Planning for Release

Mar 27, 2016, 8:36 am
#76
Joined: Mar 17, 2008
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Those notes about gods have all been reverted. Probably should edit them out of the release notes.
Mar 27, 2016, 6:48 pm
#77
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Oops. I updated the notes, thanks for the heads-up
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
Jun 7, 2016, 6:23 am
#78
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Just posting in the de-facto release thread: IVAN 0.50.6 for windows is out.
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
Jun 8, 2016, 5:51 pm
#79
Joined: Dec 2, 2007
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With every release we've had, the new version breaks the save & hiscore files.

I think that for the latest release, with the huge worldmap changes, that was probably necessary. But for smaller releases we should allow old save files to remain valid if possible.

I also think that if there *are* real breaking changes, then we should do a major version bump. Otherwise do a minor bump.

So for a small change:
0.50.6 -> 0.50.7

For a large change that breaks hiscore/save files:
0.50.6 -> 0.51.0
Jun 8, 2016, 8:53 pm
#80
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capristo wrote
With every release we've had, the new version breaks the save & hiscore files.

I think that for the latest release, with the huge worldmap changes, that was probably necessary. But for smaller releases we should allow old save files to remain valid if possible.

I also think that if there *are* real breaking changes, then we should do a major version bump. Otherwise do a minor bump.

So for a small change:
0.50.6 -> 0.50.7

For a large change that breaks hiscore/save files:
0.50.6 -> 0.51.0

I agree, although now it makes me wonder exactly what types of changes cause differences in the save files that would require a step in the save file version number.

If we did a 0.50.a to 0.50.b change every three months, which is our current rate, it would take about 123 years before we get to IVAN version 1.0 xD
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
Jun 8, 2016, 11:09 pm
#81
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Haha sounds about right. Although hopefully now with dungeon scripting the releases will come more frequently!
Jun 9, 2016, 8:21 am
#82
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capristo wrote
Haha sounds about right. Although hopefully now with dungeon scripting the releases will come more frequently!

Yeah, who was it that said "release early and release often"? I think there will be more frequent releases.
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
Jun 9, 2016, 7:37 pm
#83
Joined: Dec 11, 2008
Posts: 1,770
Speaking of dungeon scripting, maybe we should finish off the Dragon Tower and Xinroch's Tomb?
System would indicate in graphic if person is mounted on horse or not.
Same system also show if person mounted on boar, elephant, polar bear etc.
Or if person mounted on ass.
Ivan find mounting on ass funny.
Jun 9, 2016, 8:04 pm
#84
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4zb4 wrote
Speaking of dungeon scripting, maybe we should finish off the Dragon Tower and Xinroch's Tomb?

You bet! I've got some script for Xinroch's Tomb that I started some years ago. I'll try to dig it up and post it
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
Jun 12, 2016, 6:28 am
#85
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Green valpurium!
Aug 23, 2016, 5:40 am
#86
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Shall we set a date for the next release? My feeling is 22nd of September 2016, which is the Autumn/Spring equinox. I don't know how far along other devs are with their progress, but maybe it's a good idea to set a date in advance rather than me arbitrarily doing a surprise release?
This way other devs can have a date to work towards and can be sure their latest work is included rather than just missing out.
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
Aug 23, 2016, 5:48 pm
#87
Joined: Apr 9, 2016
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The 2016 Annual Roguelike Release Party (ARRP) will be held on the 17 and 18 of September 2016. (Link)
Releasing during the ARRP might bring some extra attention from the wider roguelike community
Aug 24, 2016, 6:19 am
#88
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Serin-Delaunay wrote
The 2016 Annual Roguelike Release Party (ARRP) will be held on the 17 and 18 of September 2016. (Link)
Releasing during the ARRP might bring some extra attention from the wider roguelike community

Aha! Good strategic and community-minded thinking Serin. I'll change the ivan release date to suit the ARRP date. Probably the 17th of September then.


EDIT: I updated this page to reflect our intentions: http://www.roguebasin.com/index.php?title=2016_ARRP
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
Sep 18, 2016, 4:31 am
#89
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IVAN 0.507 is out!

Sorry for the delay, I was sick this weekend.
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
Sep 18, 2016, 6:54 am
#90
Joined: Apr 2, 2014
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Thanks!

Let's see how many times I can die in a single afternoon!
Sep 18, 2016, 9:40 am
#91
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Woohoo!
Sep 18, 2016, 1:12 pm
#92
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I wonder, does the wizard mode work difeerently from what it used to? Not that I need it right now, but I'd like to use it one day and Ctrl+X doesn't work for me...

And BTW, does anyone know how validation of pull requests from local clones of repositories work? I tried to create a pull request from a branch on my laptop into Ivan main on Git, but it tells me a validation is required... I don't have much experience working with this, so I'm probably doing something wrong...
Sep 18, 2016, 2:47 pm
#93
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It's shift+X and it has to be compiled with wizard mode enabled.

For Git not sure, I've never seen anything about validation? If it needs authorization then you probably need to add your ssh key to your github account
Sep 18, 2016, 2:54 pm
#94
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capristo wrote
It's shift+X and it has to be compiled with wizard mode enabled.

Whoops, I think I forgot to compile with wizard mode enabled. I'll update the binary.
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
Sep 19, 2016, 12:49 am
#95
Ex-Tyrant of the IVANers


Joined: Dec 8, 2007
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Is there a way to turn off the music? Not that I don't like it - but does it exist?
"Put more stuff in the... thing where... more stuff goes in."
Sep 19, 2016, 3:36 am
#96
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Can't it be disabled in options?
Sep 19, 2016, 4:21 am
#97
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Go to the config menu, then cycle the midi output device until it says "No output device".
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
Sep 19, 2016, 7:03 pm
#98
Joined: Jul 30, 2016
Posts: 3
Volume set to 0 as well.
Sep 21, 2016, 12:10 pm
#99
Ex-Tyrant of the IVANers


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Ah OK. It's just a little hidden is all.
"Put more stuff in the... thing where... more stuff goes in."
Sep 28, 2016, 6:44 am
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Does anyone of you use quarterstaffs? I feel they are quite rubbish as is, because of their very high weight and average damage.

What would you think about buffing them a bit? I'd say decrease their main material volume from 3000 to 2000, putting them on par with staffs of wondrous smells and decreasing the weight issues, plus seriously increase their roundness, like to 50 or 60. They would still be heavy and with sub par damage, but good for defensive fighting.
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