo.pietila@helsinki.fi> wrote:

> Timo Pietilä wrote:
>
> > Shard is 500. In vanilla too. Nether 550, Chaos, Sound, Shard,
> > disenchantment 500, plasma 450
>
> Sorry, make that nexus. plasma is 400 or less.
>

Oops.

Memory failures.

--
--

Anssi Ramela

anssi.ramela@myy.helia.fi