Now available for testing: Crawl 4.0.0 (beta 22). Everyone is encouraged to migrate to this build. Character savefiles from beta 7 [pr7] and above should work with this release. Scorefiles from any prior release should be compatible. Only source files for the moment -- platform-specific packages (typically Debian, DOS, 32-bit Windows) may or may not be available soon. We'll try to keep everyone posted as progress is made. Sources should compile for many platforms: DOS, Windows, MacOS, Solaris, Linux, and FreeBSD targets (at the very least). Patches to cover unsupported platforms and/or compilers are always welcome, as are compiled binaries. Drop a note on the development list to join in the fun: + http://groups.yahoo.com/group/crawl-dev NB: Brent's [edited] notes for beta 22 appended below. +++++++++++++++ Relevant links: +++++++++++++++ "Timely" source and binary releases: + ftp://ftp.dungeoncrawl.org/LATEST/devteam/ :: *PLEASE* download the bzipped bundles :: :: where possible to conserve bandwidth. :: Debian-i386 packages [when complete - still at beta 20]: + ftp://sliepen.warande.net/pub/crawl/ Freshmeat project tracking: + http://freshmeat.net/projects/dungeoncrawl/ - db --- BEGIN RELEASE NOTES --- Decided it was about time to get people playing and looking at the new version. Some of the bigger changes (off the top of my head): -- I've upgraded to gcc 3.0.2, so [compilation] shouldn't complain there. -- I've hacked in a little function for simulating monster movement when the player returns to the level. I did this today, so it really is hackish (lots of teleporting without verification that the monster can get from A to B). Still the general structure is good, and eventually someone might put in an A* search or something more accurate. -- Use of stairs now have a delay. This means people will slightly have to adjust their stair abuse. Oh, and both going up and down stairs now cost a turn (one of them didn't before... I believe it was up). -- Added range to the detect [spells]... the radius is up for grabs, the mechanism was there before with an over-ride to radius 50. -- Added a roll_dice() and dice_def in order to get rid of the silly +100 damage notation. -- Added two additional skill inhibitions (not as large as elemental ones [already present]): -- one between fighting, spellcasting, and invocations; [and] -- another one between the spell casting schools that makes it a bit harder to become fluent in a large number of schools (the elements and poison aren't involved here... see skills.cc). And a pile of other small things [...] Brent --- END RELEASE NOTES ---