Posts from ·doy·

Fourth Release Candidate of 0.6

Well, the list of bug reports has gotten steadily smaller to the point where I think we’re about ready for a release! Before that happens though, I wanted to run one more release candidate out there to test out some issues people were having with tiles builds (in particular with weirdness on input (dropping keys, etc), and with random lagginess). Barring things going severely wrong though, I think the actual 0.6.0 release is likely to happen sometime within the next week. Thanks for all the testing and bug reports, we’re almost there!

Changes since rc3:

  • Remove the framerate limiter from tiles, as it was causing quite a few issues.
  • Fix lag in tiles when autoexploring into a shop.
  • Fix crash/save file corruption when Mara fails to summon an illusion.
  • Using Lugonu’s Corruption ability no longer prevents special branch effects (such as re-enabling teleport control after picking up the rune in Tomb) from triggering.
  • Used staircases are now colored green for upstairs and red for downstairs, on both the main screen and the X map (to be more easily distinguishable from unused staircases).
  • Artifact amulets of stasis can no longer get the Rage or *RAGE properties.
  • Weight display misalignment on the ^X screen should be fixed.
  • Unwielding a non-weapon updates the wield display properly.
  • Fix an error in the 034_monster_glyphs file.

-doy

Third Release Candidate of 0.6

Yup, 0.6.0-rc3 is up on the server to play online and for download on the trunk page. rc2 was made a mess of due to my attempting to do things on not nearly enough sleep, so we’ll just forget that ever happened.

Important bug fixes since 0.6.0-rc1:

  • Fix various permanent stat change bugs related to equipment melding during transformations
  • Monster list targeting should actually work properly now
  • Fix tiles lag issues, and make the maximum frames per second configurable (for slower systems)
  • Fix TSO worshippers not healing when killing demons
  • Wizlabs have more balanced loot, random monster lists for shadow creatures, and have all tiles properly specified
  • Fix acquirement giving players with bad shield apts almost solely two-handed weapons
  • Fix Kirke’s hogs being hidden until they move, when they turn into humans on her death
  • Fix monsters not showing up immediately when gaining see invisible from armour
  • Rods should no longer highlight spells as though Vehumet is empowering them
  • A few documentation fixes

Thanks for all the bug reports, and keep them coming!

Closer and Closer to 0.6

Hi! As some of you may already know, I’m the release manager for the 0.6 release, and I’m here to announce that the 0.6.0 release is coming very soon! I’ve just uploaded the first release candidate version (0.6.0-rc1) to the CDO server and to the Windows Builds page. What this means is that 0.6 is essentially finished. No new features are going to be added, and bug fixes are going to be restricted to only the most critical of bugs (at least until it’s time for 0.6.1). We’d like to get as much testing as possible done on this version; the sooner we’re convinced of its stability, the sooner we can release 0.6 as the new stable version (or, the sooner we find the remaining critical bugs, the sooner we can get the next release candidate out for testing, as the case may be(: ).

And for those of you who have been holding off on playing trunk builds because of stability issues, well, the wait is almost over! If everything goes incredibly smoothly and according to plan (no guarantees!), we should be able to have an actual release by early next week. Thanks a lot to everyone who has filed bugs, submitted patches, brainstormed new ideas, and tested all of the numerous builds we’ve released over the course of this (admittedly long) release cycle… we couldn’t have done it without you (: