nlarnNews about NLarn, a roguelike game
https://nlarn.github.io/
Sat, 13 Dec 2025 12:26:35 +0000Sat, 13 Dec 2025 12:26:35 +0000Jekyll v3.10.0Release 0.7.8<p>It’s the time again! A new version of NLarn has seen the light of the day!</p>
<p>The development of the last six months brought some improvements to the optical appearance of the game. On one hand, the colour scheme of the UI can be changed, besides the traditional colours there are five new and appealing colour schemes to pick from.</p>
<div class="captioned-img align">
<a href="/images/2025-12-13-NLarn_0.7.8_configuration_dialogue_in_sourlick_colours.png">
<img src="/images/2025-12-13-NLarn_0.7.8_configuration_dialogue_in_sourlick_colours.png" height="" />
</a>The new colour theme "sourlick"
</div>
<p>On the other hand, the game’s setting always called for some blood and gore! Now the player’s character turns red when injured and blood spilled by critters and the player causes stains on the dungeon floor and walls.</p>
<div class="captioned-img align">
<a href="/images/2025-12-13-NLarn_0.7.8_blood_and_gore.png">
<img src="/images/2025-12-13-NLarn_0.7.8_blood_and_gore.png" height="" />
</a>Grave injuries and a lot of spilled blood
</div>
<p>On the tactical front, world and combat interactions were enriched: gelatinous cubes now enguld and corrode items, rust monsters eat iron items they find on the floor, and colliding spheres of annihilation inflict real blast damage when they explode.</p>
<p>To reduce the differences to the original Larn, some monster resistances were added and key binding modified.</p>
<p>A healthy round of bugfixes underpins all of this, addressing crashes from traps and font scaling, correcting color and stealth behavior, fixing broken Spirit Naga attacks, rebalancing demon lord difficulty, and restoring proper post-victory challenge scaling.</p>
<p>Games started with the previous version 0.7.7 can be continued with this version.</p>
<p><a href="http://sourceforge.net/projects/nlarn/files/nlarn/0.7.8/">Download NLarn 0.7.8 from Sourceforge</a>.</p>
Sat, 13 Dec 2025 10:15:00 +0000
https://nlarn.github.io/news/2025/12/13/release-0.7.8
https://nlarn.github.io/news/2025/12/13/release-0.7.8releaseRelease 0.7.7<p>After another hiatus finally some news! Fresh and colourful comes NLarn 0.7.7.</p>
<p>In the last five years, most terminal emulators do no longer interpret bold
as bright anymore, as 256 colours are supported everywhere and people seemingly
decided that backwards compatibility to the eighties is not required anymore.
In the result, the game looked quite broken and had to be fixed. With more
colours!</p>
<div class="captioned-img align">
<a href="/images/2025-06-19_NLarn_0.7.7_256-colours.png">
<img src="/images/2025-06-19_NLarn_0.7.7_256-colours.png" height="" />
</a>256 colours
</div>
<p>Games created by the previous version 0.7.6 are not compatible. Hopefully
future additions will not break save files anymore!</p>
<p><a href="http://sourceforge.net/projects/nlarn/files/nlarn/0.7.7/">Download NLarn 0.7.7 from Sourceforge</a>.</p>
<h1 id="changes">Changes:</h1>
<ul>
<li>Switch to 256 colours</li>
<li>New weapon: the elven longsword - elves may be equipped with it</li>
<li>Overhaul the material of some weapon:
<ul>
<li>All spears are made of wood</li>
<li>The elven short sword is now made of mithril</li>
<li>The flail is now made of wood</li>
</ul>
</li>
<li>Reduce the probability of monsters with powerful weapons</li>
<li>Reduce the probability of weapons breaking</li>
<li>Reduce the probability of monsters dropping weapons</li>
<li>Show carried gold in yellow (suggested by jv84)</li>
<li>The potion of see invisible now cures blindness (suggested by jv84)</li>
<li>Modified potions of instant healing: they now always cure poisoning
and sickness. The previous special behaviour of blessed potions of
instant healing got removed.</li>
<li>Healing spell and healing potion no longer cure sickness</li>
<li>Show attended courses in school</li>
<li>Stay at home until explicitly leaving (with ESC)</li>
<li>More robust save file format. Future additions of items will not break
existing savegames anymore</li>
<li>Toggle full screen mode with ALT-Enter (macOS and Windows)</li>
<li>Change font size while the game is running (macOS and Windows)</li>
<li>Switch Windows build to WIN64</li>
</ul>
<h1 id="fixed-bugs">Fixed bugs:</h1>
<ul>
<li>Fix a crash bug fighting regenerating monsters when playing on
difficulty level 10 (spotted by r0cc0r0cc0)</li>
<li>Fix getting numeric input (macOS and Windows)</li>
<li>Fix enlightenment effect wrapping around map borders</li>
<li>Improve handling of terminal resizes while showing dialogues</li>
<li>Fix typo in monastery (spotted by jv84)</li>
<li>Fix compilation with recent compilers (patch by Frank Uhlig)</li>
<li>Fix compilation on FreeBSD (found in r7st’s fork)</li>
</ul>
Thu, 19 Jun 2025 13:05:09 +0000
https://nlarn.github.io/news/2025/06/19/release-0.7.7
https://nlarn.github.io/news/2025/06/19/release-0.7.7releaseSwitching to 256 colours<p>Starting the game again after a long time, I’ve noticed that modern terminals
no longer interpret the Curses attribute A_BOLD as bright colour. This sounds
obscure, but as the traditional Curses interfaces only supported 8 colours,
this was the way to go to get 16 (!) colours. Hence the display of this game
was broken in some terminals in their default configuration! I’ve noticed this
in the new Terminal included in Fedora 41, but also the sweet COSMIC Terminal
behaves like this.</p>
<p>With 256 colours, we do not need to use A_BOLD to modify colours anymore and the
first-time experience is okay again. Unfortunately PDCurses, which is essential
for the Windows and macOS builds of the game, only supports 256 colour pairs, so
we cannot use all possible combinations of foreground and background colours in
the game.</p>
<p>Gladly, only a few colours require a background, so we can use the whole lot of
colours in the game on the black background of the game. And fortune smiled upon
us, as 8 colours of the 256 of the enhanced palette are duplicates! These
redundant colours are now used for the UI colours.</p>
<p>To make the colours accessible in the game, each had to have an unique name.
There are some lists of names to be found on the web, but unfortunately these
all contain duplicates, leaving a lot of the colours without a name. Hence I
had to find an distinct name for every colour.</p>
<div class="captioned-img align">
<a href="https://gist.githubusercontent.com/jasonm23/2868981/raw/0537d43a50b924558067c6fcde0117e6fab478f0/xterm-256color.svg
">
<img src="https://gist.githubusercontent.com/jasonm23/2868981/raw/0537d43a50b924558067c6fcde0117e6fab478f0/xterm-256color.svg
" height="" />
</a>XTerm 256 colours palette
</div>
<p>The colour names were carefully assembled from various sources, mainly by using
Thomas Dickey’s helper script
<a href="https://github.com/ThomasDickey/xterm-snapshots/blob/master/vttests/closest-rgb.pl">closest-rgb.pl</a>,
which was designed to find the closest colour names for the XTerm colour
palette. This script was run against the
<a href="https://gitlab.freedesktop.org/xorg/app/rgb/-/blob/master/rgb.txt">original X11 list of colours</a>
(which it was designed for), Wikipedia’s list of
<a href="https://en.wikipedia.org/wiki/List_of_RAL_colours">RAL colours</a>,
<a href="https://en.wikipedia.org/wiki/List_of_Crayola_crayon_colors">Crayola crayon colors</a>
and <a href="https://en.wikipedia.org/wiki/List_of_colors:_A%E2%80%93F">generic colour names (A-F)</a>
<a href="https://en.wikipedia.org/wiki/List_of_colors:_G%E2%80%93M">(G-M)</a>
<a href="https://en.wikipedia.org/wiki/List_of_colors:_N%E2%80%93Z">(N-Z)</a>,
and the list of <a href="https://en.wikipedia.org/wiki/Traditional_colors_of_Japan">traditional Japanese colour names</a>
(actually I found a <a href="https://gist.github.com/jpegzilla/2ab93a895b0e484fa042b7bde29a093c">JavaScript representation of the data</a>,
which was much easier to work with).</p>
<p>The script not only shows the closest match for a value, but also the
distance of the colour to the named colour. Usually I’ve picked the
colour name with the best match, but there were still quite a few duplicates
and bad matches. Those I’ve fed into the
<a href="https://colors.artyclick.com/color-name-finder/">ArtyClick Color Name Finder</a>,
which knew a nice name for most of the remaining colours.</p>
<p>I’m quite happy with the <a href="https://github.com/nlarn/nlarn/blob/master/inc/colours.h#L28">resulting names</a>.</p>
<p>I have assigned new colours to most items and monsters. For the latter
I’ve tried to assign a colour that matches the well-known D&D style of
the monsters. Stay tuned for the next release, which will include these
changes - soon (TM).</p>
Sat, 15 Feb 2025 20:03:00 +0000
https://nlarn.github.io/news/2025/02/15/256-colours
https://nlarn.github.io/news/2025/02/15/256-coloursgenericRelease 0.7.6<p>New month, new features. This release mainly seeks to fix the macOS package, which was broken in 0.7.5.
But also some other bugs, that only affected first time players were fixed and last but not least casting the spell “fireball” finally works in all cases and places on the maps.</p>
<p>But also something new will sure delight the heart of any adventurer: some monsters will now appear in packs and move through the caverns together.</p>
<p>Games created by the previous version 0.7.5 are compatible and can be continued.</p>
<p><a href="http://sourceforge.net/projects/nlarn/files/nlarn/0.7.6/">Download NLarn 0.7.6 from Sourceforge</a>.</p>
<h3 id="the-changes">The Changes:</h3>
<ul>
<li>Some monsters now appear in packs (e.g. osquips and rothes)</li>
</ul>
<div class="captioned-img align">
<a href="/images/2020-05-23_NLarn_0.7.6_pack_of_orcs.png">
<img src="/images/2020-05-23_NLarn_0.7.6_pack_of_orcs.png" height="" />
</a>Pack of orcs
</div>
<ul>
<li>Some monsters produce sounds when attacking</li>
<li>Differentiate between amulets and talismans</li>
<li>Add some missing monster resistances</li>
<li>Shatter potions when exposed to fire</li>
<li>Consistently call the currency “gold”</li>
<li>Consistently show monastery messages as windows</li>
<li>Sort stats in obituary matching to order on main screen</li>
<li>Document that shop prices for item stacks are per item</li>
</ul>
<h3 id="the-fixed-bugs">The fixed bugs:</h3>
<ul>
<li>Fix macOS application bundle</li>
<li>Handle empty scoreboard correctly</li>
<li>Show undefined gender correctly in configuration dialogue</li>
<li>Several fixes to casting fireballs:
<ul>
<li>now works in the topmost corridor</li>
<li>selecting the location only allows valid selections</li>
<li>red monsters are shown as light red when they’ll be hit.</li>
</ul>
</li>
<li>Bring back the Eye of Larn (after red_kangaroo)</li>
<li>Keep townsfolk inside the town area</li>
<li>Fix debit message</li>
</ul>
Sat, 23 May 2020 06:43:00 +0000
https://nlarn.github.io/news/2020/05/23/release-0.7.6
https://nlarn.github.io/news/2020/05/23/release-0.7.6releaseRelease 0.7.5<p>After three weeks the next release on NLarn is finished. Mainly driven by the desire to fix saving highscores on Windows, which was broken in the previous version 0.7.4, this release also brings some nice improvements which were long wished for.</p>
<p>A main menu now welcomes the player when starting the game; when a character dies, instead of disrespectfully terminating, the player returns to the main menu and can immediately start over. The interface has also been subtly improved in other aspects: important messages now stand out in bright colours and finally items on the player’s position are menitoned in the game log, sparing the effort of always examining places with items.</p>
<p>On winning the game, the difficulty level is raised and subsequent games will be more difficult then the previous games. Finally NLarn follows its paragon in this aspect. Except this automatism, everything related to increased difficulty was implemented more than a decade ago. Be prepared to pay your taxes to the Larn Revenue Service!</p>
<p>Games created by the previous version 0.7.4 are compatible and can be continued. I’m also happy to announce that the macOS installation package, which was missing for the previos release, has returned for this release.</p>
<p><a href="http://sourceforge.net/projects/nlarn/files/nlarn/0.7.5/">Download NLarn 0.7.5 from Sourceforge</a> and continue your endeavours in the caverns of Larn!</p>
<h3 id="the-changes">The changes.</h3>
<ul>
<li>Add a menu system: instead of dropping directly into the game on start,
present a menu with the option to start a or continue the saved
game, configure the settings and view the highscores. When the
player dies, don’t drop out of the game, but return to the menu.</li>
</ul>
<div class="captioned-img align">
<a href="/images/2020-04-24_NLarn-0.7.5_main_menu.png">
<img src="/images/2020-04-24_NLarn-0.7.5_main_menu.png" height="" />
</a>Main menu
</div>
<ul>
<li>Increase difficulty after winning the game</li>
<li>Emphasise important messages with color (e.g. a critical hit is
shown in bright red)</li>
<li>Emphasise most recent message in the log, show others grayed out</li>
<li>Mention items at player’s position in the log</li>
<li>Improve the result of the charm monster spell</li>
<li>Improve monster status descriptions</li>
<li>Remove the option to set the game difficulty from the command line</li>
<li>Increased robustness against broken configuration files</li>
</ul>
<h3 id="the-fixed-bugs">The fixed bugs.</h3>
<ul>
<li>Fix saving highscores on Windows</li>
<li>They’re the caverns, not some random dungeon</li>
<li>Consistent naming of the buildings</li>
<li>Fix sleep and hold monster for townsfolk</li>
<li>Fix generating giant bats (not generated by 0.7.4)</li>
</ul>
Fri, 24 Apr 2020 16:49:00 +0000
https://nlarn.github.io/news/2020/04/24/release-0.7.5
https://nlarn.github.io/news/2020/04/24/release-0.7.5releaseRelease 0.7.4<p>More than a year has passed since the last version of NLarn, but finally, due to external circumstances (hint: mainly the global lockdown), I had the time and felt the need to finish the last remaining issue that blocked this release.</p>
<p>The user interface received a significant amount of polish and should feel more consistent. When the player is involved in some action that takes many turns to complete, a popup window will indicate what is going on. And finally the game can be configured from within the game, without editing arcane configuration files in forbidden places.
The random number generator got replaced; the new RNG allows to save it’s state within the savegame, thus ensures that the game will continue after saving and loading as if it had continued without the interruption.</p>
<p>Due to the changed RNG, games created by previous versions are not compatible.</p>
<p><a href="http://sourceforge.net/projects/nlarn/files/nlarn/0.7.4/">Download your copy from Sourceforge</a> and enjoy your expedition to the caverns of Larn!</p>
<h3 id="the-changes">The changes.</h3>
<ul>
<li>Replaced the random number generator (Mersenne Twister) with
the much faster xoshiro128** and save it’s state with the savegame</li>
<li>Redesigned poisoning: instead of taking a huge amount of hp whenever
poison kicks in, only take 1 hp, but increase the frequency depending
on poisoning</li>
<li>Stay in bank, monastery and school until explicitly leaving (with ESC)</li>
<li>Configure game defaults with CTRL-P</li>
</ul>
<div class="captioned-img align">
<a href="/images/nlarn-configuration-dialogue_2020-04-09.png">
<img src="/images/nlarn-configuration-dialogue_2020-04-09.png" height="" />
</a>Configuration dialogue
</div>
<ul>
<li>Show a popup window during actions that take more than ten turns</li>
</ul>
<div class="captioned-img align">
<a href="/images/nlarn-long-activity_2020-04-09.png">
<img src="/images/nlarn-long-activity_2020-04-09.png" height="" />
</a>Long activity
</div>
<ul>
<li>Show item type description in auto-pickup configuration dialogue</li>
<li>Permanently show spell description below spell selection window</li>
<li>Describe spell type for most spells in spell description</li>
<li>Add worn amulet to player’s equipment overview</li>
<li>Allow intentionally triggering a teleport trap</li>
<li>Distribute Changelog in HTML format on macOS and Windows</li>
<li>Write a default configuration file when none is present</li>
<li>Allow specifying a custom user directory for the save and configuration
file on the command line</li>
<li>Added a command line option to show the Hall of Fame (highscores)</li>
<li>Add author, icon and version number to Windows uninstaller</li>
<li>Moved auto-pickup configuration key from ‘@’ to CTRL-A</li>
<li>Auto-pickup settings are not stored with saved game anymore, but
set from the defaults when loading a game</li>
<li>Got rid of the unfinished Lua integration</li>
</ul>
<h3 id="the-fixed-bugs">The fixed bugs.</h3>
<ul>
<li>Fix movement with keypad keys while Num lock is enabled
(only affected Windows and macOS)</li>
<li>Fix “Cure Blindness” spell</li>
<li>Fix crash when reading large scoreboard file</li>
<li>Generate all items again (0.7.3 didn’t generate first item of type)</li>
<li>Disable auto-pickup when blinded</li>
<li>Don’t generate rooms with one floor tile in one direction</li>
<li>Correct the effect of the disenchantress on some item type</li>
<li>Fixed wrapping texts with indentation</li>
<li>Fix text wrapping in message popup</li>
<li>Hide the console windows on Windows</li>
</ul>
Thu, 09 Apr 2020 13:17:00 +0000
https://nlarn.github.io/news/2020/04/09/release-0.7.4
https://nlarn.github.io/news/2020/04/09/release-0.7.4releaseRelease 0.7.3<p>After a seemingly endless deep slumber, which might have seemed like death, life returned to the effort to create a Larn for the 21st century.</p>
<p>This release focused on polishing and balancing the combat system. The Windows version no longer runs in a console window, but uses a graphical console emulation and thus catches up with the macOS version, which always presented itself to the player this way. To ease the transition, the font size for the game can be modified in the configuration file.</p>
<p>As usual, also some bugs got fixed. Unfortunately saved games created by previous versions are not compatible.</p>
<p><a href="http://sourceforge.net/projects/nlarn/files/nlarn/0.7.3/">Download it from sourceforge</a> and I hope you enjoy playing it!</p>
<h3 id="the-changes">The changes.</h3>
<ul>
<li>Generic SDL PDCurses support for all platforms</li>
<li>Configurable font size for the SDL version</li>
<li>Combat: take enemy size into account</li>
<li>Combat: balance weapon damage</li>
<li>Magic: Animate reflection of rays</li>
<li>Magic: Magic Missile is handled as ray spell</li>
<li>Magic: Terminate ray spells at medium sized monsters</li>
<li>Magic: Balance spell damage</li>
<li>Added cold resistance for monsters (the ice lizard, the yeti and the white dragon don’t take damage from cone of cold)</li>
<li>Minimalistic item descriptions when blinded</li>
<li>Blinking display for very low HP (always with SDL PDCurses, when compiled with ncurses blinking depends on terminal support)</li>
<li>Bright red warning when unarmed</li>
<li>The potion of treasure finding now detects the bank branch office</li>
<li>The potion of healing and the healing spell can now cure sickness</li>
<li>Mitigated the scroll of spell extension</li>
<li>Occasionally drop arrows when disarming arrow traps</li>
<li>Pay taxes in one step</li>
<li>Lock savegame file while the game is running (prevents accidentally launching the game multiple times from autosaves)</li>
<li>Code cleanup</li>
</ul>
<h3 id="the-fixed-bugs">The fixed bugs.</h3>
<ul>
<li>Only erode player’s exposed items from monster breath attacks</li>
<li>Prevent increasing max. HP with healing spell</li>
<li>Prevent wearing ring or body armour when wearing gloves or a cloak</li>
<li>Prevent swapping weapons when secondary weapon is two-handed and holding a shield</li>
<li>Match fountain event probabilities with those of the original Larn</li>
<li>Fixed type II demon lords (who lost all their special abilities with the previous release)</li>
<li>Fixed handling of itching when washing at a fountain</li>
<li>Fixed crash when reading scroll of identify without or very few unidentified items</li>
<li>Fixed burning of grass</li>
<li>Corrected some messages</li>
<li>Fixed some visual glitches</li>
</ul>
Sat, 08 Sep 2018 21:36:00 +0000
https://nlarn.github.io/news/2018/09/08/release-0.7.3
https://nlarn.github.io/news/2018/09/08/release-0.7.3releaseProject moved to GitHub<p>As SourceForge seems to die slowly and has proven very unreliable early this
year, I’ve decided to move the entire project to GitHub.</p>
<p>The source code, the issue tracker, the wiki, and the homepage are now hosted
on GitHub. Only downloads for older releases remain on SourceForge.</p>
<p>And yes, this is a clear sign that I picked up the game again and decided to
continue working on it. I plan on releasing an update which will focus on bug
fixes and balancing in the near future (lesson learned in the past: precise
dates and release announcements should not appear in the same sentence).</p>
<p>After that release I’ll continue working on unfinished features, e.g. the
<em>summon daemon</em> spell.</p>
Fri, 18 May 2018 08:55:00 +0000
https://nlarn.github.io/news/2018/05/18/moved-to-github
https://nlarn.github.io/news/2018/05/18/moved-to-githubgenericRelease 0.7.2<p>After only a short span of time, the next release on NLarn is finished.</p>
<p>The most significant change is the availability of a MacOS X installer.
NLarn uses SDL PDCurses on OS X, which allows to scale the window; the font size will change with the window size. It is known to work on Snow Leopard and Lion. As it is a 64-bit application it will not work on older Macs. Currently the ‘\’ key (which will open the list of discovered items) is not recognised (at least with a German keyboard layout), the reason is under investigation. If anybody has an idea how to solve this, I’d be more than glad to hear from you!</p>
<p>Except this, most predominantly a lot of bug fixing and mending was undertaken, but still some features were added. Saved games created by previous versions are obsolete.</p>
<p><a href="http://sourceforge.net/projects/nlarn/files/nlarn/0.7.2/">Download it from sourceforge</a> and I hope you enjoy playing it!</p>
<h3 id="the-changes">The changes.</h3>
<ul>
<li>Added an OS X disk image with “installer”.</li>
<li>Use SDL PDCurses per default on OS X. This allows to scale the window and set the window icon and title when running.</li>
<li>Implemented magic resistance for monsters. The hell hound, the spirit naga and the demon lords and prince are now resistant to damage cause by magic (currently only the magic missile).</li>
<li>The spells lightning, cone of cold and fireball can now destroy doors.</li>
<li>It is now possible to target a spell while blinded.</li>
<li>Implemented the disarming of traps and the removal of traps from containers(key: ‘D’). Moved the previous shortcut for the list of discovered landmarks from ‘D’ to CTRL+D.</li>
<li>When quaffing healing or power potions at full hp or mp the maximum for the specific stat is increased.</li>
<li>Allow ranged attacks on invisible monsters and decreased the chance to hit then with melee and ranged attacks.</li>
<li>Abort searching when monsters are close.</li>
<li>The metamorph will now drop it’s weapon when turning into a monster that cannot use it; the new monster’s hp depend on the relative amount of the new monster type’s maximum hp.</li>
<li>Show a message when an item is identified by wearing it.</li>
<li>Ensure that unique weapons won’t break.</li>
<li>Added version information to the Windows installer.</li>
<li>Display a message when using the potion of full healing.</li>
</ul>
<h3 id="the-fixed-bugs">The fixed bugs.</h3>
<ul>
<li>Fixed a crash that could occur when a blast of fire (caused by hell hounds or red dragon) destroyed items in the inventory.</li>
<li>Fixed a crash when a monster triggered a trap with a specific message.</li>
<li>Various fixes and enhancements for spheres of annihilation.</li>
<li>Do not swap weapons when none is readied.</li>
<li>Inhibit various actions while paralysed.</li>
<li>Corrected combat messages and disable looking around while blinded.</li>
<li>Fixed the spell “polymorph”.</li>
<li>Ensure the townsfolk don’t block important places.</li>
<li>Some fixes to the monastery:
<ul>
<li>Fix two crashes: one occurred when aborting the item selection; the other when uncursing uncursed, but unidentified items.</li>
<li>The monastery will no longer “remove curses” on containers (i.e. traps).</li>
<li>Ensure the price for remove curse is at least 1gp.</li>
<li>Handle plural case in a monastery message.</li>
</ul>
</li>
<li>Avoid ammo that is stuck inside walls.</li>
<li>Fix repair price calculation for blessed items.</li>
<li>Ensure the scroll of blank paper is unlabelled.</li>
<li>Show sec. weapon and quivered item in obituary.</li>
<li>Corrected the description of the spell “cancellation”.</li>
<li>Don’t show the name of unseen monsters.</li>
</ul>
Fri, 06 Jul 2012 18:54:50 +0000
https://nlarn.github.io/news/2012/07/06/release-0.7.2
https://nlarn.github.io/news/2012/07/06/release-0.7.2releaseRelease 0.7.1<p>I’m happy to announce another iteration of NLarn. This release focuses on bug fixes and balancing. Some of the changes made this version incompatible to the previous version’s save files.</p>
<p><a href="http://sourceforge.net/projects/nlarn/files/nlarn/0.7.1/">Download it today</a> and spend all your free time playing it, but don’t blame me if you miss your next exam.</p>
<p>Changes in this release are:</p>
<ul>
<li>More armour:
<ul>
<li>a simple cloak.</li>
<li>Boots of Speed (unique).</li>
<li>Cloak of Invisibility (unique).</li>
</ul>
</li>
<li>Weapons can break during combat. The number of broken weapons is counted and shown in the postmortem.</li>
<li>Make damaged items less effective: burnt, corroded or rusty weapons and ammunition will now cause less damage, damaged armour will protect less.</li>
<li>Redesigned armour and weapon distribution in the dungeon. The elven chain is more heavy and unique.</li>
<li>Reduced the availability of items in the store.</li>
<li>Replaced the amulet of invisibility by the amulet of sustainment, which protects against attribute draining attacks.</li>
<li>The bank pays less interest on player’s savings.</li>
<li>Increased school course prices. The course prices now depend on the length of the course, thus maintaining the balance between benefit and cost.</li>
<li>Raise item identification and repair prices. The prices will now depend on the item’s value. For lower-prices items the minimum charge stays at 50 gold. Repair prices for item stacks depend on the amount of items.</li>
<li>Generate monster item adequate to dungeon level. Previously troglodytes on dungeon level 3 could carry an amulet of power, which was not desirable. Another effect of this change is that monsters in the deep dungeon levels carry more interesting items.</li>
<li>Do not erode items inside containers.</li>
<li>Implemented scroll of hold monster. This scroll was in error set up as a scroll that affects the player, and as the effect “hold monster” has no effect on the player, this mistake went unnoticed until now.</li>
<li>Reduced the range of enlightenment.</li>
<li>Wizard Mode: allow to select stationary objects as teleport destination (as for auto-travel).</li>
<li>Improved the help file.</li>
<li>Modernised the Windows Installer.</li>
<li>Windows Resources now allow icons for the executable and embedded dynamic version information in the executable.</li>
<li>Accept ^U/^D in the inventory, spell list and message windows as PGUP/PGDOWN.</li>
<li>Expanded scores in the memorial file onto two lines. This avoids ugly wraps and allows to display more information. Spelled out explanational remarks and added the dungeon level.</li>
<li>Enhanced saving the memorial file:
<ul>
<li>Save the file in the user’s home directory; on Windows save it under “My Documents”.</li>
<li>Offer to chose a new file name if a file exists.</li>
<li>Wrap and indent long lines at column 78.</li>
<li>Choose the line terminator matching the platform.</li>
</ul>
</li>
<li>Implemented working setgid for system-wide installations on *nix systems.</li>
</ul>
<p>Quite a lot of bugs got fixed:</p>
<ul>
<li>Adapted the map loading code to native EOL. This fixes unreachable areas when playing on Windows (reported by many).</li>
<li>Fixed enlightenment for the upper left corner of the map (Reported by Krice).</li>
<li>Fixed a crash after shooting the last ammo.</li>
<li>Ensure player’s experience can not sink below zero. This fixes a crash that occurred when drinking from a fountain and loosing more experience than the player has.</li>
<li>Calculate adjacent monsters while enlightened. This fixes targeting and allows to abort running or auto-travel.</li>
<li>Fixed increase of spell effect duration when casting a spell known at a higher level of knowledge multiple times.</li>
<li>Prevent swapping cursed weapons.</li>
<li>Fixed the descriptions for item stacks in the shop (use the plural form when applicable).</li>
<li>Fix the order of message when unequipping multiple item types: log success only after the time is passed. Fixed the order of messages when climbing out of a pit.</li>
<li>Fixed ranged attacks to monsters over water/lava.</li>
<li>Waste ammo when dropped on deep water or lava.</li>
<li>Slings and bows are two-handed weapons, too.</li>
<li>Recalc burdened status after fighter courses.</li>
<li>Colour first headline in identified item’s list.</li>
<li>Count scrolls scribed at the school as item purchase, not as
educational purpose.</li>
<li>Fixed a memory leak and accesses to freed memory found by valgrind.</li>
</ul>
Sun, 27 May 2012 14:34:45 +0000
https://nlarn.github.io/news/2012/05/27/release-0.7.1
https://nlarn.github.io/news/2012/05/27/release-0.7.1release