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angband 4.2.6 (Announce)

posted by bencollver Homepage, 30.01.2026, 20:34

This is Angband 4.2.6 for DOS built using DJGPP and the "IBM" display code adapted from version 3.0.6.

Angband is a free, single-player dungeon exploration game.

You play an adventurer seeking riches, fighting monsters, and preparing for a final battle with Morgoth, the Lord of Darkness.

https://archive.org/details/angband-4.2.6-for-dos

gopher://tilde.pink/1/~bencollver/files/dos386/game/angband/

Changes:

Like digging, failure to activate a magical device automatically retries the activation until successful or disturbed. Make utility devices, elemental rings, and dragon armor easier to activate. Devices to slow monsters, wands of fire balls and dragon's flame, rods of fire bolts, and rods of treasure location are now more difficult to activate. Change the activation difficulties for artifacts so they are better aligned with the nature of the activation. Change a constant in the failure rate calculation to tighten the transition from high to low failure rates: effects that change a player's device skill will have more of an impact if the skill is close to the activation difficulty for the device.

When following a precomputed path (moving to a grid designated by the mouse, targeting interface, or autoexplore commands) automatically open doors or clear impassable rubble and continue moving when the neighbors of the door or rubble are known.

Object descriptions now include the effect of curses in the displayed hit, damage, and armor class values.

Messages for detection now distinguish between gold on the floor and other objects (thanks to PowerDiver).

Objects and spells that used SPOT effects with LIGHTWEAK or DARKWEAK now use SPHERE instead so they can not damage the player.

Change the target handling for a druid's Lightning Strike: do not require a known grid and target the player if the target is given as a direction or is not a passable grid in the line of sight.

If a necromancer's Command spell is resisted, deduct mana and take a turn (thanks to RegalStar).

Mithril arrows and shots weigh 50% less; mithril shots ignore acid and fire (thanks to edz314).

Increase the curse removal power of staves of remove curse to distinguish them from scrolls of remove curse (thanks to Mitze).

Increase the escorts for Grishnákh and Golfimbul: both can also have cave orcs as escorts.

Change the edges of the Cracks of Doom vault so magic mapping clearly identifies the entrances (thanks to Mikolaj).

Change handling of keymaps so the keymap aborts when the next key does not correspond to a command, a command fails due to a missing prerequisite or to a player confirmation from an inscription check. Rework how directions are extracted from a keymap. Allow for a keymap trigger whose action starts with ESCAPE to break out of many prompts (thanks to PowerWyrm).

Add an option, autoexplore_commands, to have 'p' move to the player to the nearest unexplored location and modify the existing '>' and '<' commands to move the player to the nearest staircase of the appropriate type when not on a staircase (thanks to memmaker). Whether or not that option is set, add to the looking or targeting interface so '>' or '<' move the cursor to the nearest appropriate staircase from where the cursor was and 'x' moves the cursor to the nearest unexplored location to where the cursor was (thanks to Gwarl).

The notifications shown when the show_damage option is on now include information about damage due to effects from spells or magic devices. Notifications about damage to the player now take into account damage reduction and invulnerability.

There is one change that can break compatibility with a game in progress or prevent reuse of a randart file from earlier versions of 4.2: the misnamed FIREBOLT72 activation is now FIREBALL72. If a game in progress uses randarts and an artifact has that activation, the randart file will fail to load. A workaround is to edit the randart file and replace FIREBOLT72 with FIREBALL72.

 

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