Beta 17 of Crawl 4.00 is now generally available for testing purposes. Everyone is encouraged to migrate to this latest build. Character files from beta 7 (also known as pr7) and above should be compatible with this release. Source files, a precompiled 32-bit windows binary, and a precompiled DOS binary are there for the taking. The source should compile on a variety of platforms, and has been known to build for DOS, Windows, MacOS, Solaris, Linux, and FreeBSD targets. Ports to unsupported platforms are always welcome. Appended below are Gordon's latest release notes. Source bundle: ftp://ftp.dungeoncrawl.org/LATEST/devteam/cr400beta17-src.zip Win32 (9X/NT/2000/ME) binary: ftp://ftp.dungeoncrawl.org/LATEST/devteam/cr400beta17-w32.zip DOS binary: ftp://ftp.dungeoncrawl.org/LATEST/devteam/cr400beta17-dos.zip -db --- BEGIN RELEASE NOTES --- I'm still not sure I've nailed the items bug, but I found a few very nasty bits of code that _could_ have caused it. Other than that, in no particular order: * autobutcher will now correctly switch back to bare hands. * handle_nearby_ability() for monsters now takes into account monster friendliness and player visibility. * wrapped #ifdef DOS_TERM around some of Brent's changes in view.cc to avoid problems with DOS gettext() and puttext(). * needles thrown by skilled characters will no longer destroy walls (sigh). * monsters not carrying ammo won't bother picking any up if they're in a fight. * no more shapeshifter zombies. * "vastly" improved stabbing messages. * some grammatical fixes for speaking monsters. * clarification: wanderers should not start with any spells, although some may start with spell skill(s). * attacking enslaved creatures now breaks the charm. * MAJOR: fixed zombie generation in the various dungeon branches lacking zombifiable "native" critters. Should clear up most of the level hangs. * fixed up monster_polymorph() to avoid hanging problems. * shapeshifters no longer gain special abilities of critters into which they polymorph. * MAJOR: incredibly, monster enchantments were not being reset on level generation (so, new monsters could 'inherit' enchantments from previous ones). This was probably responsible for All Kinds of Weirdness(tm). --- END RELEASE NOTES ---