April 12th, 2010Game Play:
· Add low level spell to allow Masters to light rooms.
· Ensure minimum blood debt.
· Reduce summoning debt for some monster types.
· Allow travelling while poison is slowed.
· Allow line of sight/panel/level based spells to affect objects and
· grids separately from monsters.
· Improve sensing of non-cursed items using techniques which sense cursed state.
· Improve sensing to note that an item is not cursed when you wield it and it is not cursed, if it was unusual or nonmagical (The other cases were correctly handled prior to this).
· If you sense what bag an item belongs in without identifying the item,
· all subsequently created items are similarly sensed
· Make Cure Poison mushrooms cure poison instead of slowing it.
· Rebalance some master summoning spells to be more useful at lower levels, as well as balance some of the resulting summons.
· Differentiate spells which summon a monster, versus those which create or animate a monster. The latter do not incur mana or blood debt and do not leave your service.
· Hatched eggs or rebuilt golems no longer leave your service.
· Lemures are now truly larval.
· Prevent regions 'double-hitting' a grid during the same attack.
· Make some plants strangle.
· Prevent monsters fighting each other from using attacks which would heal their intended target (Reported by vrbones).
· Make player traps more useful: murder holes use up ammunition less frequently; spring-loaded traps never use up ammunition; allow magic items with higher multipliers when set in traps; give bonus shots and damage multipliers to traps set by the player deeper in the dungeon.
· Add deeper and more deadly murder holes and spring-loaded traps.
· Cure all (debug command) should restore stats before healing.
· Better balance depth of traps based on damage.
· Slight tweak to ensure monkeys only carry pebbles.
· Flask throwing monsters can now carry gunpowder flasks.
· Add seeker shots.
· Allow monsters to surrender.
· Attempt to make mechanisms useful for something.
· Add Reveal Secrets spell.
· Grey monsters are now consistently immune to acid and cold and frequently immune to poison. Grey orcs no longer blink (bug 16745).
· Add identify and recharge item I services to the Magic Shop. These were almost always added by the presence of various Wizard books in those shops, and so unfairly penalized non-Wizard school casters. (Bug 16739, suggested by thorgot). Doubled cost of identify service to compensate.
· Give take item to unseen servants to make them more servant like.
· You now learn monster hit points and armour class based on the number of times you damage the monster, and the number of times you attack the monster with attacks which can miss, instead of the number of times you kill them.
· Make magic mapping dection area consistant with all other detection areas.
User Interface:
· Warn the player if their summoning spell doesn't produce a monster.
· Summoned monsters are always visible the first round they are summoned.
· Changed sunken city to sunken cities (Suggested by Arralen).
· Add reserve mana to character display. (Thanks to bigalphillips for this and other fixes).
· Rewrite level up screen to show how increasing a stat will affect your characters abilities. (Thanks to bigalphillips)
· Move Gain Familiar Ability menu over to fit longer entries on a 80x24 screen.
· Minor command documentation changes
Bug Fixes:
· Prevent monsters being entombed by traps or regions.
· Fix style description on character sheet.
· Fix display not refreshing after a quake.
· Fix psionic blast message.
· Fix for monsters not incurring summoning debt.
· Distinguish between spells which summon multiples of 1 of a monster vs spells which can summon group monsters.
· Fix for Bug #16933 Libraries need owners
· Fix for 016789 Targeting that does not target ...
· Fix for bug #16792 {Magic} items are called egos or artifacts, but not always (Reported by bigalphillips).
· Fix for Bug #16799 Monster is afraid after already dying (Reported by bigalphillips).
· Fix monster spell and blow descriptions.
· Remove invalid assertion that would cause game to crash.
· Fix description of monsters guarding locations.
· Was biasing stairs in wrong direction.
· Fix for bug Bug #16746 Lines of doors and shops appear in dungeon (Thanks to Big Al for triage and careful analysis).
· Fix for bug 016731 Sanity check birth_gollum.
· Fix for bug 016730 Don't award disarming experience for traps you can't hit
· Fix for potion of experience description.
· Fix parsing of dungeon zone names (reported by Arralen).
· Fix up bag of holdings in dumps. (#16791)
· Fix up various documentation inconsistancies and typos.
· Fix descriptions of bags of holding in death dumps.
· Fix for Bug #16732 stealing doesn't display items you can steal.
· Fix for bug #16780 failed to move 1, 0 messages (Reported by bigalphilips).
· Fix up some typos in character dumps. (#16734)
· Fix spell power calculations (especially for Apprentice Mages). #16735.
· Fix gollum mode birth option. (#16733)
· Fix bug where tangleroot/briarpatch would damage monsters not near water or plants (Reported by satyr).
· Fix bug where detect objects would detect the terrain which contained an object (Reported by arralen).
· Fix pickup messages for items in magic bags. (#13835)
· Fix for bug 16743 Lightning Spark description (Reported by Bandobras).
· Fix for bug 16758 Sting spell never learned, uses energy or mana (Foolishly reported by Pete Mack, also konijn and others)
· Fix for bug 016749 specialist items in off-hand slot can be destroyed by acid
· Fix for bug 016748 specialist can't wield to off-hand slot if a shield is worn.
· Add parentheses to fix punctuation problems. (#16760)
· Stop the player from landing on the downstairs of the Mirkwood Cellers (towns now use MORE and LESS flags).
· First pass at updating monster descriptions to include damage for spells and breaths. There's a couple of extraneous 'to's but looks good otherwise.
· Fix lighting of lanterns with no fuel message.
· Fix up spellbook descriptions for magic specialists.
June 9th, 2009Game Play:
· Compress dungeon levels from 0 - 100 to 0 - 60 to speed up the end game.
· Allow player to assemble friendly monsters and carry eggs to hatch friendly monsters.
· Prohibit certain races from acquiring particular equipment flags.
· Penalize shape shifter mana. Add ability to tattoo and woad yourself.
· Change earthquakes and destruction to use projection code.
· Add wilderness paths (from FAAngband).
· Try harder to prevent escape from Moria.
· Add firearms.
· Updated druidic spells to use new region code.
· Add in new sorceror spells that allow them to create traps from objects and other spells.
· Make body armours appear earlier in the dungeon. This is to try to make them a more viable option...
· Tweak weapon values as per blog. Note there are some additional tweaks here not mentioned in the blog entry.
· Add additional trap types.
· Add poisonous levels.
· Change how traps themes work.
· Sneaky monsters can now disarm traps.
· Implement sticks to snakes and familiars. Somewhat hackish.
· Tweak spell lists for mages based on 'Designing a Magic System - Part 14'
· Add some useful low level rings so that first rings !cursed. Now the first cursed rings occur at level 15, and are actually mixed cursed and beneficial.
· Altered amulets so there is no duplication in ring and amulet abilities. Amulets now occur deeper and are almost always useful.
· Make freeze have an ice effect.
· Increase power of torch and chill spells.
· Added slow poison potions and spells back. Slow poison now delays the onset of poison effect.
· Added slow digestion temporary effect.
· Added spells and mushrooms of slow metabolism.
· Improve Sauron end game. Morgoth end game still to be done.
· Remove rooms from Fangorn aflame.
· Golems leave behind larger parts to make them easier to reassemble when destroyed.
· Add remaining disease remedies.
· Applying a flask to yourself will hurt you.
· Reduce accuracy at range at the same rate for both player and monsters.
· Tweak monster to hit values so that deeper monsters are as accurate as 0.6.2, missile weapon range has a constant penalty, and only shields provide additional protection at range.
· Blind monsters can now cast spells, just inaccurately.
· Tweak Miasma and Cloud Kill to take advantage of poison graduate effects.
· Increase the range of different poison attacks.
· Weaken poison ball initial damage for weaker poison balls.
· Prevent allies from teleporting away as often.
· Modified stinking cloud so it does no immediate damage.
· Change how chill spell works.
· Tweak flask frequencies.
· Allow potions of water to wash off other coatings.
· All objects (wands/staffs etc) now base their damage on the object level.
· Improve semantics of sense_magic.
· Add ac protection to a variety of weapons.
· Add more variety to criticals inflicted by weapons.
· Rebalance frequency of many low level items.
· Learn by use for bows for a fixed number of shots.
· Decrease uses required to id by use.
· Remove feedback from Gandalf's shop and replace with a useful lower level service.
· Change how slays and brands work for gloves, bows and rings.
· Player traps now use slays and brands.
· Slight tweak to the ac of a couple of low level monsters.
· Slight tweak to make scarecrows deeper than green molds.
· Add scarecrow. Make snakes more interesting.
· Added spikey mushroom patches and stone jellies.
· Magic shops and temples will now buy statues.
· Add monster pits.
· Increase ecology variety.
· Make Farmer Maggot easier to kill via ranged attacks.
· Allow player to travel directly from rebuilt Hobbiton to Angband. Not sure why this was removed.
· Thieves now improve searching as they improve levels.
· Traps now affect a region around them.
· Work on improving rubble with objects. Make this rubble only sometimes have objects but room description indicate when it is likely that this is the case.
· Monster ecologies now ramp up so that the most dangerous monster is only found in the central most room of that ecology.
· Dangerous vaults now have much more dangerous monsters surrounding them.
· Implement Sangband style vaults.
· Significantly improve correctness and variety of ecologies.
· Bows and thrown weapons can now go off-target (from Sangband).
· You now push past harmless townsfolk.
· Force better frequencies of object drops on the floor so that each treasure
· type will be equally likely (with a fudge factor based on object level).
User Interface:
· Reenable tunnelling using the alter key.
· Added Dubtrain Angband Sound Pack v3.1.0
· Remove original Angband sounds.
· Added cheat_wall option to pseudo-colour walls for debugging
· purposes.
· Make permanent rock distinguishable from normal rock.
· If an item/spell is known, display the area of effect when targetting to better allow the player to use the ability.
· Change druid starting light spell.
· Windy rooms and items give the player good defense against archery.
· Tweak names of throwing items.
· Don't run on known regions.
· Improve correctness of retargetting code.
· Ensure itemlist view is up to date.
· Allow running algorithm to navigate pillared rooms and crypt style corridors.
· Differentiate between known and unknown bodies based on whether that monster type has been seen before.
· Improve user interface experience with the monlist options.
· Support correct pluralization in the monster list.
· Hide messages about allies buffing themselves.
· Change appearance of some terrain to better distinguish it.
· Create easy_monlist option to show the monster/object list the whole time.
· Include objects in the 'monster' list.
· Colour monster list based on wakefulness.
· Improve monster display list command.
· Provide some more information about traps and terrain in the help
· files.
· Allow random selection during character generation to include ghosted choices (requested by Arralen).
· Fixed problems with skills not being correctly displayed in birth menus and added colourised stat modifiers.
· Provide more information when browsing a book about whether you can learn a spell.
· It's now clearer when you miss when throwing or shooting.
· Make 'measure of control' messages less frequent.
Bug fixes:
· Many, many bugfixes, particularly due to code rewrites in a number of areas.
· I would like to thank the numerous Unangband contributors, especially darke, for the work put in here.
· The bugs listed below have been fixed since the initial 0.6.3 prerelease.
· Fix lockup bugs generating the Old Forest.
· Fix whole class of bugs that could result in monsters being killed twice and other weirdness.
· Fix bug where items dropped by monster death would infinitely retrigger a trap region.
· Fix for Bug #15823 Lockups (long lake?)
· Numerous updates to regions to get most traps working.
· Fix bug with trap attack descriptions.
· Fix for Bug #15612 Locked myself out of shops.
· Improve correctness of retargetting code.
· Fix to prevent missed coated missiles affecting the player.
· Fix for Bug #15816 Identify wierdness with staffs
· Fix for Bug #15814 Thirst can be beneficial
· Fix for Bug #15663 Disease cures ineffective
· Ensure itemlist view is up to date.
· Was missing power values for effects.
· Fix by kaypy for Bug #15811 Poison attacks vs poisoning
· Try to help townsfolk navigate town more correctly.
· Fix for monster list in term window accidentally grabbing keypresses.
· Fix to try to really force forms of Sauron not to appear together.
· Fix for term display issues with monlist code.
· Fix bug preventing player allies from casting spells and summoned monsters from using spells other than summoning spells (reverse of what was intended).
· Fix for Bug 015664 No effect from healing potions
· Prevent monsters immune to poison from being poisoned.
· Fix pottery names.
· Fix bug preventing themed object generation working with the new drop hack in place.
· Fix for Bug #12455 Shop knows more than player - bardic pseudo-id
· Fixes for Bug #15682 Labels from coating weapons vanish/don't show up
· Fix for Bug #15690 Applying potion crashes game
· Fix for Bug 015751 Temple should buy "Dagger (Blessed) (1d4) (+11,+8)" [again]
· Fix for Bug 015744 Should we bother about vines?
· Fix for frequently requested Bug 015738 Average items should auto id to +0,+0
· Fix for bug 015678 Too many region pieces!
· Fix for bug 015737 Damage dice displayed on leather gloves
· Remove debugging code causing object mispricing.
· Fix formatting issues including bug 015739 Extra space between "a" and object.
· Stop mouse targetting from losing keypresses.
· Fix on windows for Bug #15581 Mouse too sensitive.
· Fix bug where any attack that could miss the player would never hurt them.
· Fix problem with monster ammo regenerating.
· Fix for Bug #15741 Torches from different sources don't stack.
· Fix for Bug #15743 All rings pseudo id unusual
· Fix for Bug #15566 Monsters have wrong ammo type
· Fix for Bug #15752 Unable to throw flasks from a Magic Bag of Supplies
· Fix for bug 015613 Wrong scroll used up
· Fix triggering region traps by dropping items on them.
· Fix for Bug #15742 Id through use should clear some pseudo id types
· Fix for Bug #15746 Mushrooms of restore dex/agility
· Fix for Bug #15747 Food in Rivendell
· Fix for not being able to sell some objects to the store (and try to improve id consistency a little).
· Fix low level ecologies to allow wandering monsters from the ecology.
· Fix open chest appearance.
· Fix some effects text.
· Fix for pathfinding issues.
· Fix for Bug #15679 Recursive summoning trap
· Fix for Bug #15670 Deep pit does continuous damage
· Fix for Bug #15683 Missing thrown weapon triggers check for coating (0.6.3pre2).
· Fix for Bug #15684 Area indicator of traps overwrites walls / doors (0.6.3pre2)
· Fix for Bug #15691 Earthquake trumps permanent walls
· Fix for Bug #15692 Free identification
· Fix for Bug #15693: Cross circle research
· Fix bug computing deepest race.
· Fix up some errors in ecology code.
· Fix to allow player to attack dangerous races in town.
· Simplify and fix correctness of guardian placement code.
· Fix for Bug #13671 Final fight against Sauron
· Fix for bug 015652 Sauron and Morgoth have Inverse meat shields
· Fix for Bug #15657 Racial abilities appear to affect starting equipment
· Fix for Bug #15253 divide by zero in monster_scale
· Fix for Bug #15198 more room_info corruption
· Fix for Bug #15126 make_attack_ranged: potential status effect wrap around
· Regions now apply effects which move the player correctly.
· Fixed digging and searching skills being reversed.
· Fixed problems with skills not being correctly displayed in birth menus and added colourised stat modifiers.
· A variety of bug fixes for trap regions. These are pretty much working as intended now.
· Fix for Bug #15202 beginner mode gender selection always picks "male"
· Fix for Bug #15617 Groups of 'default' shrines
· Fix for Bug #15569 Ego/High Ego stacks worth too much.
· Fix for Bug #15581 Mouse too sensitive on Windows.
· Fix bug #15614 - Some map features show up before exploration.
· Fix for Bug #15545: Monster targeting m/-/+ no longer functional by stopping projection check from clearing temp grids unnecessarily.
· Fix for preventing save file loading a file with a completely full ecology.
· Fix ranged attacks not resulting in any text.
· Fix bridges not protecting player from underlying terrain.
· Many fixes to the projection functions.
· Fix for monsters which fire shots occasionally dropping nothing.
· Fix for some other monsters dropping wrong ammunition type.
· Fix bug preventing mushrooms from working.
· Fixes for starting ring bearers (Reported by Arralen).
· Skills were in wrong order (Reported by Arralen).
· Fix for bug 015554 Stat potions dont do anything
· Fix for 015552 Rings unusable
· Fix bag display problem.
· Improve bounds checking during targetting/looking to try to avoid crash.
Build / Platform:
· Rowan Beentje (Lebannen): Significant updates to the Mac OS/X platform as well as some general platform updates.
· Significant rewrites of the projection and blows code.
· Remove another set of case statements: this time for describing item effects.
· A number of improvements to dungeon generation to allow map designers to improve specific dungeon designs. You can now create 'special' levels of various types, and use level and special room flags as a part of the dungeon zone set up. This allows a lot more granular control of dungeon architecture and special scenarios.
· In addition, added ability to have Mario style hidden access to dungeons. Note Gandalf taking one such route in his fight with the Balrog.
· Update class and race code to use new skills array.
· Make mushrooms tval 79. This simplifies code all over the place.
· Implement ability to regenerate the last dungeon level as per Bug #15115. Because this uses the simple random number generator, you have to switch this capability on explicitly.
· Wizard command S specifies a dungeon seed. If dungeon seed is not zero, we generate levels using the simple random number generator and store the last seed used.
· Wizard command L will then regenerate the last level using the last level dungeon seed.
· Let me know if you need the ability to see what the seed and last seed currently are, or modify the last seed in any way.
· Switch over to using 'modern' Angband timed effects on the character.
· Player spell and ranged attacks now use the new do_cmd_item interface.
· Darke: Dumps out html files of various lib/edit/ text files; needs to be run from the 'root' unangband directory
· Create some more safety hatches for infinite loops in dungeon generation.
· Start describing monster blows using edit file code.
· Exclude html dumps from user directory in svn.
· Remove warning when ALLOW_TEMPLATES code is disabled.
· Moved much summoning code to edit files.
· Move breath damage and attack power details into data files.
· Add some diagnostic code for stacking problems. Add a save file fix to try to address the same.
June 30th, 2008· Various fixed and tweaks of dungeon generation
· Corrected geography in Bree description
· Moved the Old Man Willow's town to the bottom of the Old Forest to make it
· a little harder to get to the Goldberry gifts
· Some more tweaks to undead food
· Undead now can eat harmful shrooms
· Only the first blow of charging works on huge monsters, to be consistent with UI
· that names only the first blow 'charging'
· No charging happens if num_charge < 0 to be a little less annoying to casual small
· weapon users and a little bit more cruel to melee-only characters with great small
· weapons
· A tweak to handgear damage, though still puny, so brands still useless for unarmed
· combat
· Low-level staves no longer in {good} drops
· An attempt to make foo of Searching less common deep down
· Tunneling was counted twice in power
· Rebalanced SPEED again
· Yet another set of tweaks to summoning, this time to make it more common
· Summoning tweaks, not as subtle as before, but simple and should be effective
· Added crushing by a door to the list of things that do not kill you
· Out of sight summons not possible, unless ball spells would be possible in the same
· situation
· Removed non-unique guardians so that they can appear normally in the dungeon
· Removed casting from runes --- lots of hacks cleaned up
· Num_charges is now max of both weapons, not of the primary weapon; both in gold and trunk
· Limited base ego bonuses by dice or base ac
· Got rid of commas in base dungeon names, since they looked wierd in dungeon knowledge
· descriptions
· Implemented #14001 (FR: "entering makes x, y inaccessible" in dungeon knowledge)
· Now automatically saves the game just before any player command that entails generating
· a new level(e.g. just before reading WOR); RNG behaves well, recreating the same dungeon
· level from the backup savefile
· Disabled 'Cf' dump object descriptions, until they are rewritten, see dumps for how they
· are useless
· Bags only show their contents only once in 'Cf' dumps
· Made the blink and invisibility messages a bit less annoying
· Sort the locations at the 'travel to where?' prompt in order, and fix up the starting home locations.
· Reorder dungeon.txt.
· Add View Visible Monsters command ('[') for people without term windows and tidy it up a bit.
· Add item source tracking, from V/Ey with modifications.
· Fix up depth_in_feet in a lot of places, remove 'Level 0' in town descriptions.
· Updated the Mirkwood description, taking inspiration from the Anne version
· Fixed #13996 (do_cmd_save_bkp not reproducible when multihued breaks seed)
· Fixed #13994 (monster_level should be bounded by 99), but it was not so dangerous, after all
· Fixed #13995 (do_cmd_save_bkp sometimes does not save _before_ generation) that was
· caused e.g. by triggering do_cmd_save_bkp by displaying the travel menu
· Fixed #13409 (Disturb detect problems) and some similar cases of easy_more breakage, others
· remain
· Fixed #11333 (Item in grass destroyed by stair creation)
· Made sure #13623 (Killing Faramir lets you get to the 19th level of Ithilien) stays closed
· (seems to be fixed before)
· Fixed #13883 (No summoning on surface causes monsters to lose mana)
· Increased the number of saved messages from 80 to 800 for debugging savefiles
· Fixed the bug with artifact knowledge require 2 keypresses to show an artifact
· Fix a bug that prevented !Lose Memories from draining EXP
· !Lose Memories and objects draining CON now heal undead races (Men of Erech)
· Reverted a hasty change to object.txt parsing; pval should default to 1 later on
· Fixed a bug that monsters never failed to cast a spell; now they probably fail too often
· Fixed a bug causing the character to never learn spells that the monster aimed at himself,
· e.g. animate objects spell
· Repaired some spell descriptions
· Fixed 13905 (vagrind output when shooting with coated things)
· Probably fixed #13903 (Valgrind output from dungeon generation at Minas Tirith)
· Fixed #13457 (Knowledge screen recall missing first character of each line)
· Greyed out schools in birth books menu
· Cleaned up and fixed monster spell power, etc.
· Fixed a bug that made most player spell damage several times larger than intended
· Fixed lack of effect of shrieker mushroom shrieks and possibly some of the lacking
· monster description words
· Fixed thorgot's bug: 'After killing the death knight at dunland, the staircase brought
· me to regular Isengard (as opposed to war-ready or emptied)'
· gold: fixed a bug that removed recycled guardians over time
· Fixed #12307 (Wrong home shown in the knowledge screen)
· A partial fix to #8412
· Reverted to the old randart power calculation, with all the bugs, to preserve randart
· compatibility with gold1. The compatibility seems perfect and moreover in gold3 the
· calulcation can be fixed, because in gold2 randarts are finally saved so the changes will
· not break compatibility, unless somebody moves from gold1 straight to gold3
· Finally removed the randart regeneration on load
· Added missing charisma restoration to a service (#13871)
· Bumped savefile version again to remove one of the invocations of do_randarts at load;
· fixed seed for old savefiles so that peoples' randart names don't change; the remaining
· invocation of do_randart means that randart power will still be out of sync if randart
· code changes
· Repaired an old bug, which resulted in artifact names and powers taken from the same
· trivial seed, always, regardless of recreated randarts
· The fix is a very ugly hack (#013873)
· Bumped version number because of an improvmenet to randart porting
· It seems randarts were stuck at a particular seed forever and at the same time artifact
· lore was wiped out every new game
· No power to objects that have the pval stated in object.txt --- this makes the staves of
· summoning cheap instead of extra expensive
· Fixes the bug where monsters cast balls through walls and also probably monsters fighting
· monsters that cast spells at others out of range, because they use their distance from the
· player not from the monster they fight
· Init files now do not parse for non-unique guardians
· Fixed comments in the nicely redone dungeon.txt
· Fixed broken GF_CONF_WEAK
· Fix WoR message in towers.
· Fix for Bug #13692 Colours above 16 are broken on trunk.
· Fixed (in gold and unstable) a memory corruption I introduced with the new shop owner code
· Fixed character dump reporting all items having all base resistances
April 24th, 2008· Show basic resists as numbers (similar to pvals) to indicate
· that basic resists are cumulative.
· Add Invisibility spell and potion of Invisibility.
· Make restoring a stat cure temporary stat loss.
· made !oBloating worth some gp so that shops stock it
· filled up runes for some egos
· toned down some artifact stat boosts to make it harder for thorgot next time :)
· added nutritious potions to 2 shops
· Rework low-level bard spellbooks to include another book
· (Sympathies) which fits between Chords and Harmonies, as well as
· remove archery related spells and movve throwing/melee related
· spells so that they are available earlier. (Suggested by Arralen).
· added lights to the Elrond's house
· Further monster tidy ups including moving Tangleweed and golems
· deeper.
· Try to make golems more interesting.
· Give some monsters hit to dispel attacks.
· Uncontrolled objects are now mastered over time, as opposed to
· being uncursed. This should make them more interesting, as well as
· rings of teleportion etc. less boring.
· Allow ego items to have activations. This means Seven League boots
· should correctly randomly teleport again.
· Added boots of dancing.
· Try to make mouse shape a little more useful, cheetah shape a
· little less like boots of speed. Shapes are still a bit hackish in
· general.
· Player construction of pit traps now requires a digger and spikes,
· making them not exploitable.
· make debug-mode cure-all get rid of diseases, petrification, etc.
· You can't over-exert yourself if you cast a spell that costs no
· mana (eg. concentration).
· less XP for Beorn
· Allow browsing of shrines, magic circles.
· Add a warning when you can't go back to where you came from.
· The big monster color commit. Monsters should now have a unique
· colour / letter combination unless it is for a good reason.
· YAT to char dump (flags move foremost, as in V)
· YAT to dungeon dump
· YAT (yet another tweak) to visited dungeons list
· First pass at 256 color implementation.
· The cause of death is now noted in the character dump.
· Remove pvals from wands that accidentally had them.
· Fix mislearning about HURT_LITE when actually BRAND_LITE.
· Fix for bug Bug #13254 No death from bad mushrooms even if
· identified.
· Fix for Bug #13443 No pval displayed in object name for REGEN_MANA,
· etc.
· Improve correctness of price guessing algorithm, to try to rectify
· various bugs with pricing.
· Fix for Bug #13588 Casting Mana Pool in deep water yields Potion of
· Poison.
· Fix for Bug #13589 One charge missing from selling wands message.
· Fix for Bug #13594 Bridge of stone on lava, spells no longer
· pass over.
· Fix for bug Bug #13599 Globe of Invulnerability is broken.
· probably fixed #13624 (Home Knowledge screen ('~6') crashes game)
· Remove center block of Minas Morgul, Tirith and Dol Guldur so that
· you don't get stuck in stone when you come out the bottom.
· Partially fix #013424 (remember locations of the windows at game startup on OS X)
· got rid of "Lev 0" in ~7
· fixed broken color_table in main-x11.c
· fixed crash when getting gold stolen
· Add back in entry format hints to the lib/edit files where they
· were removed. This makes it easier to quickly refer to, or at least
· guess, the entry meanings.
· Fix for Bug #13582 "A (offscreen) fails to teleport you away."
· Slight tweak to source_birth death message.
· Improve death messages and move generation of death messages to
· point where player is actually killed.
· Fix cause of death issues with activating ego items.
· Fix for Bug #12899 disarming player traps should not give XP.
· Fix bad logic that caused wands and staves to be fully IDed when
· discovering its flavour for the first time. Closes #13456.
· Fix several problems that meant resting until dusk/dawn didn't
· work or wasn't charged for in stores.
· Monsters that left a body which was hidden in terrain did not
· redraw the 'visible monsters' term window.
· Make mushrooms of poison actually poison you, and fix up a couple
· of (currently unused) note formats.
· fixed services in Heavy Armoury
· fixed a pink mushroom
· fixed store services broken by the blows
· Fix bug that might have caused .raw file initialisation problems.
· a couple of text fixes from the forum
· REGEN_MANA from objects now affects SP not HP
· REGEN_MANA, etc. are displayed with 'I' also for objects that
· don't modify stats
· fixed the inability to fill things from fountains
· temporary Big Al fix to #13409 (Disturb detect problems)
· tweaked the shopkeepers
· Start work on modding.rtf documentation.
· added WOR to temples, slight price tweaks
· Fix for Bug #13256: Throw or fire in place of service "Recharge
· Item II"
· Part of ongoing fixes for Bug #12885: Feature request: let
· Lanterns, etc. set fire
· Fix for Bug #13347 Allow access to documentation at level up
· screen
· Fix for Bug #13255: "Dise" does not disappear
· Fix for Bug #12710: Cumulative Disease broken
· fixed Mighty Blow at empty spave weirdness
· Add modding.rtf and .txt which provide information about modding
· Unangband and the various lib/edit files.
· Player spell damage scaling now controlled from within spell.txt.
· Move damage specification and number of spell blows from blows.txt into spell.txt.
· Initial blows.txt parsing code and data structures.
· Makefile.std from V; move config.example to config to get nice
· compilation caching and debug binary
· added docs/ to build_win.sh
March 20th, 2008· made nexus temporary (via temporary stat bonuses)
· fixed #12919 (Flask and wand of Nexus do not (un)scramble stats)
· removed potions of Slow Poison
· removed instrument-specialized bards' icky hands penalty. It was irregular,
· no other class gets icky hands for anything else than magic books use.
· Instruments are underused anyway.
· made wands of Spark less common outside Hobbiton
· made resting for the night more expensive --- vampires are not liked
· made Ranger's cache more lucrative
· moved auto-eat to before the travel; tweaked messages and allowed food
· mega patch changing the options subsystem to the V setup and tweaking
· the amal gamation of V and Un options is various ways
· Savefile version bumped; options are reset when loading older savefiles
· hack: options I abandoned in the mega-patch are ignored in prf files;
· warnings displayed when old savefile imported
· some slight bag tweaks
· no level feeling in town and wilderness
· removed feeling delay; changed the scale of level feeling
· remove feeling boost from items
· random hacks to make level feeling better; it will improve further
· when more rooms is generated in some cramped dungeons
· changed feeling messages to negative ones from S
· bumped the level of low-level monsters, except breeders that were already
· bump ed; in this way we have less monsters of the same level in monster groups
· and higher level feeling with the same danger
· made good and great objects more common to compensate for no level feelings
· related to objects
· a hack to move Black willow deeper (paralyze spell); it's now at DL7,
· it it's not enough, make paralyzation even shorter for shallow monsters
· made ecologies start at DL3 so that both Maggot's and Isengard start with
· all the fun; only Bree has first 2 levels weird
· an experiment with limiting powerleveling for low-level characters;
· this count ers higher amount of OoD monsters after my previous changes;
· this does not affect XP from in-depth monsters; it almost does not affect
· CL30 and older characters
· reverted my year old stupid change, which made the Three Trolls worth
· lots of XP
· described Black willow in more detail to help players
· added a shopkeeper, changed the races of others, made the Maias even more
· secret
· made also the evil shapechanger shopkeepers hide their race. Make them
· and Maiar really outgoing to their kin. Added a (hidden) ******** shopowner
· done #13304 (don't repeat shop owners, if some are still left);
· no savefile format change needed
· lots more shopkeepers; the shop-owners overhaul is beta2-ready now
· slight tweak to detect magic and wizard mode display
· a slight tweak to the message after defeating the guardian
· moved some rubbish potions deeper to make stat potions and other
· useful potions more common while they are really useful
· the final few shops from the pollscorrected description of Tree of Life spell and similar
· shortened Wonder description to fit the screen
· fuelling now auto-lights
· changed some flag descriptions to be understandable by newbies
· fixed zero rechange times and mangled descriptions of activable objects
· (rods and artifacs were fine)
· added description of the resting services
· tweaked line splitting and fixed some quirks
· tweaked description of mana-adding objects
· changed filename of a tip kind to be prettier to display
· store help tips (their file names) permanently in the order of their display
· help tips knowledge screen
· removed spurious messages when refueling
· fixed broken description of charm spells, etc., as reported by Anne
· wording of the birth_beginner option
· moved Un options to the end of menus so that V people feel at home
· added 'R'eset options command to '='
· fixed layout of '=' and '~' menus
· removed some obscure and half-broken commands
· corrected some command help
· various little fixes from the forum
· committed the new options help file by Mysterious Anne
· Added lib/docs folder which will contain .rtf files with various
· in-game and out of game documents. (May use .htm instead at a future date).
· Move explanation of monster.txt file to lib/docs/monster.rtf.
· Decide to consolidate all lib/edit comment files into a single modding.rtf
· document.
· Updates to artifact.txt, ego_item.txt, flavor.txt, object.txt, p_race.txt,
· p_class.txt, spell.txt to use newly formated artifact.txt file.
· added Pete Mac description of display_knowledge
· modified display_knowledge, according to Pete Mac lore,
· so that dungeon_knowledge starts at the current location (not zone, yet)
· added reminders about lighting torches to two more help notes
· yet another dungeons dump tweak
· a bit more informative messages when taking the guardian stairs
· feet -> stories for towers
· made the 'fumble' message longer, as it happens rarely
· made stat potions a little bit more common; some cleanupfixed display of temporarily drained stats on the main screen
· corrected rod of CMW
· Rod of Haste Monsters did nothing
· Potion of Boldness no longer of Holy Water
· fixed a crash at cheat_lore option
· fixed inactive Rod of Slow Monsters
· fixed uninitialized variable that mangled object details display
· (e.g. Phase Door distance)
· now saving store generation level, this now really fixes #10307
· (restocking of the black market, thanks to kajmace's persistence)
· a fix to message saving; if your messages get garbled upon version change,
· don't be alarmed --- it's a one-time annoyance
· fixed a lots of object generation quirks; not sure what I'm doing;
· no more negative pval objects in shops; but I'd prefer that there remain
· a few with sane maluses
· fixed too high guesses price of unknown gauged weapons
· fixed 13138 (Can't use staff in hand)
· remove spurious flags in spells such as the one invoked by eating mushroom of
· Blindness
· cleaned up dungeon knowledge function thanks to pmac
· hacked a fix to #13235 (Shield of Sustain Wisdom didn't work)
· Fix for Bug #13250: Tree trunks can be opened (and bashed with the same descr)
· Only update monster experience and rarity if we are trying to output
· a new monster txt file.
· Remove various monster.txt file hacks from init1.c so that the flags
· in the monster.txt file are an accurate representation of the monster.
· Update the monster.txt file to improve formatting and so that all
· monsters stats are correctly represented.
· Disable ALLOW_TEMPLATES_OUTPUT so we don't write output files every
· time we start.
· Fix for bug Bug #11856 Wrong greyed out classes.
· enable the slow debugging of spell.txt, but only if ALLOW_TEMPLATES_OUTPUT
· defined
· fixed #13205 (infinite torches from the wall)
· a fix for a bow with EXTRA_MIGHT (-8) in a shop
· fixed #13293 (No screen update after command: wear)
· made mushrooms of Mana blue again
· a quick hack to remove broken egos from quest reward shops
· fixed #13328 (Guaranteed good and great items still get negative pvals)
· unfortunately the quadratic pval costs make cheaper flags much more common,
· because more expensive stuff can't get into the 19/20 of the expected power;
· reduced this to 18/20, but still... for the same reason non-pval flags
· are very rare --- they can't fine tune to 18/20 by pvals or, deep down,
· get high enough by pvals (in magic items, randarts cope)
· removed/redone some of my tweaks from last month, when I still didn't
· understand the code
· fixed a crash in homes knowledge screen
· fixed the Wall of Fire crash reported by Big Al
· fixed bag refusing mashrooms
· disabled the "bad maze" message unless cheat_xtra
· shop_owners apparently cannot have purse bigger than 30000;
· fixed a related bug
· prevented sensing pval when already identified (then items would not stack)
· silenced mingw warnings
· Allow OS/X to compile again due to changes in use_sound introduced
· in the Angband porting work. This will undoubtedly break the OS/X menus.
· Workaround for Bug #13249 ] Crash on exit with show_itemlist on Windows.