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#1 |
Swordsman
Join Date: Oct 2021
Location: WA
Posts: 342
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Hengband 3.0.0Alpha releases in Japanese & English - unofficial English build notes
Hengband is releasing official Alpha builds for version 3.0.0 about every two weeks. They come in separate Japanese and English versions. Build notes are mostly left in Github submit titles and mostly in Japanese. This thread is an attempt to compile and translate them...roughly, just with Google Translate.
Previous separate threads: Alpha52: http://angband.oook.cz/forum/showthread.php?t=11088 Alpha53: http://angband.oook.cz/forum/showthread.php?t=11112 Hengband home page, with latest releases: https://hengband.github.io/ Github releases page: https://github.com/hengband/hengband/releases Many of the changes in these 3.0.0Alpha releases are related to the "Refactor," ie a full reorganization and clean-up of the game code.
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My Angband videos Last edited by smbhax; February 28, 2022 at 19:16. |
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#2 |
Swordsman
Join Date: Oct 2021
Location: WA
Posts: 342
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3.0.0Alpha54 comes early:
https://twitter.com/deskull/status/1498269158769045513 Translate: "It's been a week since the latest release, but a CRITICAL bug has been discovered, so we will release it urgently." https://github.com/hengband/hengband...g/3.0.0Alpha54 https://github-com.translate.goog/he..._x_tr_pto=wapp : "This release is a HotFix. Resolves the following particularly fatal issues caused by refactoring embug: - My character display changes to another character instead of @ # 2331 - # 2323 that does not work for the opponent who should work, but works for the opponent who should not work ["slay" weapon damage multiplier applied incorrectly] - Acceleration becomes +99 when Ninja wears heavy equipment # 2322 - Pets can't be pushed away and moved # 2308 - Normal arrows and normal crossbow arrows cannot be sold in stores # 2482" ~~~~~~~~~~~~~~~ Full change list - https://github.com/hengband/hengband...ne/53?closed=1 : ENHANCEMENTS High priority: - Weapon ego ID enum class Other: - Weakened Mancubus - Corrected the out from the store information area in the load-time remainder calculation for the error that occurred after organizing the store data. - Create a GitHub Actinos workflow that will generate a cache for ccache when pull requests are merged - PR status check workflow reconfiguration - Maintains a state formatted by clang-format - Check if the source code is properly formatted during build test - Improvements to gcc-wrap BUG FIXES Critical: - My character display changes to another character instead of @ - Solved the problem that my character display changed to another character instead of @ - Fixed a compile error on Windows - Fixed a bug where the target of the sley was reversed High priority: - When you enter the store, it will be forcibly terminated by AddressSanitizer. - Acceleration becomes +99 when a ninja attaches heavy equipment - Fixed a bug that speed correction is not working properly - Fixed an issue where an attack action would occur when trying to push a pet away. - Fixed a bug that speed correction is not working properly Other: - Can't move pets away - Explicitly remove the default constructor - There is a bias in shuffling of unconfirmed item names - The wrong arrow is selected when deciding which arrow to sell in the store - Normal arrows and normal crossbow arrows cannot be sold in stores - Gravity attribute effects are not handled properly - Fixed a bug that the memory flag could not respond to changes in monster information - Some flags do not support monster information change when loading save data REFACTOR BUG FIXES High priority: - The ID range of wiz_restore_monster_max_num () is strange & becomes get_value () Other: - Set PlayerType :: died_from to std :: string - Refactored to the same specifications as the n / N command while modifying the range specification of wiz_restore_monster_max_num (). REFACTOR High priority: - Ego ID enum class (EgoType) - Classify player paralysis parameters - Classified parameters related to player paralysis - Classify player hallucination parameters - Hallucination entities grouped into the PlayerHallucination class - Solved the problem that MSVC could not compile as a result of header formatting. - Classify parameters related to player confusion - Confusion-related entities have been grouped into the PlayerConfusion class - Convert structure monster_blow to class MonsterBlow - Remove the SYMBOL_CODE type alias - Classified apply-magic-others.cpp / h - Formatting and classifying input-key-requester.cpp - Fixed design of decisions that depend on class or wilderness - Review the contents of special_menu_content - Renamed namae1 to fixed_artifact_idx and name2 to ego_idx - Change ObjectType :: name1 & name2 to descriptive names Other: - MSVC issues a warning due to insufficient constructor definition of self-made exception - Completely removed the quest "Undersea City" and related codes - Use inherited constructors for proprietary exceptions - Use an inherited constructor for the SaveDataNotSupportedException constructor - Change monster-attack-types.cpp / h to monster-attack-table.cpp / h - Renamed monster-attack-types.cpp / h to monster-attack-table.cpp / h - Changed the array of quest information from std :: vector to std :: map - Apply clang-format to all source files once - Refactor the monster_blow structure into the MonsterBlow class. - Changed SYMBOL_CODE to char type - Redefined mimic_kind_type as enum class - Pval strengthening processing of black costume and dangerous swimsuit is summarized in one place - Combine strengthening / weakening processing for light armor in one place - Weapon Enchanter improvements - We decided to let the constructor of AbstractWeaponEnchanter determine the strengthening / weakening of weapons. - Set e_info to std :: map to store ego item information - Partially localized y and x in the project () function â‘* + changed global y and x to temp_ * - Classified input-key-requestor.cpp / h - Aligned the tolerance flag parse table with the current flag definition - Combine the definition of MonsterResistanceType and the definition of r_info_flagsr - The function argument TARGET_TYPE violates the naming convention, so I changed it to target_type (mechanical replacement).
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My Angband videos Last edited by smbhax; February 28, 2022 at 21:04. |
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#3 |
Adept
Join Date: Jan 2022
Posts: 229
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From what I understand, it fixes a bug where 'slay X' weapon abilities doesn't properly apply against correct kind of enemies.
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#4 | |
Swordsman
Join Date: Oct 2021
Location: WA
Posts: 342
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Quote:
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My Angband videos Last edited by smbhax; February 28, 2022 at 21:05. |
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#5 |
Adept
Join Date: Jan 2022
Posts: 229
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From what I see, player was using a weapon that slays undead, evil and demons. It dealt no extra damage to an evil undead demon monster, but it did increased damage to a good undead dragon monster.
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#6 |
Swordsman
Join Date: Oct 2021
Location: WA
Posts: 342
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Ahhh that's helpful, yeah I see that now. WIZ-MONS is the player and they're the one hitting first the demon, then the dragon.
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My Angband videos Last edited by smbhax; March 1, 2022 at 00:19. |
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#7 |
Swordsman
Join Date: Jun 2012
Posts: 267
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The heng source tree is crazy now.
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#8 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 58
Posts: 9,559
Donated: $60
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#9 |
Swordsman
Join Date: Oct 2021
Location: WA
Posts: 342
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#10 |
Swordsman
Join Date: Oct 2021
Location: WA
Posts: 342
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3.0.0Alpha55 is another hotfix!
https://github.com/hengband/hengband...g/3.0.0Alpha55 Google translate: "This release is a HotFix. Resolves the following fatal issues caused by refactoring embug: Fixed a bug where player breath wouldn't activate" On Twitter, dev @deskull said https://twitter.com/deskull/status/1499985227904536579 (auto-translate) "3.0.0 Alpha55 is released. It seems to be confusing again for the time being, but please forgive me."
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