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Crossfire 0.95.5 released.




Crossfire 0.95.5 has been released. There are a lot of bug fixes as well as
some improvements/new features.  The complete changelog is at the end of
thie file.  This archive should basically be the same as the 3/21/2000
nightly archive.  This is not bug free, but all outstanding reported
bugs to me are fixed to the best of my knowledge.

NOTE: The primary ftp location has changed.  I have put up old versions
of the client and client sounds at the new location, so that everything
can be found in one place.

Files released for this version:

sums (bsd)  filename
10581   665 crossfire-0.95.5.arch.tar.bz2
26501   869 crossfire-0.95.5.arch.tar.gz
15025   810 crossfire-0.95.5.doc.tar.gz
38431  2232 crossfire-0.95.5.maps.tar.bz2
48979  3206 crossfire-0.95.5.maps.tar.gz
10671  1706 crossfire-0.95.5.tar.bz2
37231  2007 crossfire-0.95.5.tar.gz


Sums (md5)
f22ac0f1ed9354e106833894cc529d8d  crossfire-0.95.5-README
fd33f4f4a2e36bcef4c6cde3feb8d973  crossfire-0.95.5.arch.tar.bz2
8af301ef902b573ba287378a48080a09  crossfire-0.95.5.arch.tar.gz
b38773d682e80487ec3fe2ed533d546b  crossfire-0.95.5.doc.tar.gz
c91adf05b27a441ff720b88cc0ff2a1f  crossfire-0.95.5.maps.tar.bz2
133012042e18defc212f7d6a9f4022fa  crossfire-0.95.5.maps.tar.gz
ab7d3a479574fe37d195c45237063cd1  crossfire-0.95.5.tar.bz2
9223046457b556cccef48f02b0b6264c  crossfire-0.95.5.tar.gz

There is no client or sound release - neither of those have and
substantial changes from previous releases.

crossfire-0.95.5.tar.{gz/bz2} contains the server code with prebuilt
archetype and image files.  Again, many bugfixes.

crossfire-0.95.5.arch.{gz/bz2} contains the unpacked archetype changes.
Some new archetypes, some modifications - nothing really major, but
enough to warrant a new archive.

crossfire-0.95.5-maps.tgz contains the maps.  Some bug fixes made,
a few new additions.  Like the archs above, getting updates via CVS
is probably the way to go.

crossfire-0.95.5.doc.tar.gz contains preformatted documentation.  In this, you
get the postscript spoiler and handbook, but you also get the html versions of
both of those files with all the needed graphics - this is the only archive
that has all the graphics pre-made.

FOR FIRST TIME USERS:  You will only need the appropriate server, map
and client file.  You do not need the arch file.  If you are a first time
user, you may want the doc file unless you are using a web based player
referance.

If you just want to play the game at some remote server, you need the client
and perhaps some version of the doc file.

If you are looking for a windows/NT client, look at:
            ftp://ftp.ifi.uio.no:/pub/crossfire/incoming (129.240.64.44)
for a file called cfcXXXX.zip (XXXX are numbers representing the version -
get the latest)


Crossfire is avaible on the following ftp sites

Primary:
    ftp://ftp.scruz.net:/users/mwedel/public (165.227.192.254)
    ftp://ftp.ifi.uio.no:/pub/crossfire (129.240.64.44) 

*** NOTE *** primary server has changed to pyrsonal, and this will likely
be the primary for quite a while to come.

Secondary:
    ftp://ftp.real-time.com/pub/games/crossfire (206.10.252.12)
    ftp://ftp.cs.city.ac.uk:/pub/games/crossfire/
    ftp://ftp.sunet.se:/pub/unix/games/crossfire (130.238.127.3)
    ftp://ftp.cs.titech.ac.jp:/pub/games/crossfire
    ftp://mirror.aarnet.edu.au/games/roguelike/crossfire/


I uploaded this version to just ftp.scruz.net - it should be on the
other ftp sites in a short time.

Mark Wedel
mwedel@scruz.net
03/22/2000

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Makefile.in: comment out the EXTRA_FLAGS (which contains the -Wall
entry) - the presumption that everyone is going to use gcc to compile
crossfire is a poor one, and -Wall is only supported on gcc.  I would
rather have it compile on the maximum number of systems without it
needing changes than to require the end user to make the customizations.
A better long term solution is to have configure.in check for gcc or
if -Wall is supported it and have it add it in.  msw 3/21/2000

server/c_object.c: Fix pick_up_object function to deal with non players
picking up objects - prior to fix, program would crash when monsters
pick up objects.  Also, add standard banner at top of file about
copyright, contact, version information.  msw 3/21/2000

CREDITS, README: Updated to contain my new mailing address.  In reality,
almost all the files have an out of date address for me, but these
are probably the ones people will look at most.  README also updated
with new ftp location.  msw 3/20/2000

include/Makefile.in: Update files to include material.h - need when
packing up new releases - msw 3/20/2000

doc/hanbook.ps, doc/spoiler.ps, doc/spoiler-html/spoiler.html:  Rebuilt with
latest version of crossfire - not sure if there are any content changes, as
the tools to build the file have been updated on my system, causing many
changes to the prologue and outputted data. - msw 3/20/2000

Change doc/spoiler-html/Makefile.in and doc/playbook-html/Makefile.in to use
$(datadir) instead of $(C_LIBDIR). Other add AWK and INCDIR lines so that it
properly builds with autoconf setup. msw 3/19/2000

Change spoiler.tex, handbook.tex to build properly with later versions
of tetex - added language specifier when using the babel package.
msw 3/19/2000

Add missing doc/playbook/fig directory to the CVS reposistory -
msw 3/18/2000

Change summon_cult_monster code so that it will no longer summon big monsters
on top of walls or the player.  Also, if there is not space for a big
monster, try to find another pet monster that will fit in the space.
File affected: server/spell_effect.c - msw

Change gorokh.arc to use anim devil instead of anim Lucifer - fixes crash
when using avatars of gorokh - msw

Split off kill_player function from do some living, and check for player
death upon player login.  This splits up an otherwise very large function,
but more importantly, the second point allows NOT_PERMADEATH to work as
expected when the player is dead when logged out.  Previous, the if the
player was dead when they logged out, it would just kill off the character
permanently (without grave marker or anything), even in NOT_PERMADEATH
mode.  Also, cleaned up player load code to remove code that supported
very old style save files.
Files changed: server/login.c server/player.c include/sproto.h - msw

Change NO_STAT define in living.h,skillist.h,skill_util.c to NO_STAT_VAL
to remove conflict on AIX systems. - msw

Fix error in configure.in - was referancing BZIP2, when it should have
used BZIP - msw 2/7/2000

server/skill_util.c: Fixed spelling of unwield
configure.in: Update -z checks to not use eval, double quote the variable.
This seems to be needed on solaris and probably other systems.
Both changes commited by Mark Wedel, 2/7/2000

---SMALL BUGFIX--- John Cater 5/11/1999
server/attack.c:
- changed the logic in hit_player to attack enemy races with holy word 
playtested

---BEGIN BATCH UPDATE--- DAMN 9/17/1999
server/alchemy.c:
- minor cleanup

server/apply.c:
- split multiple lighters

server/attack.c:
- vulnerability gives -4 to saving throw against non-damage attack effects
- immunity to acid reduces the probability of corrosion
- immunity and protection and not vulnerability to acid prevents corrosion
- magic bonus improves item's saving throw against acid
- vulnerability to drain doubles rate of exp loss, protection halves rate
- holy word slaying is checked in hit_player, no need to double-check
in hit_player_attacktype
- prot:magic and vuln:magic affect all magical damage, not just raw magic
- Holy Word and Turn Undead affect undead at half strength if they're not
listed as an enemy race
- Holy Word and Turn Undead have no effect on undead if they're listed as
a friendly race
- minor bugfix/cleanup

server/gods.c:
- minor bugfix/cleanup
- luck slightly improves chance of divine intervention

server/input.c:
- fixed typo

server/main.c:
- trivial bulletproofing, probably no effect

server/player.c:
- sp regen penalty from armour calculated in fix_player instead of being
recalculated for each spell point gained.

server/shop.c:
- payment will come from open pouches if you don't have enough in your
top-level inventory
- money for sold items will go into open pouches until they're full,
then overflow into top-level inventory

server/skills.c:
- minor bugfix in throwing
- writing in one of a stack of books seperates one book out first

server/spell_effect.c:
- generalized staff_to_snake to animate_weapon

server/spell_util.c:
- Staff to Snake, Dancing Sword, and Animate Weapon spells now all use
animate_weapon function
- holy golems avoid damaging their owners
- raw mana spells

common/living.c:
- minor bugfix
- fix_player now calculates sp regen penalty from armour

common/readable.c:
- spelling fix: grimore -> grimoire

doc/crossfire.doc:
- minor edits

include/defines.h:
- moved object type numbers to object.h
- moved flag numbers to object.h
- moved NROFREALSPELLS to spells.h
- moved path numbers to spells.h
- moved DESCRIBE_PATH macro to spells.h
- moved ARMOUR_ and WEAPON_ macros to player.h
- moved player state numbers to player.h
- moved monster movement numbers to living.h
- moved NROFSKILLS to skills.h

include/global.h:
- #defines from spells.h and material.h loaded early

include/object.h:
- now has the #defines for object type numbers

include/skills.h:
- moved NROFSKILLS here

include/player.h:
- added gen_sp_armour variable

include/spellist.h:
- added mana spells, Dancing Sword, and Animate Weapon

include/spells.h:
- moved NROFREALSPELLS here and updated it
- now has the #defines for spell path nummbers
- added mana spells, Dancing Sword, and Animate Weapon

include/sproto.h:
- added animate_weapon and pay_from_container prototypes

include/material.h:
- new

lib/spell_params:
- added entries for mana spells along with their fire equivalents

lib/formulae:
- minor spelling fixes to match minor spelling fixes in artifacts

lib/artifacts:

Weapons
- Sanwe -> Gnarg (any weapon)
  chance 5, value x10, magic 0, dam 120%

- Lythander (any weapon)
  chance 5, value x20, magic 0, luck +1, weight 90%

- Gwormi -> Gaea (wooden weapons only)
  chance 20, value x50, magic 2, regen +1, dam 110%

- Slay Demon -> Valriel (any weapon)
  chance 15, value x30, magic 2, weapon speed 120%, slaying demon

- (new) Gorokh (any weapon)
  chance 15, value x30, magic 2, weapon speed 120%, slaying angel

- (new) the Devourers (any weapon)
  chance 8, value x30, magic 1, attacktype: physical, cold, depletion

- (new) Mostrai (axes and hammers only)
  chance 10, value x12, magic 1, dam 140%, weight 115%

- (new) Sorig (metal weapons only)
  chance 5, value x15, magic 1, weight 95%, weapon speed 125%
  attacktype physical, electricity

- (new) Ruggilli (metal weapons only)
  chance 5, value 15, magic 1, weight 85%, weapon speed 110%
  attacktype physical, fire

Helmets (moved to after weapons, with the rest of the armour)
- Lordliness -> Valriel (full helm only)
  chance 20, value x50, magic 2, Wis +1, Cha +1

- Uriel -> Sorig
  chance 10, value x20, magic 1, ac +1, armour 120%, prot electricity

Shields
- Theodin -> Mostrai
  chance 8, value x24, magic 1, prot fire

- Gnarg
  chance 8, value x12, magic 1, ac +1, armour 180%, Cha -1

Gauntlets
- (new) Sorig (gauntlets only)
  chance 15, value x75, magic 2, armour 10, weight 125%, attack: electricity

- (new) Sorig (gloves only)
  chance 10, value x10, magic 1, armour 5, weight 125%, prot: electricity

Armour
- (new) Valriel (plate and scale only)
  chance 6, value x20, magic 1, armour 120%, weight 110%

- (new) Gorokh (plate and scale only)
  chance 6, value x15, magic 1, ac +2, armour 110%, weight 105%

- (new) Ruggilli (plate, scale, or dragon armour)
  chance 10, value x55, magic 3, ac +1, armour 120%, weight 90%, prot: fire

- (new) Gaea
  chance 10, value x25, magic 2, ac +1, armour 120%

Cloaks
- (lesser version of cloak of the Underworld) the Devourers
  chance 3, difficulty 3, value x50, magic 3, weight 50%, material 0, Cha -2,
  prot: acid, drain, ghosthit, depletion

Bows
- (new) Valriel
  chance 10, value x15, magic 1, weight 110%, damage 200%

- (new) Gorokh
  chance 15, value x15, magic 2, damage 160%, attacktype: physical, acid

- (new) Lythander (not crossbow)
  chance 10, value x22, magic 1, weight 75%, wc +1, speed 150%

- (new) Ruggilli (crossbow only)
  chance 10, value x18, magic 2, weight 85%, wc +1, speed 110%,
  attacktype: fire

- (new) Sorig
  chance 12, value x20, magic 2, weight 95%, wc +1, speed 125%,
  attacktype: electricity

- (new) Mostrai (crossbow only)
  chance 5, value x50, magic 3, damage 140%, speed 75%,
  attacktype: weaponmagic

- (new) Thunder
  chance 10, dificulty 5, value x10, magic 2, weight 90%, damage 150%, wc +2
  attacktype: physical, slow, paralyze

...and a few minor spelling fixes

---END OF BATCH UPDATE--- DAMN 9/17/1999

Add crossfire.oc.humbug.org.au server information to README file - msw

Change compress method definitions from being determined by checks
on system type to having autoconf find the utilities for us.  Also, add
bzip2 support. Files affected: Makefile.in configure.in common/map.c
server/init.c server/login.c include/config.h include/define.h
include/autoconf.h.in - msw

Fix in server/rune.c - if the victim of a trap/rune is not on a map
and the object has a disease, it would crash the server.  Temporary
fix put in to make sure there is a map, and if not, use a predefined
difficult of 1.  I think the real issue is how can an object not on a map
be setting a trap (in this particular bug, reported by Klaus Elsbernd,
the victim was a thrown object) - msw

Change by dragonm@absolut.tegris.org - improve crossedit so that if you
try to load a map you alreay have in memory, it will raise the window - 
it will also give you the option to forget, save changes, or just raise
the window if the in memory version of that map has been modified.  Checked
in by msw. (crossedit, App.c, Edit.c, Edit.h)

Bugfix in server/apply.c - apply_container()
  When checking for keys to locked containers, only searched player's
  inventory, not keyrings.  Changed to use FindKey function in player.c,
  which does search keyrings.
  --DAMN

Bugfix in server/main.c - enter_exit()
  Unique maps were using their actual location as a path for moving to
  a new map.  They need to use the location of the original map, not
  the character's individual copy of it.  This is re-constructed from
  the individual map's filename, which is based on the original path.
  --DAMN

Remove xbmtobdf man page - since it is run automatically and it is likely
that people will not run it manually (and it appears to be innacruate - or
at least imcomplete), may as well remove it.  - msw

Change install location of man pages to section 6 instead of section 1 - msw

New man page submitted by Egbert Hinzen that is actually correct and
accurate as the options now relate to crossfire. - msw

    This one is a suggested fix for the alchemy bug that grants obscene
    amounts of experience for certain formulas.  Those formulas are the ones
    that create items with a high fixed level, because those items are
    pretty worthless otherwise.  Dust of Repelling Undead, for example, is
    level 30.
        The fix I implemented here is to base the chance of success largely
        on the level of the product, so it's very difficult to produce
        something like Dust of Repelling Undead, and therefore worth the
        extra experience.  The chance of success is now based on the
        following factors:
        1) level of product
        2) number of ingredients in formula
        3) rarity of formula as listed in "formulae" data file
        4) number of batches being made
        5) Alchemy skill (if present)
        6) enchantment of cauldron
        7) luck

patch from DAMN
This one makes a couple things level dependent that used to be fixed:
1) time it takes Word of Recall to take effect
2) amount of energy transferred by Transferrence spell
3) percentage of energy drained by Magic Drain spell

Also, the following effects have been modified:
1) Followers of a cult that considers undead enemies have a penalty to
Command Undead.
2) Magic Drain gives back to the caster a small portion of the energy
drained from the victim.

And a bug was fixed:
1) SP_level_dam_adjust used and SP_level_strength_adjust used the
player's level, where they should have used the caster's level.
  --Patches from DAMN, applied by PeterM

Marker object added, alchemy modified so that recipes
can require keycodes and MARKS to execute, detectors modified
to be able to detect MARKS, and all of this documented in
crossfire.doc  --PeterM

server/gods.c  --  changing gods now costs players their special
                        prayers. --PeterM
server/alchemy.c  --  levels less than ten no longer produce
                cursed items, but only slag or nothing.  --PeterM
server/shop.c  --  unidentified stuff is worth at most 60gp or so. 
  ---PeterM

random_maps/style.c - fix type in the scandir function which cause
compilation problems for those systems that actually need it. - msw

Change command_cast_spell so that it preserves a return value from
find_spell.  This re-enables partial spell matching (ie, cast prot
will show all spells that start with that.) - msw