A roguelike originally created (and developed until version 0.6.4c) by Andrew Doull.
My estimated timeline was too optimistic. Because it was my senior year, I spent this spring concerned almost solely about making sure everything was in order so that I could graduate. Thus, I was unable to spend significant time on development of Unangband; it is unlikely that I will be able to release 0.7.0 this summer.
All is not forgotten however, and since my graduation in June I have made significant progress on quests, to the point that at least one added quest (“Destruction of the One Ring”) functions properly (in terms of advancement and effects) in debug mode tests. The next step is to fix the quest description code, which currently is just broken.
All in all, I hope to release 0.7.0 by the end of this year. As always pull requests are welcome (even though I have two in limbo - I don’t have a system without xfonts, and hence cannot test those properly).
DISCLAIMER – Most of this post is highly technical. If your just want to know what the next release will be, stop at this: 0.7.0 will be a major update, focusing on the addition of quests to the game.
I believe I have stated before that I will endeavour to implement many of the features which Andrew left
in his TODO file. Accordingly, the main focus for Release 0.7.0 will be quests. This is a complex issue.
Little bits of code related to quests are scattered throughout the source, from calls to the
xtra2.c, which in all current releases simply returns, to checks in the dungeon generation
and monster placement to determine effects. After significant puzzling, I have figured out the way in
which the quests were being implemented. In order to make things clearer, I have refactored some of this
code into a new file:
quests.txt . While this makes things clearer, however, the code so far remains a
collection of hacks layered on top of each other, many of which are not practical to refactor at the moment.
I am making slow but steady progress. Due to other commitments, I do not have as much time to work on this
project as I would like, but I retain my estimate of releasing 0.7.0 in spring or summer of 2018. In order
to show you all that I have not forgotten about this, I have pushed my WIP to a new branch:
I notice I say “you all” but I don’t actually know if anyone is out there reading this blog. This fact is honestly my only regret about using Github Pages to host it.
Unangband 0.6.6 is out! Download the source or binary of the new release here.
I am still looking for collaborators on this project (either short- or long- term). If you have any interest, fork this repository or send me an email.
Expect 0.7.0 in late spring or summer of next year (2018).
Unangband 0.6.5a is out! Download the source or binary of the new release here.
Among several bugfixes to improve the experience, I have also created a native Mac OS X (Cocoa) port of the game (mostly by ripping code for the port from Vanilla ). The Cocoa GUI has not been extensively tested with Unangband, and therefore there may be bugs. The linux (curses/x11) version is to be considered more stable, and can still be run on OS X. In addition, graphics tiles and sounds are non-functional (and therefore not included) in the OS X version.
Please report any bugs with the game at the issue tracker. A shout-out to @aeoo for finding many of the bugs that this release fixed, and others who posted issues as well.
I will likely do one or two more bugfix releases before the quest update (0.7.0).
As stated in my previous post, I do not expect to get a new release out until June or July. However, I realized that I left slight ambiguities. To any who are worried by the lack of commits lately, I have been bogged down with other work and do not expect to have much time to work on this until late May. This doesn’t preclude any of you from submitting pull requests or issues during that time, though, and I will deal with them as I am able.
Since my recent release, I have received requests to publish a release schedule. Originally, I planned for my next release to be the long-awaited 0.7.0, which, by Andrew Doull’s old project timeline (I will attempt to keep up to date with the features specified therein) should include new features, such as quests. However, given the numerous bug reports submitted by aeoo, I have decided that I must first release a version fixing many of the said bugs. I expect this next planned release, 0.6.6, to be published this coming June or July.
A big thanks to all who have downloaded the recent release! According to GitHub’s statistics, in the fortnight prior to this writing, 116 people have viewed this project, four of whom have actually cloned the repository (fingers crossed that some pull requests will show up soon). The fact that there are still people interested in this variant inspires me to work even harder on maintaining this game.
Unangband 0.6.5 is out! Download the source or binary of the new release here.
-Reworked maps so that they don’t provide senseless teleportation halfway across Arda; each map may now have a ‘from’ dungeon specified, and attempts to use the map from any other dungeon (if the ‘from’ is defined) fail.
-Made some artifacts always appear in certain ‘reward shops’ (e.g. the Phial of Galadriel is attained at her Mirror).
-Allies in battlefield levels now vary based on the ‘A:’ entry for that dungeon
-Encumbrance reduces energy as opposed to speed.
On October 18, 2016, I was given maintainership of Unangband by Andrew Doull, the creator and long-time maintainer of the roguelike variant. Today, as the first release since the switch (0.6.5) approaches, I have taken the (small amount of) time to set up this site in order to be able to facilitate better communication and a front for the variant.
Andrew Doull’s old Unangband blog (and his releases) can be found at http://unangband.blogspot.com/.
Anyone who wishes to help in the further development of this game is more than welcome to contribute: either fork this repository and submit pull requests or contact me directly.