diff options
author | Manoj Srivastava <srivasta@debian.org> | 2014-05-14 23:54:09 -0700 |
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committer | Manoj Srivastava <srivasta@debian.org> | 2014-05-14 23:54:09 -0700 |
commit | 4f8b58cc5366bfc2ea3b56fe6ff0443464d10f0f (patch) | |
tree | a0a9cad00e7916b9a97e14831fb362f21871cbef /changes.old |
tome (2.3.11-ah-2) unstable; urgency=low
* Modified the install paths to deploy to the FHS compliant
/usr/games/tome and /var/games/tome, as we have always done
* This is a major change, and includes theming. Some of the options have
changed. Because of this, the manual page has been removed; there is a
command line help option and in game help until the manual page is
rewritten.
# imported from the archive
Diffstat (limited to 'changes.old')
-rw-r--r-- | changes.old | 6027 |
1 files changed, 6027 insertions, 0 deletions
diff --git a/changes.old b/changes.old new file mode 100644 index 00000000..dabf85a0 --- /dev/null +++ b/changes.old @@ -0,0 +1,6027 @@ +24/10/1998 - PernAngband 2.9.9a +- Added the DragonRider from the Anne McCaffrey's Books, masters of + teleportation. +- The CTRL+l key leaves the game without saving +- Added the Tanker point, like the mana point, but can only be refilled + by eating the Firestone (for DragonRiders) +- Added the RohanKnight race, fast and wise +- Added the Ent race, can grow trees, but slow +- Removed some races from Zangband which were not enough tolkienian... +- Added the BeastMaster class which can summon pets +- Added the Blood of Life +- DragonRider now can choose to breathe a bolt, a beam or a ball +- Added the Unique level patch from Glenn Vanzanden +- Added the Mage Staves , with new ego items: + -of Mana : multiply your max mana + -of Spell : Increase your spell power + -of Mana & Spell : try to find !:) + -of Power : Activate for some spell, they carry 2 spells + All the ego mage staves have a penalty to damage and to hit +- Added The Mage Staff of Gandalf, extremely powerful but even rarer than + the One Ring ! +- Added the boots of jumping activatable for phase door every 10+d10 turns +- Added Helm of the Dwarves and of the Noldor +- Beastmasters' pets now give kill experience to the player +- Added the Alchemist class which use power batteries to convert magic item +- New unique level : Treasure room at level 11 +- Replaced the Trump Hound from the Trump realm by the Trump Home spell, which + allows the player to access to her/his home from everywhere in the dungeon +- Added the new artifact The Ring of F'lar, which belonged to F'lar the + powerful DragonRider + +26/10/1998 +- Added potions of Mutation +- Warrior-Mage now can choose Sorcery instead of Arcane +- Invisibility, Potion of Invisibility, Ring of Invisibility and + The One Ring now has invisibility like in the Lord Of The Rings !!! +- Added the parchments from Kamband + +30/10/1998 +- Ported PernAngband to the new Zangband 2.2.0 +- Added the mimic class +- Some Zangband bugs are fixed +- The DragonRider can now only teleport on known terrain, because they must + mentally show the destination to their dragons but to do this they MUST + have seen the destination before (like in the Anne McCaffrey books) ! +- The Ringwraiths are back! +- Some uniques like Bert, Tom, Bill are back, while others (Gandalf, Fangorn) + are gone! +- Morgoth and Sauron are back as the final quests + +01/11/1998 - PernAngband 3.0.0 +- All reference to Zangband have been removed +- Added monster corpses +- Added the Beastmaster Shanty for the beastmaster, the Mimic Tower for the + Mimic, and the Weaver Tower, where you can ask for corpse quests +- The corpse quests require you to bring back to the weaver some corpse, + head,... of a kind of monster, and you'll get a reward, like maybe + the full knowledge about this monster, or some armor made with the corpse + (maybe dragon scale mail for dragon, ...) +- Added susceptibility to fire, for the Ents! They take twice more damage from + fire, but it's hopefully cancelled by resist fire. +- Changed some artifacts / unique monsters to be more pernish +- Added a new armor type : the DragonRider flying suit[9,+0] resist fire/cold +- New monster flag : PET , the monster is your pet when it's created +- Added the army man which use the PET flag will be used to give you an army + in some future quest. + +03/11/1998 +- The exe file is now pernang.exe(in the dos version) +- Replaced the AMBERITE monster flag by the DRAGONRIDER flag +- Some Unique will have the PET flag so they will help you ! +- All the Amberite are now gone and replaced by DragonRiders or uniques + (with some of them friendly) +- Can sell the Mage staves in the Weapon smith and Magic shop. +- Now when an alchemist tries to extract a power from an item, if he can't + it won't show up again in the extractable list the next time +- The DragonRider must eat more because of their dragon +- The Troll Fortress quest +- Added The Battle of the five armies quest !!! + +05/11/1998 +- Nature spell : Stop breeders +- New ego item sword of life, it multiplies your max hitpoints +- Now some Mimic forms give you bonuses to blows per round like the Vala: + +5 blows !!! +- Added a new Unique : The Philosophy Teacher ! +- Pink horrors are replaced with 2 Blue horrors when they die +- Bloodletters of Khorne drop a blade of chaos when they die +- Absorb light mutation bug fixed (I think) +- Vampires and vampire mimics no longer can get food in the inns. +- Renamed the artifacts with their real names +- Replaced the pattern by the Straight Road (idea from GSN-Band) +- Replaced the pattern weapons with weapons of Valinor (idea from GSN-Band) +- Player and monsters can't pass through the trees (unless they can fly:) +- When a Dragonrider dies he drops some firestones +- Added the Whip of Gothmog, which can be dropped by Gothmog when killed +- Begin to add a new feature : the between +- Add a great description of the Ents and the Rohan's Knights from Akhronath + +07/11/1998 +- The between is fully implemented now. +- The dimension door spell is replaced by the between gate. + It put a between gate at the player position and at the destination + location. And when you walk on the between you are transported on the other + between gate. But the between is SO cold that when you are in you lose some + hp even if resistant or immune to cold! Only the dragonrider can go between + without taking damage. +- Stole the Stone of Lore from Oangband ! :) +- Monsters can't use the between now because of a bug +- Now you can eat corpses and temporarily gain some of the powers of monsters! +- Raise Death replaces Terror in the death realm, cast it on a monster corpse + on the floor and the monster is brought back to life! + +09/11/1998 +- Added the boomerang, the player wears them instead of the bow and with the 'f' + command (like for the bow) can throw them but them come back ... if they don't + break ! +- Add 2 boomerang artifacts +- Add another dragonrider artifact belonging to Mardra +- Add The Anchor of Space-Time, it prevents disruption of the space-time + continuum + +11/11/1998 +- Add the carry slot in the equipment, to wield monsters that can't move :) +- Fixed a bug that prevented dragonriders from being summoned +- Add a Neuter sex (for the neuter players) :-) +- Add the Death Mold race (stolen from Kamband) :-) + +13/11/1998 +- Add in spell description the bonus of mage staves +- Add the scroll of summon never-moving pet for wielding them !:) +- When a monster is wielded it can attack monsters when you attack + It can sometimes attack the wielder too, because he/she is not in perfect + symbiosis +- Muar the balrog is back and will drop Calris when killed +- Add the Symbiotic realm, like a life realm for your monster +- Add the Symbiant class which can be in perfect symbiosis with their monster + +15/11/1998 +- The number of artifacts is now 132 +- Add some spells to the symbiotic realm +- Add a spell to use the spells of the monster you wear +- Add a light-speed (nearly stop time) spell +- Finished the Symbiotic realm, only two books because they can use their + monster's powers. + +18/11/1998 +- Warriors can now spread their attacks after level 34 +- The experience factor of the races can now be > than 255 +- The DragonRider need more experience to advance (+220%) because it's a REALLY + powerful race. +- Monsters can now use the between but if they are not immune to cold they + will lose some hp +- Added a health bar for the monster you are carrying ( MH xxxxx/xxxxx ) +- Added sanity (from Kamband) ( the line SN xxxxx/xxxxx in the window) +- Stolen the aquatic monsters from Kamband +- Add the Gods from Kamband and GSNBand +- The Philosophy Teacher now causes insanity !:) +- Now only the Symbiants can carry monsters in their inventory, in fact they + act like "living-books" !:) +- Add the Tactics from ADOM. You can change the tactic in the Character window +- Add a new town unique : Mathilde, the science student, she is in my class + and giggles all the time, don't kill her ! :) +- Fixed bug : The carried monster cannot absorb damage done by itself ! +- The Battle of the five armies now has a reward (The Arkenstone) + +20/11/1998 - PernAngband 3.0.2 +- Now there will be some between gates randomly placed in the levels +- If you are in great favor with your god they can resurrect you + +22/11/1998 +- Add Random artifacts from Kamband - They are junk items which can be + activated every few turns and their activation is chosen randomly +- Fixed (I think) a bug in the unique levels +- Add a flooded level type (enable those levels in the PernAngband options) + to make the aquatic monsters more useful +- Gandalf and Fangorn are back as Friendly uniques +- Changed the Necklace of the Dwarves into The Nauglamir to be more + Tolkien-like +- Changed The Serpent of the Chaos into Dark God, Mighty Coder from Hell :) +- Reworked the corpse system (stolen from Rangband), now they all have + different weights based on the monster weight. You can hack up the corpse + with 'h' and cure it with 'K'. + +24/11/1998 +- Add a new Unique : The Physics Teacher ! +- Changed the Town layout of Gondolin with the one made by Akhronath + with 2 quests : Hunt for Eol and Maeglin's Mine +- Add a new Unique : Eol the Dark Elf +- Stole the silly messages when you hit a monster from Kamband + +26/11/1998 +- Add a scroll of Craftmanship to enchant weapon's pval. +- The first 300 monsters have received a weight +- Add a new spell type : Identify, now you can have a Ball of identification ! +- Add a new set of object flags (mainly unused now) :-) +- Add a NEVER_BLOW flag for object +- Add the NEVER_BLOW flag to The Mage Staff of Gandalf to rebalance it. +- Add a new ego item weapon : of Nothing (with the NEVER_BLOW flag) !! :) + +29/11/1998 +- Add a Harper (bard) class !!! they use music books and most + of their spells are prolonged in time, ex: you cast a hiding song, + and for each turn you lose some mana (breath) while the effect (invisibility) + continues. If you start singing another song the old one is stopped. + There is also a spell which costs no mana which is used to stop singing. +- Stolen the *Defender* ego-item from Pziband +- Stolen the Spectral ego-item from Pziband + +01/12/1998 +- Added musical instruments : you wear them in the bow slot and you can + activate them for a song. The longer the song lasts the longer it'll be + charging, you can stop the song by activating it when it sing. +- Finished the Harpers +- Now the Harper mana stat is Charisma ! +- New Artifact : The Palantir of Minas Tirith, which can be activated for + the list of the uniques of the level ! +- Added 3 new artifacts : The Harp of Master Robinton, The Drum of Piemur, + The Flute of Menolly +- Added the Micro$oft quest at Minas Anor +- Changed the niceness description of the gods +- The Harper and ONLY the harper can use a musical instrument without any + chance of failure. +- The wilderness size is now taken from misc.txt +- All the monsters have a weight now ... pfff, it was a lot of work !:) +- The Alchemists are easier to play +- Add the Vapor quest at Minas Anor +- Add the Rebellion in Gondolin(from Akhronath) quest at Gondolin + +02/12/1998 - PernAngband 3.0.4 +- Changed certain god realm name on the suggestion of Akhronath +- Add the bounties list like in Kamband (OK, ok, stolen from Kamband) :) +- Add the Fire-lizards, they are friendly +- New roguelike command : 'i' for hack up corpse, 'I' for curing meat, 'C' + for Sacrificing at altars + +05/12/1998 +- Add the Power Mage class, like the Corrupted in Kamband, with 100 randomly + generated attack spells +- Corrected the character generation bug !!!! Thanks to Tim Baker for the fix +- Corrected the segmentation fault bug for the object 653. Thanks to Tim baker +- Corrected the files.c bug in get_line(). Thanks to Tim baker +- Add the GF_DESTRUCTION type of attack to allow Power Mage to have destruction +- Changed the names of the songs, Thanks to Akhronath + +07/12/1998 +- Add the Eggs, some monsters (only Firelizards for the moment) can be found + as eggs and will hatch after a certain amount of time based on the monster + weight, you can also stop the development by "activating" them ('A' key), + or resume the development by activating them an other time. +- Add the last of the Gondolin's quest from Akhronath : + Invasion of Gondolin (Danger level 90, with some funny stuff like Gothmog, + Muar,..., some Great hell wyrms) !!! +- Fixed a bug which made it so when you drop your wielded monster you also + drop Nothing if you are not a Symbiant +- You can imprint some monsters (Firelizards for now), when it has + been given an imprint it will follow you on each levels. They may not + appear on a certain level but they will be back for the next. To + imprint a monster you must find an egg, carry it on you and when it'll + hatch you'll give it the imprint +- The Harper will begin the game with a Blue Firelizard egg + +09/12/1998 +- The Black market now generate items based on your level +- Add a new shop : The Pet Shop where you can find some eggs + +12/12/1998 +- Your godly favor will go down when they resurrect you +- Repaired a stupid bug : I haven't coded the Satisfy Hunger effect of the + Symbiant class !:) +- Add the easy floor feature !!! +- Add an always small dungeon option +- The scrolls of Artifact Creation can now be used on rings and amulets + +15/12/1998 +- The One Ring is now "just" heavy cursed !:) +- Add 3 new vaults + +18/12/1998 +- Add the fate : you can be fated to meet some monsters or to find an object + on a certain level or ..... to DIE (very rare). You don't know your + fate until a soothsayer or a scroll of divination shows it to you. You +also get a feeling when entering a level where you will meet your fate. + In the future there will be more fates, like finding a great vault, an + artifact or even, as Murazor the Witch-King of Angmar, to never die by the + hands of a mortal !:) +- Changed Trump Weapon to Dragon Weapon +- Smeagol will now drop ......... A ring of invisibility (because the One Ring + would be a little too powerful :) + +23/12/1998 +- Replaced the Amber notation in the player characteristics by the old one + from Vanilla Angband +- When the player is on a tree he can be hit by a monster for half + normal damage +- Paladin and Priests are given a religion at the beginning +- In the wizard spoiler creation (A + ") you can chose to make a spoiler for + batteries +- The random artifacts now have a charging time (no more mass genocide every + turn) +- Add a Soothsayer at Bree +- Add the batteries of extra life, you can now make a sword of Life ! + +25/12/1998 +- The Alchemists are now better fighters, equal to the rangers +- New extremely powerful power for the Alchemist (level 30 and higher) : + Artifact creation ! + They just have to chose the flags, the name and to suffer the bad side effect + like curse equipment, permanent stat loss, high failure rate and ..... they + have their artifact ! But they can't give it an activation ! + They can also add some bad flags (like cursed, drain exp, ...) to reduce the + chance of failure. Merry Christmas ! :) +- Add the Runecrafter class, they use runes instead of books (see birth.txt) +- Cleaned the Alchemist's code + +27/12/1998 - PernAngband 3.0.7 +- Added (.... stolen from Sangband) the Pick of Erebor. It can be activated for + passing through secret passages in the walls. +- The Potion of *Enlightenment* now show every grid of the dungeon, like the + debug command 'u', I just think it's more beautiful :) +- WOOOOOOOH I'm sorry there was a BIG bug in the PernAngband 3.0.7 release. + The game was sometimes hanging without any solution to stop it ! + After some hours of debugging I've found it, it resulted from the correction + of the bug of the glyph of warding! Now everything works (I hope) +- Change the titles of the Runecrafter with the proposition of Jonathan R Lewis +- Add TANG, The Angband Newbie Guide made by Chris Weisiger + (jmartin@inreach.com) It's in the help directory + +29/12/1998 +- Fixed a bug which allowed beastmasters to sing when they summon pets! +- Fixed the bug in the Fate screen +- Some cosmetic changes in the r_info.txt and birth.txt with the help of + Chris Weisiger (jmartin@inreach.com) +- Add new ego-items for the musical instrument and the horn, there were + suggested by Akhronath +- New sentence to say for the speaking unique pets +- 4 new musical instrument artifacts from Akhronath and I'm happy to declare + there is 143 artifacts in PernAngband! +- Added, .... stolen, 5 new artifact from Angband/64 + +31/12/1998 +- Add the quiver slot to wield your ammo +- A scroll of remove curse have 1 chance into (55-level) to reverse the curse + effect ie: a ring of speed (-2) can become a ring of speed (+2) + +01/01/1999 +- Add a new monster flag : MORTAL, which means that the monster is a mortal + being. It's used for the new fate : Never to die by the hand of a mortal + being. The orcs are considered mortal, but I'm not sure, it's not mentioned + in the silmarillion or the Lord of The Rings, the trolls are immortals along + with the dragons, BUT the Dragonriders are mortal and Dark God (Yes, let your + joy explode!) :-). But well, don't be afraid your preferred monsters + (Morgoth and Sauron) are immortals :-) + PS: If someone thinks that a monster should or not be mortal just email me + because I'm not certain for some (ok, ok a lot of) monsters + +03/01/1999 +- Add the ring of precognition which work as if the player had activated the + cheat mode (peek into object, monster, vault creation). There is no need + to say it's very rare :-) +- Add the black breath concept from Tolkien. Beware now the weapons of morgul + they confer the black breath! The undead can also give it. + +05/01/1999 +- Changed the harpers ranking names, some racial histories with the ones from + Akhronath +- The One Ring is now A LOT more powerful, because at the time you find it + you already have one or two immunities, your stats are near the max, plus + some other things that made it less useful. Now it confers 5 blows, mana x5 + spell power x5, after all Sauron has put the most part of his power in it. + I also plan to change the activation. +- Add 2 wand artifacts, The Wand of Stone to Mud of Thrain and the Wand of + Fire Balls of Mithrandir, they can be recharged at will and will never be + destroyed, for this purpose the new RECHARGE flags has been used (note : + it works only for the artifacts) + +07/01/1999 +- The runecaster is a little more playable at low levels and starts with a + Rune [Arrow] and a Rune [Fire] + +10/01/1999 +- The Chaos Warriors now get chaos resistance at level 25 +- The Maia mimics get +7 speed, the Vala mimics get +15 speed +- Updated the Rebellion in Gondolin and Hunt for Eol quests with the help of + Akhronath (zzhou22876@aol.com) + +13/01/1999 +- Reimplemented the old magic system from vanilla to complement the new one + The old mage and priest are come back as the Wizard and the Prior + +17/01/1999 +- Add susceptibilities to fire, cold, acid, lightning, poison for the monsters. + ie: Now a white dragon will take a x3 damage from a fire attack. + Thanks to Jerome Wojcik <Jerome.Wojcik@lmcp.jussieu.fr> for his help. +- Add the pets command (press P) from Zangband 2.2.3 +- Changed the Trump realm into the Dragon Realm (mainly just name changes) + +19/01/1999 +- Changed the activation of the One Ring +- The One Ring is now Permanently cursed +- The One Ring is no longer aggravating because of it's new summoning ability +- It's now possible to run through the grass + +21/01/1999 +- Add the persistent dungeon option at birth +- When a breeder multiplies it have a 7/100 chance of mutating into an other + monster. (in general a worse one) This would prevent monster farming abuse :) + +24/01/1999 +- NEW : the body changing feature! with a new class to use it. Your spirit + can leave your body to go into another one but while your spirit is alone + your max hp is of 1. When in the corpse of a monster your first blows are + the monster's one and you can use it's magical power. Your life is also + changed by the monster's one and you gain all it's abilities and resistances + while losing those of your real race because you have left your body. +- Add a lot of new vaults mainly from Weisiger <jmartin@inreach.com> + +28/01/1999 +- Death Molds now can teleport onto store entrances +- A new randart activation that fires light after absorbing the ambient one + +05/02/1999 +- Changed the Roguelike commands. Now ^G to sacrifice, $ to hack up a corpse + ^O to Cure meat +- Updated the command.txt file +- Add the AB's gfx for the weapon/armor +- Multiple dungeons : The old levels 1-33 are now in the Mirkwood forest with + trees and grass, 34-66 are the Land of Mordor with mountain, wall and dirt + 67-127 are the Dungeon of Angband with wall and normal floor and occasionally + flooded levels (if chosen in the options). + The ability to levitate is now a GREAT advantage in the Mirkwood forest ! + You can reach Mirkwood from Menegroth, Mordor from Minas Anor and Angband + from Gondolin. In the vanilla town there are three stairs. + When you take a staircase down in the last level of a dungeon you arrive back + in town. + +07/02/1999 - PernAngband 3.0.9 +- X in the roguelike mode for the pet commands +- Updated the magic.txt file with the new classes + +09/02/1999 +- Updated version.txt, modified dungeon.txt +- Shelob is now a little bit more powerful in order to make her the quest + monster of the last Mirkwood level. +- The Vanilla books are now sellable in the magic shop/temple and the bookstore + +13/02/1999 +- New class : the Sorcerer, they can't wield any weapon useless it's a Mage + Staff and without it they are the WORST fighters of the game even bare-handed. + But to compensate this they are the BEST magical class : the can use any + book of any realm without having to learn the spell, but they also don't + gain any experience from casting a spell. +- Added the susceptibilities flags to the monsters. + +15/02/1999 +- Stolen the exploring system (like the tactic one) from Angband/64 +- Fix the bug of vanilla town, now the vanilla town flag is saved +- Ents are rebalanced, they have a -9 speed penalty +- Tweaked the Troll Fortress quest to make it less easy + +21/02/1999 +- Corrected some bugs in the town files. The crashing wilderness bug + seem to be gone. + +23/02/1999 +- Fixed the bug of the traps. No more grey "invisible traps" on a level + covered with grass, same for the dirt +- Updated the Gondolin town and quest with the Akhronath's ones +- Enabled the S-lang support +- A new script directory is in lib, it contain a file script.sl which indicate + every S-lang script files that must be loaded +- Add the event's gestion to the slang script. An event is produced in certain + conditions (like a keypress,...) and a script can put an handle on it to have + a function called each time the event happens. I've made a stupid example + that use the key 'y' to shout at the monsters. + PS: Take a look at slang.txt in the help directory +- Add the load/save function to the script + +24/02/1999 - PernAngband 3.1.0 + +26/02/1999 +- I've finally successfully compiled Python. So the S-Lang support is replaced + with the python one. The 'y' key and the thieves quest are there too. +- Stolen and modified intro.py from Pangband +- The random quest bug is fixed (maybe :) ). I say maybe because as for the + wilderness one it doesn't happens by me so I can't test it :( +- Today one of my dream have become true! With the help of a python script + I've made a new quest for the DragonRiders that can be given at the Weyr + of Arda in Menegroth. You enter forest area and the only thing you can use + is the flame of your dragon(no magic, no wands, ...). And you need to + destroy every thread while saving at least 50% of the trees, and your own + flame can consume them! + +28/02/1999 +- Yeah, the wilderness bug is now gone. And a minor bug which looks like the + the wilderness one is gone too. It happened when you try under certain + conditions to go in the wilderness with an imprinted pet. +- Fixed the random quest bug +- Fixed the inventory bug that when picking up an object said you have foo + in slot r and reorder it after that o the letter is no more r. I know it was + really annoying but well it's now gone :) +- The undead races now start at night + +02/03/1999 +- The spectres can now pass through trees and mountains +- A new dungeon type at Bree: The Upper reaches of Galgals(level 1-10) ! +- Changed the code for the different dungeon types. Now it's a lot easier to + add a new dungeon type. I'll maybe make a d_info.txt to define the dungeon + types +- Add a new dungeon: The Volcano, you reach it by going to the north east of + Minas Anor. Level 30-45 + +05/03/1999 +- Spectres can't pass through trees because trees are pure and natural + things :) +- New dungeon type: The Hell !!! Level 500 to 530, Yes 530 ! With a little + present for you at the bottom... if you manage to survive :) I can just + said one more thing: don't go there with your level 1 character :) + You can reach it near the volcano hole. +- Now fire balls can burn the trees +- Invisibility now consume a lot of food +- Fixed a strange bug with the pool of deep water... It was possible to + sacrifice at and to worship (before the crash:) one :). Thanks to Steve Dice +- Add a very nasty surprise at level 1.... Moldoux, the defenceless mold with + 1 hp no powers, can't move, can't attack... Oh and if it's killed there just + one Great Wyrm of Power which can be summoned to avenge it ! + +07/03/1999 +- The look command doesn't stop anymore on the trees, grass, ... + +07/03/1999 - PernAngband 3.1.2 + +13/03/1999 +- Sorcerors have now a bad pseudo-id +- Sorcerors have now a -25% penalty of hp +- Add a scroll of deincarnation +- Add the possibility to engrave the floor with some magic words found in some + parchments. The words are in Adunaic(Numeronean), Quenya, Sindarin or any + other tongues of Middle Earth. But the parchment also give useless words + with the useful ones, so you have to try different combinations. +- No more "human" sex when randomly chosen + +16/03/1999 +- Mathilde will say the right sentences now +- Fixed a bug in melee2.c which could produce an x and an y out of the limits +- Disabled the engraving command for now because it's too unbalancing... +- If you pray while low on hitpoints (< 20%) your god will do something to help + you, like summoning pets, curing wounds, killing enemies... + +19/03/1999 +- There is now a minimum level needed to enter some dungeons, to prevent + gaining great objects easily +- Fixed the OLD bug of the pink horrors, now only 2 blue horrors + will be summoned +- Fixed a bug with the tiles for the non unique DragonRiders + +21/03/1999 +- The Dragon realm users receive some experience for the kills of their pets +- The Palantir of Minas Tirith now can teleport you next to the quest monster + but it'll take more time to recharge +- Fixed the possessor's number of blows bug. Also the town uniques corpses ( + Maggot, Martti, Mathilde) can't be used to attack because their attack is + moan with no damage +- Added a faq (see pern_faq.txt) +- Added a new monster ally, the Dolphiner. They came from the planet Pern + and can summon dragonriders, their friends. They are men riding dolphins + +******************** Attempts to rebalance the game ************************** +- Changed the xp modifiers of the new races in an attempt to make them more + balanced. Thanks to Shawn Cheng <mfighter@hotmail.com> +- Invulnerability, Wraith Form and Life Multiplier now consume a *lot* of food +- RohanKnight's gain less speed at each levels +- Sound attacks of the harpers are less likely to stun... +- IMPORTANT NOTE: At the character birth if you choose a forbidden class for + your race, you'll be considered as a cheater and the game won't be scored. + It's mainly to prevent the too powerful combination of Deathmold Mimic or + Deathmold Possessor. The characters made before the next release won't be + affected by that +- Some more attempts that I don't remember :) +- Changed the Mana and life multipliers, now mage staff of mana(100%) will + ADD 100% of mana to your max mana and not multiply it by 100 :) +****************************************************************************** + +23/03/1999 +- Replaced Menegroth by the new Lothlorien skilfully made by Akhronath + (zzhou22876@aol.com), with 2 new quests + The Battle of the Five Armies + + (only for DragonRiders) The Fight against a Threadfall + Thanks again Akhronath ! +- Deathmolds can now enter wilderness +- Radically changed the score calculation, in the future it'll serve to choose + which characters must be turned into monsters. Note that the old score files + are compatible but the old scores mean nothing with the new system + +26/03/1999 +- Changed some aspect of the python implementation to make it more portable +- The usleep python function may react strangely +- When you pick up the same type of ammo that you wield in your quiver it + automatically combine with it +- The specials levels are now restricted to a certain depth AND a certain + dungeon type +- The number of collected bounties now count for the final score +- Add a new option to not pick up monster's corpses. It's yes by default. + I've made it to avoid losing good characters by auto picking up a great + wyrm of power corpse and getting -500 speed ! + +28/03/1999 +- Reimplemented the player ghosts, but in a different way. First the bone files + are a lot more complex to include more aspects of the dead character. Second, + only the best characters are allowed to become ghosts when they die, or commit + suicide, it's based on their final score. In the bone directory there is a new + file which held the name of the bone files that the player want to be used. + To add a bone file, put it in the bone directory, add it to the bones.txt file + and increment the number of bone file in the same file. + When a game is loaded it looks for this file, try to find some unallocated + ghosts and modify r_info with the new info from the ghost. When this is done +the bone file is not used anymore because all the info is saved in the + player savefile. The race/class characteristics are not fully handled now. +- Now even with a Mage Staff the Sorcerors have a penalty of -10 to hit/dam +- A Vampire can now wield the Phial of Undeath without being scorched, while + all the other light artifacts scorch them + +30/03/1999 +- The Arcane Zap spell now works correctly +- Updated the FAQ with the help of Leon Marrick +- Updated magic.txt with the help of Leon Marrick +- WOH ! Impressive ! Great work indeed ! Well, Andreas Koch has made a + powerful graphic editor for PernAngband !!!! And it has also drew some new + tiles! The editor is really impressive, you load the graphic file, the prf + file and you can assign a tile to every monsters/objects/... you want, just + with a click ! It can even scan the *_info.txt to search for new things that + are not in the current prf file and to add them ! + You just need a big screen resolution(1152x864x16bits works for me) + Thanks for the great work Andreas(akoch@rbg.informatik.tu-darmstadt.de) ! +- The Archer class as suggested by Mike Hommel <jamul@hamumu.com>. They gain + some extra shot and might with levels and can also create ammo with rubble + and junks. + +05/04/1999 +- Fixed a bug in the Weyr of Arda at Lothlorien +- Add the artifact's descriptions made by ... well I don't have his/her name. + Anyway, great work. +- The rings of teleportation can now be activated but they'll be destroyed in + the process. It's like a last chance option :) + +08/04/1999 +- The uniques used in the special levels are no longer shown as killed in the + list and can only be created in the special level. + Note : This will only affect the new characters. +- Fixed : When a Power Mage spell fails it is not cast anyway. +- Wall creation works for Power Mage +- Divia wrote some missing artifact descriptions + +12/04/1999 +- Reimplemented the engraving feature. There are some parchments in the + dungeon which contain Adunaic/Quenya/Sindarin/... words you can use to + engrave the floor with 'x'(']' in the roguelike keyset). You must read them + before engraving even if you know the words from your last game. Also the + inscription is magical and so needs some mana to work. So there is a new + and unique feature : each grid in the dungeon have some mana on it's own. + You can sense the mana of one grid by pressing 'X'('[' in the roguelike + keyset), but this is not very precise nor easy, it's based on the magical + ability. When an inscription is used it decrease the grid's mana and when + there is not enough mana the inscription don't work anymore. The maximum + mana of each grid is 255. i.e.: when you engrave the protection inscription + which use 8 mana on a grid with 80 mana, a monster won't be able to walk on + it for 80/8=10 turns, but well, this can save your life ! + Note : There are not a lot of inscriptions, if you have some ideas, don't + hesitate, email me ! + +14/04/1999 +- Changes in the r_info for the HAS_EGG flag as suggested by Akhronath +- Bloodletters of Khorne only have a 20% chance of dropping Blade of Chaos + +17/04/1999 +- Raal's Tomes of Destruction have a 20% chance of dropping a Raal's Tome of + Destruction +- Symbiants are more likely to receive the grow molds mutation + +20/04/1999 +- Quest monsters can not be pets or breeders +- Can now place Trees(T), Mountain(M), Shallow & Deep lava(l, L) and + Shallow & Deep water(w, W) in the special levels +- Add a new dungeon type: The lost city of Numenor which is mainly composed + of water and which can be found to the west of Bree +********************* IMPORTANT ************************* +- The savefile from the old versions of PernAngband are no longer compatible + with the new one. It's mainly due to the new magic system but also some other + changes. I'm sorry but this would be hard to write a converter since all + the realm change (they have more spells) and so the books too and also the + way to remember which spells are known, forgotten, tried... +********************************************************* + +22/04/1999 +- Some new graphics from Andreas Koch +- Fixed the wilderness generation bug which sometimes hung the computer when + trying to go on a wilderness border +- The features(in f_info.txt) have some flags now. This allows me to create 2 + new types of wall: The Glass walls which you can see through but that you + can't pass and the Illusion walls that you can pass but not see through +- The screen is now correctly redrawn when leaving/entering a body +- Add the Wands of Wall Creation +- Death Mold powers have moved to the activation command('U') + +24/04/1999 +- Your are no longer crushed when flying over trees/mountain without being a + DragonRider +- The Vanilla feelings are back + +26/04/1999 +- All the spellbooks are now placed on the top of the inventory. +- The Sorcerors can now use the Wizard and Prior books +- The new magic system is ready. I'm just waiting for Akhronath and Shawn + Cheng. And now adding a new realm or an old fashioned magic system is + performed the same way and easily +- Add the Illusionists from Kangband. Someone has asked for them so... :) + +28/04/1999 +- Finished the Valarin Realm +- Between gates are now allowed in the vaults. To place them place 2 times a + number from 0 to 7. I.e.(from weisiger <jmartin@inreach.com>): + D:XXXXXXXXXXXXXXXXXXXXXXXXX + D:#,,,,,X&...@X..**&X....9X + D:#...&1X.,,,2X..**&X3...9X + D:#...&.X1,,,.X2.**3X....9X + D:#,,,,,X&...@X..**&X....9X + D:XXXXXXXXXXXXXXXXXXXXXXXXX + But BEWARE ! You MUST put the 2 occurrences of the number, no check are done + so it'll surely crash or bug if not ! You've been warmed. +- You can now walk over the water with a Valarin spell + +30/04/1999 +- A monster on a between gate when the player is using the other is teleported + to the player location +- Add some Between vaults from weisiger +- Added the Sigaldry realm +- The Rings and Amulets are now allowed to be random artifacts +- You can use the between gates in the special levels via the numbers 4,5,6,7, + 8,9,0 +- Alchemists MUST wear gloves (no cesti nor gauntlets) in order to do alchemy. + They also begin the game with some gloves +- Add a Potion of Learning which allow you to learn one more spell than you + normally can. No need to say that they are very rare +- The more you learn spells in a realm the more efficient with that realm + you are + +02/05/1999 +- Implemented the Nether Realm + +09/05/1999 +- Magical stair at the bottom of each dungeon +- Reworked the imprinted pet system, now it will work lot better +- Add the scrolls of spell which can cast a spell like a book. They must be + created by the Sigaldry magic, they can't be randomly generated +- Updated the Sigaldry realm +- Added Staves of Wishing! You can wish for objects, monsters, spells but + NOT FOR ARTIFACTS nor for staves of wishing +- Flying monsters can now pass over trees and mountains + +11/05/1999 +- The game will ask you to choose ammo from your inventory if your quiver is + empty + +26/05/1999 +- Add the Crusade Realm +- Add some new inscriptions +- It's now possible to add up to 32 realms + +03/06/1999 +- Wraith form is less powerful since it's not so rare. Now damage is only + divided by 5 and armor raised by 50 + +05/06/1999 +- Add the speaking patch from Matt Graham. Just edit the monspeak.txt file + to add new entries. And don't hesitate to send me what you've added ! + +11/06/1999 +- There are fewer gods and each god has one or two preferred races and if one of + this race pray to him they gain better benefits. Also the praying effects + are more differentiated (based on the different gods) +- Add the 'only once' quest type +- It's harder to please your deity +- The Nazguls are MUCH more powerful (ideas from Akhronath): + ******** Quote from Akhronath mail ******** + All weapons which are not ego-items cannot harm them, and will be destroyed if + the character hits a Nazgul with it. Ego-items which have slay evil or slay + undead can harm them, but each hit has a 25% chance of destroying the weapon. + Other ego-items can't damage them, and have the same 25% chance of + destruction. An artifact weapon will be able to hit them only if the weapon + has slay evil or undead, but the weapon will be hit with disenchantment every + time it connects (but this is negated with disenchantment resistance on the + character). And even these artifacts can be destroyed, although there's only a + 5% chance. Other artifacts, of course, can't damage the Nazgul, and still have + the 5% destruction chance. + + When a character does any damage to a Nazgul or is damaged by a Nazgul, he has + a 25% chance of being afflicted by the Black Breath. Thenceforth the character + will slowly be drained of experience and sanity. The character can stay alive + by using restoring and curing potions, but to cure the Black Breath he must + either drink a Potion of Life or eat (a new item) Athelas Leaf. (Athelas isn't + really eaten, of course, but I can't think of another simple way to implement + it.) + + This will really make the player think twice before going up to a Nazgul, and + makes it very useful to carry spare weapons. + ******************************************* + So if you encounter a Nazgul .... RUN AWAY ! +- Sensing the grid's mana is now done by pressing 'x' key to engrave the floor + The X key is free for some new function (maybe for the new riding system) + +17/06/1999 +- When browsing the spells while being a Power Mage there are no more bugs + when pressing escape +- Removed the forbidden race/class combination feature. But it's always + possible to recompile PernAngband with it with the FORBID_BAD_COMBINAISON + define(in config.h) +- New god : The RNG + +19/06/1999 +- The priest/prior/paladin's god is now chosen dependent on their race +- I have enough of hunting those damn ghost bug which makes them unable to + move. So it's now a feature ! They don't move because they are GREAT + adventurers who now just want to stand there to find peace :) + Hey, fixing bugs is easy this way :)) + +22/06/1999 +- When 'A'ctivating the first screen showed is the equipment and no more the + inventory +- Some new gfx drew by Andreas Koch + +06/07/1999 +- You can place object kind in the special levels instead of artifacts by + using 1000+k_idx as the number instead of just the artifact index + +17/07/1999 +- Add the Yeek race, but not as in Zangband. It's the one from Drangband. + I was thinking of a race who advance even quicker than the humans in levels + since a long time and I've found it ! + So they suffer lots of disadvantages but need less exp than the other +races, i.e.: When a DragonRider comes to level 2 a Yeek can already be at + level 7 !! +- Added the FLY attribute, it allows you to fly over trees and mountains + because it's no longer possible with the levitation one. It's also a lot + rarer since it's POWERFUL in Galgals and Mirkwood. DragonRiders have it + by default. There is also a change in the features flags, CAN_LEVITATE + means that you can just avoid them by floating over it (like a pit, + water, ...) and CAN_FLY means that you must have the FLY flag to cross it. + +19/07/1999 +- The monster's drop are now created at the same time as the monster is + created. First it disallows scumming of monster drops. And the most + important thing is that it will allow me to add the new ability of stealing + objects from monsters (everyone will be able to do it, but only Rogue will + be excellent at it). For the point of view of the player there is no change. + It may produce some strange object disappearance in the late game since + all the objects are generated with the dungeon. And thus it may need to + increment the maximum size of o_list in misc.txt. If such problems shows + up, email me. +- Press 'Z'('[' in roguelike mode) to STEAL an item from a monster. The + success rate is based on your dexterity, the fact that you are or aren't + a Rogue (being one makes it easier), the weight of the object to steal and + the base level of the monster. A Rogue will also gain some experience + if he/she succeeds. This made them more Rogue and less Warriors. + +22/07/199 +- Add more graphics from Andreas Koch along with a new version of the editor + +26/07/1999 +- The resurrection effect of the gods is now harder to get and decreases a lot + more your grace. It was ... well ... too powerful for the cost of some + crappy artifacts +- Finished the Magery realm created by Chris Weisiger (jmartin@inreach.com) + +03/08/1999 +- I've finally fixed it ! You know, this ugly bug that disallows the darkening + of the grass & mud tiles when they have been lit. + +18/08/1999 +- Yeah ! It's done! The new magic system is finished (I will add Spirit Realm + later). The final form is 4 Major Realms : Valarin, Nether, Magery, Shadow + and 4 Minor Realms : Crusade, Tribal, Sigaldry, Illusion. + The only problem is be that it could be unbalanced, especially the + Shadow realm since I've created it :) + Anyway it should be great. There are still a lot of old spells but some new + coloured funny spells for you to discover, as Control the Ring, Infuse Amulet, + Scribe Scroll, Doppleganger, Volcano Flow, Tidal Wave, and a lot of others! + The max number of spells a character can learn depends on his class. But + generally the player can learn fewer spells than the total number of spells he + has in all the books he can read. + I want to thank Akhronath (who has the first idea and who write some realms), + Shawn Cheng, Chris Weisiger and DSCreamer<DSCreamer@aol.com> for their great + help. +- Moldoux can not appear at any other level than level 1 + +21/08/1999 +- A new version of the Tile Editor plus a full set of graphs (expect the books)! +- Moved the dungeon types definitions from tables.c to a new info file in the + lib directory: d_info.txt + It allows you to add new dungeon types easily. + There is also a brand new feature: You can specify which monster flags that + are NEEDED for a monster to be generated in the dungeon. + There is also an addition of dungeon flags. Here is the structure: + N:<index>:<name> + D:<long name> + W:<min depth>:<min depth>:<min player level>:<next dungeon>:<flags mode>:<min alloc>:<max alloc chance> + L:<floor1>:<%1>:<floor2>:<%2>:<floor3>:<%3> + A:<wall1>:<%1>:<wall2>:<%2>:<wall3>:<%3>:<outer wall>:<inner wall> + F:<flags> + M:<monster flags> + S:<monster spells> +- The quest rewards are always good +- I've finally found and fixed the Mirkwood Spiders Quest + +24/08/1999 +- Add the MAZE flag to the dungeon type flag list, which instead of a normal + dungeon generate a full big maze ! And it's EVIL ! Note that there will be + no rooms and no vaults generated, just a plain evil maze + The algorithm is from <Pierre.Bru@spotimage.fr> on rec.games.roguelike.development +- Note about the dungeons : A dungeon can't have more than 40 levels +- You can use SMALLEST, SMALL and BIG as dungeon flags to specify the level's + size +- 6 new dungeon types: a Graveyard, an Illusory Castle, an Orc cave, a Maze + a Dragon's Lair and A Forest with specific gfxs and monsters restrictions +- Some new gfx form Andreas Koch mostly to add more flavor to the towns + +29/08/1999 +- You can add a guardian and a guardian artifact to each dungeons types with + the following flags: FINAL_ARTIFACT_artifact_number and + FINAL_GUARDIAN_guardian_number + +29/08/1999 - PernAngband 4.0.0 + +01/09/1999 +- Fixed the max_dlv non allocation error +- Fixed the Tribal realm spell descriptions + +01/09/1999 - PernAngband 4.0.0b +- New dungeon type, the Netherworld with Muar and the Wand of Fireball of + Mithrandir at the bottom +- You can't gain a fate before being level 10 +- Some cosmetic changes suggested by Akhronath +- A new Artifact by Akhronath, The Long Sword of Murazor 4d5, so ... the next + time you see a long sword 4d5, beware ... + +05/09/1999 +- Add a feature flag to allow running +- Fixed the Chaos Warriors bug (they were unable to use magic !) +- Fixed the Chaos Realm descriptions +- You can't rest on a between gate +- You can now steal from stores. But beware of the consequences if you fail... +- Fixed a bug in that when recalling to the town the player was sometimes + placed in the upper left corner + +08/09/1999 +- Fixed a bug that disallowed the creation of entrances to some vaults + +14/09/1999 +- Fixed the Dragon Tower bug +- Add minimum player level to the random dungeons +- Add shafts, you can use them do go up/down for up to 4 levels(but you can't + ignore quest levels). Original patch from Static Chaos. Idea from GSN +- Add a dungeon flags to forbid generation of doors + +27/09/1999 +- Some tweaks to the possessor code as written by Static Chaos i.e: + You must possess a monster that is able to open to door to do so. The + same applies to bashing. Your sex is modified by your body. Lots of tweaks + to the spells that can be used... +- The racial power of the Dwarves is now the same as The Pick of Erebor + activation: they can find hidden passage in the walls +- There is 1 chance in 10 that the level is an magical level, which means that + each grid will contain more mana than a normal level. +- Add some new sentences to the monsters sentence lists + +04/10/1999 +- Began to add the Druid class. But it's TOTALLY different from the other + variant's Druids. They make intense use of the mana flow from within the + earth and the elements, thus their spells can regenerate the mana they have + used by pumping it from the floor, like the Tunnel spell which will blink + the player and will try to absorb enough mana form the grid he/she lands on. + They can also (and they are the only to be able to do that) regenerate the + mana flow of the earth. They also can use enhanced attack types called + Druidic Bolt/Beam/Ball that can follow a mana flow laid by the player. +- The Druids can sense precisely the amount of mana of a grid + +08/10/1999 +- Added some revised graphics by Andreas Koch +- Added the code provided by Alexey Guzeev(aga@russia.crosswinds.net) to + compile PernAngband under OS/2 with EMX +- It's finally fixed ! the damn bug that was crashing the game when leaving + a town on certain system (Mac and Windows) ! this will never happen again ! + +27/10/1999 +- Finished the Druid class. They have 40 spells (8 * 5 books). The spells that + activate Mana Runes is not active for now, but it will in a near future. +- Add a slightly modified Tom Morton fake artifact patch (it won't print {} at + the end) + +30/10/1999 +- You can inscribe an object with !! to notify the player when it's recharged +- Lots of bug fixes thanks to Lothar Lange <100644.2004@compuserve.com> +- Lots of new ideas thanks to Lothar Lange <100644.2004@compuserve.com> + +30/10/1999 - PernAngband 4.0.1 +- "Foolish mortal! Thou hast not pleased me! I'll doom your game with the new + horrible DG curse !" + Yes I've done it, the DG curse is even worse than the TY one. One of it's + most perverse feature is that it can replicate itself to contaminate sane + objects that can't be cured. Also if you remove the curse of a DG cursed + object, it will recurse itself automatically ! + Beware of the horrible Long Sword of Murazor because it carries the ancient + morgothian curse ! + Oh, there are also some monsters that give the DG Curse when dying ... but + I'll let you find whose they are by yourself :-<|> (Dark God makes an evil + smile). I can just say one thing : you should *REALLY* *NOT* kill Mathilde... + But do not worry she's got much more HP, so you can't kill her anymore :) + +01/11/1999 +- Add the Rod of Home Summoning, which acts like the old dragon spells + "Call Home" + +08/11/1999 +- Drastically reduced the recharging time of the Dragon Scale mails in order + to render them useful. +- Added a new weapon ego-item: of Spinning, which will make you spin around + in order to hit every monster around you. Note that you'll only get one + blow for each monsters whatever your normal number of blow is. +- Added (ok stolen) the question in the GSNband FAQ about wrists hurting (it can + be useful, so everyone should know) +- Rogues and monks gain more and more stealth as they gain levels (SBF) +- Added some sentences for the Dwarves (in monspeak.txt) +- Added the support of two-handed weapons (from GSN). Thus there are weapons + that can be handled with two or one hand (but with one hand it halves the + damage). A 2 handed weapon can't be wielded with a shield. +- Added the random character name generation from Cthangband +- Added rivers (water & lava) from the Steven Fuerst fractal patch. Note that + you have to add WATER_RIVER, LAVA_RIVER, WATER_RIVERS or LVA_RIVERS to a + dungeon to have some rivers generated (actually in Mordor(lava), Dragon lair + (Lava) and Forest(Multiple Water)) +- Updated generate.c to the Steven Fuerst fractal patch room generator (using + room_alloc), in order to implement the remaining part of the patch easier. + But I'm still having problems adapting it to my extended dungeon generator. +- Ahah ! I've resolved the problem !! there are now fractal rooms (15%, can be + always enabled by specifying the CAVE flag), now the orc caves looks great + +10/11/1999 +- Added the Caverns(enabled via the CAVERN flag) +- Hell has been moved down, it now begins at level 666! :) + +12/11/1999 +- Add the Static Chaos persistent dungeon patch that save every level of a + dungeon (which has the PERSISTENT flag) on disk and reload it instead of + regenerating a new level. +- Add the Outer World dungeon type (this is an entrance to a place of an + incredible stability). It use the PERSISTENT flag and thus will be saved. + Only level 50 characters can go there to prevent abuse(like have an old + ultra powerful character and a new one and going into the Outer World to + exchange some stuff). And yes the saved dungeons are the same for EVERY + characters. But to add ... err ... variety, I've put it from level 300 to + 305, I've put it to have at least 30 monsters from the beginning AND to have + an higher monster generation rate(1/60 instead of 1/160 !), thus you'll + NEVER get bored there :) +- Implemented the much more complex trap system from Angband/64 thanks to the + patch made by Static Chaos. There is 169 traps (see tr_info.txt). + Beware that on average the traps are deadlier... +- It comes along with a new feature for stat system: temporary stat drain, + it's cool + +14/11/1999 +- Renamed Power Batteries to Essences +- The DG_CURSE can put the NEVER_BLOW flag on a weapon ... sadistic !!! + +16/11/1999 +- DSMs now have been granted the FLY flag + +19/11/1999 +- The monster memory now colors some important things about the monster (like + resists, speed, ...) +- Fixed a wand of wishing bug, that made them sometimes NOT use a charge +- Moved the special level DeathWatch to the Orc Cave +- Moved the special level Treasure Room to the Maze so people are forced + to play those dungeons if they want the artifacts +- Random quests will only occurs on PRINCIPAL dungeons (the one created by + splitting the vanilla dungeon into 4 smaller ones, Galgals, Mirkwood, + Mordor and Angband itself) +- To prevent too many YASD from the DG curse of Mathilde she has now been + granted 22500 hp, but as usual she can't attack :)) +- Fixed a bug that disabled the guardian at the bottom of some dungeons + +25/11/1999 +- Added main-gcu from Angband/64 to allow larger screens +- Added the new note command that dumps to a file from "Tom Morton" + <tmorton@yikesstation.freeserve.co.uk> + +27/11/1999 +- Added funny time message from Z +- Added object experience as suggested by Ceilti <Ceilti@aol.com> +- Fixed a bug when the magestaves were cursed + +29/11/1999 +- Added the small trees (along with a new feature flag: SUPPORT_LIGHT) to + replace the walls in the Forest and Mirkwood +- Some new gfx from Andreas, and the town of Bree with the new tiles + +02/12/1999 +- Add 4 dungeons by variaz@hotmail.com: Vanilla Dungeon(only from Vanilla Town, + The Small Water Cave, The Sacred Land Of Mountains(if you don't fly ... + do not even plan on going there), + The Wild Land Of Kurukar(It sure looks great) + +04/12/1999 +- New dungeon flags: HOT and COLD that affect object decay +- Add YA*IF (Yet Another *_info File): wt_info.txt + It defines wilderness features *, allowing a better wilderness map. Since + it now defines nearly everything a wilderness need to have, the map itself + only have to be an array of feature and seed, thus allowing a much bigger + wilderness. I also plan to have a Omega wilderness mode where you can have + an overview of the wilderness to travel quicker (but time will pass much + quicker too:) + The structure of w_info is also changed, it's uglier but well .... :) + The wilderness size must be EXACTLY the same as the size defined in misc.txt. + +06/12/1999 +- Scrolls of Reset Recall are now WORKING !!!!! +- The new wilderness mode is done ! When you reach the border of a wilderness + screen you go to the small scale wilderness map, where you can see all + the wilderness map with the towns/dungeons/... A lot of commands are + disabled there and moving takes MUCH more time, so beware of the food ! + You can enter the big scale mode by pressing > (this allow you to enter towns) + NOTE: The Death Molds CAN'T reach the small scale mode because their + erratic movements are impossible to handle in such a scale. + BEWARE: Your imprinted pets WON'T follow you in the wilderness !!! + +11/12/1999 +- Add wilderness encounters +- Add Oangband rod/wand stacking +- Amulets of the Serpent from Sadi Khan <sadik@christa.unh.edu>: + Resist Poison, Dexterity, some AC and Poison breathing + +12/12/1999 - PernAngband 4.0.5 + +18/12/1999 +- Updated the makefiles and renamed object3.c to traps.c +- Add 5 new essences from Sadi Khan: Force, Darkness, Lightning, Mana and + Knowledge +- Fixed the bug that was placing the player at the town entrance when + leaving a building + +20/12/1999 +- Add the tool slot. It's actually only used to wield a shovel/pick but I've + some plans for it +- You can only dig walls if you use a shovel/pick in your tool slot + +24/12/1999 +- Removed the player ghosts, well in fact made them a compile-time option(see + config.h) + +26/12/1999 +- Added the Necromancer class. But again not quite the same as you've seen + before. They can't be killed as easily as the other class. In fact when + their HP comes to 0 they don't die but become undead for a while. While + being undead their HP is replaced by DP(Death Points) that have a max + inferior to the max HP and that are slowly decreasing(1 DP less each turn). + They can use all the healing spells/potions/... but this won't stop them + from being reduced again. The only way for them to come back in the world + of the living is to kill 2 * player_level monsters. + +01/01/2000 +- Happy New Year ! + +02/01/2000 +- Add a new curse(as suggested by LucFrench@aol.com). When a weapon has this + curse and that the wielder attacks a monster with it, it can clone it ! + And it's REALLY REALLY annoying, especially when fighting some kinds of + wyrms :) + +10/01/2000 +- Finally fixed the flags shown on the character display. +- The quit without save command(CTRL + L) is now a compile time option disabled + by default +- The Necromancer class now has 5 spells (used the same way as the mindcrafter + powers) + +17/01/2000 +- Power gained by levelling artifacts has been reduced +- New unique monster: The Greater Lag Monster... beware :) +- AHAHHAHAH ! I got it ! the wilderness bug that made the game crash when + entering a town is fixed ! And the wilderness system has been greatly + improved. + Now to switch the wilderness mode, just press < or >. + Everything should now works properly + +16/02/2000 +- Each Nazgul will now drop his Ring of Power. They are randomly generated + and thus they don't appear in a_info.txt. They always give invisibility, + life draining and are heavy cursed. + +21/02/2000 +- Changed the format of w_info.txt again, it's much more readable now. + I also added a additional parameter to the W lines of wf_info to define + which letter will be used in w_info.txt +- 60x20, this is the scale of the new wilderness, it tries to looks like + the 3rd age middle earth map. Thus some dungeons leaved the towns they + were used to be to join their "real" place on the map. Only the Upper + Reaches of Galgals are still reachable from Bree. + +24/03/2000 +- Added a small hack from Static chaos to allow running faster with the + overhead map enabled. + +24/03/2000 - PernAngband 4.0.6 +- Possessors now have a MUCH better pseudo id, equal to warrior's one + +06/04/2000 +- Changed the wilderness map with the one provided by Gwidon S. Naskrent + (naskrent@artemida.amu.edu.pl). It's bigger, it's better :) +- Fixed a bug with the chasm opening inscription + +08/04/2000 +- Fixed a bug with the staff of wishing +- Druids can now pass through trees +- Stairs are now noticed again (when you see one it will stay on your screen + even when out of torch radius) + +10/04/2000 +- When a Necromancer turns into an undead he/she/it gets cured of everything + +05/05/2000 +- MAYBE fixed the damn wild bug ... again ? oh please GREAT RNG help me ! + +08/05/2000 +- Added the Notes patch from Chris Kern. That allows you to get a .txt file + recording great events in your life, your notes, ... + Very useful I think + +11/05/2000 +- Fixed the artifact wands stacking bug +- Removed the Netherworld dungeon +- Added the Moria dungeon, it's not random and can be found in ... the moria + mountain chain :) There is Muar waiting you at the bottom, guarding the + Quarterstaff of Olorin +- Waldern, the king of water is back, and he is the final monster of the + small water cave, guarding a the Trident of Ulmo. But beware it is more + powerful than in vanilla +- Dungeon guardians and dungeon guarding's artifacts can only be generated + in their respective dungeons +- Removed rumors that were still Zangbandish and some others I didn't like :) + +14/05/2000 +- The MONSTER_PERCENT_ flag can be added to some dungeons to specify the + amount of monsters that are affected by the dungeon specific restrictions +- Random dungeons now appear on the overhead wilderness view +- COULD IT BE !!!!!! yes it could !!!! thanks to Tom Demuyt that sent me a + savefile where he wasn't able to learn spells, I may have finally fixed the + dreaded spell bug !!!! I say may because I'm waiting for some fellow + mac user to compile it to see if it really fixes the bug. +- IT WASN'T ! but now it *IS* !!!! + That was an other bug. And now Gob, the great Gob, the powerful Gob, + found the dreaded mac spell bug !!! thanks Gob !!!! +- Changed the price for Runes/Essences to be more accurate +- Changed some uniques in r_info to their former vanilla glory +- The look command can now show the trap's types + +18/05/2000 +- Fixed some typos(thanks whimsy) +- Began to add the Body parts system to allow more rings, weapons, + everything, depending on your current corpse (dragons will have more rings, + mariliths 2 weapons, ...) +- If your corpse allows the use of more than one weapon, you can use them :) + let see a Sorceror using Ringil AND Gandalf ! :) well first he has to find + the rare scroll to change body and then to find a corpse that allows 2 + weapons +- Changed color of shafts (brown now) because they were hardly visible +- Flying no longer allows passing over mountains, you MUST have a Climbing Set + +22/05/2000 +- Fast autoroller as a birth option +- E'x'amining books in stores now browses them if your class can read them +- Add a bookstore to Lothlorien town + +26/05/2000 +- When in battle rage(berserk) and using the ascii mode the screen goes all + red (as it is white for invulnerability and black for wraithform) +- r_info is modified to give all monsters some inventory slots. the format is + E:weapon:torso:arms:finger:head:legs + +27/05/2000 - PernAngband 4.0.7 +- add a new dir to lib, DNGN which contain the definition of the LEVELS + not the dungeons. one file for each level named dun$dungeon$.$level$ + In it you can have some declarations, like B:dungeontype which will + create a stairway to an other dungeon, thus allowing to have "branches" + in the dungeons. + L:dungeontype and L:level specify which is the "father" dungeon and at which + level the stair appear. + S:ext means to save the level(and thus to reload it) in the player.ext file + so allowing the use of persistent levels(the persistent dungeons option + is gone) + +29/05/2000 +- Necromancers can use the Nether realm in addition to their old set of + powers(now accessible through 'U') + +01/06/2000 +- Boomerangs of spinning are no longer allowed (that was silly) +- Increased the rarity of the ULTIMATE artifacts (Magestaff of Gandalf, + Longsword of Eru, Seeker Bolt/Xbow of the Elves) +- Fixed the displaying of attributes under the 'C'haracter display + +-04/06/2000 +- Players can now choose which kinds of monsters they don't want in their game + at birth (wipe all Pern monsters, all Cth, monsters, joke monsters, ..) + Note that monsters in fixed quests are not affected. + Thanks Static Chaos. +- In the Maze you can no longer remember anything, that means everything you + see is what it's in your light radius ! MUAHAHHAH, I'm *NASTY* +- Archers now get a better chance of not breaking their ammo as they + advance levels + +08/06/2000 +- Note taking bug should be fixed +- Fixed a bug with the incarnation code + +11/06/2000 +- Added the Orc Barracks special level (level 35 of Moria) from + Chris Weisiger (jmartin@inreach.com) +- The maze is now guarded by The Baby Minotaur who is holding The Steel + helm of Hammerhand +- The graveyard is guarded by Vecna holding Doomcaller +- You can now use the 'l'ook command in the small wilderness view +***********IMPORTANT************ +- Between gates are no longer automatic, you must press > while standing on + one to activate it +******************************** + +16/06/2000 +- Revised the Adventurer's guide thanks to Chris Weisiger(jmartin@inreach.com) +- You can no more recall from a quest +- You can no longer target pets +- Re-enabled the "Control the rings" spells of the Shadow realm +- Between gates are now purple + + +02/07/2000 +- Only priest-like characters can use the Valarin realm +- Removed all the references to Logrus +- Tunnelling rubble will place the standard floor of the current dungeon and + not the floor feature +- Grow trees no longer crashes when used near the dungeon edge + +05/07/2000 +- Fixed the character dump resistances +- When a full character dump is requested (upon death) the self-knowledge + screen is used instead of the grid of abilities, that looks better :) +- Fixed a bug in the placement of stairs which sometimes led to a stairway + to another dungeon when not requested +- Fixed the bug that generated 'unknown' grids +- Should now compile (nearly) without any warnings +- Fixed the mountain bug that hung the game when entering mountain chains + in the wilderness + +07/07/2000 +- Some more monsters from Angband/64 and some more work on r_info from + Static Chaos. That brings the number of monsters to ... 1023 ! +- Damage taken from going between is divided by (ac / 50) + 1 + So between 0 and 49 ac it's full damage, between 50 and 99 it's half + damage and so on +- Greater Hell Beasts now have .. 1 hp :) + +11/07/2000 +- Add the Unbeliever class, they are anti magicians. Great warriors, they + have the worst magic device skill of all the classes, they continuously + generate an anti-summoning field around them disabling monsters from + summoning. The radius of the field increase with levels. After level 20 + they can also disrupt the magic continuum, thus getting the same effects + as Anti-Magic, Anti-Tele and The Stone of Lore(nobody on the level can + teleport) + +13/07/2000 +- Add an option to auto tunnel walls when bumping into them. + NOTE that it'll ALWAYS take a turn then, so beware... +- Really fixed the note taking bug (ok stole the fix from Zangband :) ) +- Changed the object description so now it's "Smeagol's Corpse" instead of + "The Smeagol's Corpse" + +13/07/2000 - PernAngband 4.0.9 + +29/07/2000 +- Orc Barrack's between doors are fixed +- God favor is reinitialized upon birth +- Added the Daemologist class along with a brand new realm and lots of new + cool effects(try making all your pets explode ! :) + All made by Static Chaos + +31/07/2000 +- Fixed lots of compilation warnings thanks to Static Chaos +- Added the random vaults and crypt vaults from Zangband with the help of + Static Chaos +- Fixed some bugs pointed out by Bablos +- The Ray Rune now relay make a beam and not a pseudo bolt + +03/08/2000 +- 2 handed weapons wielded with a shield now really restrict your fighting + abilities (I forgot to add the code before) :) +- Possessors can't leave their body while they wear cursed items +- Word of Destruction is no longer allowed in quests +- Add a fate spoiler created by Dustin Ragan +- Removed the old new player ghosts implementation +- Added the new old player ghost implementation (stolen from Drangband) +- Rod system have been totally reworked. Now you can find "base" rods without + power (rods of nothing) with a certain quality (wooden, iron, ...) on which + depends the amount of mana they contain. You can also find rod tips which + contain the real spells but cannot be activated alone. You must attach (with + the 'z' command) a rod tip to a base rod before using it. The spells of the + different rod tips need different amounts of mana (so illumination is less + mana-hungry than healing) :). You can also have base rods ego-items (artifacts + soon) that can decrease the mana cost of the spell, increase the capacity + of the rod, decrease the time needed to zap the rod, ... + Oh BTW, you should be eager to get an Adamantite Rod of Healing of the + Istari :) + Now rods will hopefully be useful. + Note that you have to identify the base rod to get the mana indicator +- Note files are now playername.nte instead of playername.txt +So if you want your note file to be carried to the next version you'd better + rename it :) +- Fixed a bug that prevented Azog from being generated at the bottom of the Orc + Caves + +07/08/2000 +****************** IMPORTANT ***************** +- Removed the Python support because it was slowing the game, adding + weight to the executable (and thus to the archive), was mainly unused, + and was never present in some ports +********************************************** + +09/08/2000 +- Unbelievers are now much better at perception, and actually become even + better as they go up levels +- Fixed several bugs thanks to Iain McFall +- Reset recall is now much nicer to use thanks to Iain (again :) +- When a character is infected by the Black Breath it is show in the char + screen & dump + +15/08/2000 +- Cursed mage staves should no longer crash the game when identified +- A Marilith can now drop it's corpse when killed +- Add the gods spoiler made by Dustin Ragan +- Fixed a bug that could eventually crash the game when looking at the quests + screen +- Fixed a bug in the random junk artifacts that made them cure fear when said to + cure confusion +- Add the squelch patch from Iain McFall +- Boomerangs are now pseudo-id'd + +19/08/2000 +- The *thanc artifact daggers are less common because they are so powerful + +24/08/2000 +- The Midas Touch 30k gold limit has been removed (suggestion from Chris) +- Fixed (ok ok Iain fixed :) ) several trap related bugs +- Squelch now use the pseudo-id thanks to Iain +- Pseudo-id inscriptions are no longer part of the real inscription of an object + and thus ... it's better :) +- Tribal spell "Life Drain" now reduces your stat permanently 30% of the time + and the other 70% it can be cured via restore stats pots. The damage is now + always 50d50 and is no longer affected by mage staves of spell +- Tribal spell "Meditate" no longer hastes/heals you + (it still heals your sanity) and the glyphs' radius have been decreased +- Add the Trap of Acquirement that will give a great object and then mutate + into an other trap. It can never be identified and the color varies. + Idea from Iain +- When casting charm upon monsters only the non-pet ones will be affected +- Elder Aranea HP reduced +- Small trees are burned by fire +- Randomly activated mutations are no longer activated in the overview + wilderness +- Ghoulkings are now z instead of p +- Thrown potions now give xp when killing by a ball effect +- Scrolls of reincarnation have been removed now you can only find scrolls of + deincarnation. To reincarnate into a new body 'U'se the appropriate power +- Recharging is now useful again +- Breeders should be a BIT slower +- Reduced mutation chance of breeders from 7% to 3% + +03/09/2000 +- New, unified store/building code + +08/09/2000 +- Add quest plots. Feature 75, 76, 77, 78 are now permanent walls but used + as quest plot info holders. Before the new building code quest info was + stored in the building feature but now all stores/buildings use the same + feature(74) and the "special" value defines them. +- Add semi-random towns. Now if the ' ' (space) character is used in the town + definition this grid will be replaced by the feature calculated by the + plasma generator as if it was a normal wilderness screen. So the forest of + Lothlorien is plasma generated and not fixed. It add variety and consistency + with the rest of the wilderness +- All towns are now updated to the new store/building code +- Removed the "you are being crushed" bug when going in the overview map thanks + to Iain McFall (as usual :) ) + +10/09/2000 +- When you use a 2 handed weapon and press 'e' the equipment list will show + the weapon(and some info) in the shield slot too +- Monsters can't have fewer arms than weapons +- Mimics have been upgraded. They now have 5 powers. First is to use books of + lore as before. Second is invisibility. The other ones are Mimicries. + There are 3 mimicries, legs mimicry, wall mimicry and arms mimicry. + Legs and arms mimicry will "create" a new body part (or some) for a certain + duration. Wall mimicry will make the caster able to walk in walls (he becomes + a wall) but ONLY in walls .. not on floor .. so beware with this one + +27/09/2000 +- For your god to resurrect you need 3 times more grace and your grace + will drop to -100000 + +30/09/2000 +- Add exploding ammos (bolt, arrows, shots) thanks to a patch by Static Chaos + +13/10/2000 +- Add some patches from Kusunose Toru <kusunose@hcn.zaq.ne.jp> +- Neuters get a weight & height + +13/10/2000 - PernAngband 4.1.2 + +14/10/2000 +- Building doors can't be erased + +28/10/2000 +- Fixed a bug in the rod system when attaching form the floor +- Added fountains that you can quaff from ('H' in normal mode, 'V' in roguelike + mode, yeah I know it was for version number .. but .. mhh who is using it ?:) + Thanks to Static Chaos for the patch +- You can fill empty options with fountains(thanks static chaos) +- Added the Iain McFall Show Monster patch to show all viewable monsters + +08/11/2000 +- Fixed numerous bugs +- Fixed the st_info & ba_info files thanks to Kusunose Toru + +16/11/2000 +- Godly blasts can't be reflected anymore, so beware, puny mortal !!! :) +- Added a whole bunch of new floor features (ice, mud, sand, sandwalls, ...) + thanks to Static Chaos. +- More spell effect will affect the dungeon, for example, fire will melt ice, + nether will kill trees, fire will create ash, cold will freeze water, ... + thanks to Static Chaos again :) +- Cleaned up the feature code again (that was a REALLY messy part of angband... + and especially of Zangband) +- Note: Sandwalls can be dug WITHOUT any digging tools +- Teleport scrolls/staves are back in the shops +- Mages, Wizards and Sorcerors now only get a wand of fire bolt at birth +- Finally fixed the Alchemists extracting powers +- Fixed numerous bugs thanks to KUSUNOSE Toru +- Desert and Glacier wilderness features now really look like desert & + glacier :) + +18/11/2000 +- Debug commands are allowed in the overview map, but beware, do not create + objects & monsters there ... +- The wilderness map is no longer fully known, you have to explore it +- New wild.c file to support all wilderness functions +- Maps can be found to reveal some places of the wilderness + +27/11/2000 +- Exp gaining weapons will gain levels way slower +- Ring & Amulet random artifacts will only be "Ring of foo" and not + "Ring of Slow digestion of foo" + +30/11/2000 +- Level gaining Artifacts have been significantly toned down +- Sauron lost his chances to drop The One Ring +- Blood of Life potions & Staves of Wishing are more rare +- Your god wont always resurrect you even if you have enough piety +- When leaving corpses, Possessor equipment will be dropped to floor + to prevent their form being "lost" +- Sandworm lair, a new dungeon +- Staves of wishing now only have 1 charge + +12/12/2000 +- A patch to the alchemist patch from KUSUNOSE Toru, they should now work + perfectly +- h-system.h fixed so it should compile fine on Linux + +29/12/2000 +- New r_info.txt with the HAS_LITE flag, thanks to Static Chaos :) +- Now some monsters can have a light around them + +03/01/2001 +- Phial of Galadriel and Phial of Undeath now use the same symbol(yellow ~) + +06/01/2001 +- Fates now show up in the character dump (thanks Kusunose) +- Scrolls of Divination are more friendly now (thanks Kusunose) +- Artifacts in monster inventories not yet seen are not shown in the + artifact list (thanks Kusunose) + +08/01/2001 +- Zweihanders are now 2-handed weapons(as they always should have been :) ) + +11/01/2001 +- Ego Rods are now "xxx rod of egoname of power" and not + "xxx rod of power of egoname" +- Fixed some typos(parchEment, NumeRoNean, ...) +- Fixed a bug with junk randarts + +18/01/2001 +- Gods now need more sacrifices +- Disabled the monster lite feature right now because it's HORRIBLY buggy +- The Sandworm Queen will now drop the Sandworm armour when killed + +03/02/2001 +- Now you can separate a dungeon entrance from a dungeon exit on the + wilderness map using the WILD_ix_iy__ox_oy flag in d_info.txt. + ix, iy are the coordinates on the wilderness map of the entrance. + ox, oy are the coordinates of the exit. + Note that each of them(entrance and exit) must have a physical entrance + on the wilderness map(that is a line in w_info.txt). + When you use the entrance to enter you get to the first level but when you + use the exit to enter you get to the last level. + So now you can have dungeons that create shortcuts in the map. + Or even allow to go in previously unreachable places(like now the dungeon + of Moria allows you to reach a secret valley in the Mountains of the Moria + which allow getting to some other dungeons) +- Fixed a bug with fountains (yeah, fountains of the Blood of Life were quite + unbalancing :) +- Priests can't use Tribal magic anymore +- Mages can't use Crusade & Illusion Magic anymore +- Rogues can't use Crusade anymore + +05/02/2001 +- Found why under certain circumstances forbidden objects could still be + generated (and that's also fixed now :) ) +- Dungeons & Monsters can now have object themes (yeah I know, I stole that + from Zangband, though the dungeon theme was in my head for long, but + when I steal I do admit it ...) + For example The Sandworm lair is really full of magical items, while the + Orc Caves are more on the side of the weapons & armors. And the Dragon Lair + is filled with ... oh well everything :) and so on. + So it's now really worth to get out of the 4 basic dungeons and see the + wild world! + All dungeons are done with the themes, it could take a bit longer for + the (1031) monsters... :) + NOTE: Dragon Scale Mails are considered TREASURES + +07/02/2001 +- Ego Monsters, yes like Ego items but for monsters. New file re_info.txt + defines all possible ego monsters types (skeletons, zombie, ...). It can + modify, the flags, spells, level, speed, ac, ... of the monster that is + turned into an ego monster. + This will increase the randomness of the game, increase the number of + monsters from 1031 to .. a lot... :) + There are not much ego monsters right now, so feel free to submit them + +09/02/2001 +- Sorcerors can't use much armor +- Beastmasters have been give access to the Tribal realm, the Beastmaster's + powers are now available through the 'U' key +- Player Raise death spells will now really create an undead. For example + you cast raise death upon a kobold corpse and you can get a Skeleton Kobold, + or a Zombie or a Spectre one. New Undead types will be added later. And I'm + open to ideas naturally +- Narya activation is now Healing (500) +- Nenya activation is now Healing (800) +- Vilya activation is now Healing (900) and cures Black Breath +- Daemonologists can now wield their books (in the weapon slot). When used this + way, spells are cast in 1/3 of a turn otherwise it takes 5 turns + +11/02/2001 +- Specialized ESP, like Orc ESP, Troll ESP, Dragon ESP, ... + They are less rare than full esp, but full esp is more rare +- Fixed a Runecrafter bug which could crash the game if no second rune was + selected + +11/02/2001 - PernAngband 4.1.5 + +11/02/2001 +- Ents get nearly no sustenance from eating + +15/02/2001 +- Center player option +- Alchemist artifact creation now requires player level magic essences to + work. The stats are permanently reduced upon failure (as it always meant to + be). You PERMANENTLY lose 100 max hp when trying to create an artifact. + This should reduce the number of mad alchemists :) +- Dark Swords as a new item type. They generate an antimagic field of 50% + minus the sum of the enchantment (a +5+5 one will only do 40%) on a + 5 tile radius (also minus the enchantment) +- Unbelievers now generate a (player level)% antimagic field on a distance of + (player level / 10) +- An antimagic field disables any form of magic on the user, and can prevent + monsters from casting spells (not breathing). A 50% antimagic field will have + a 50% chance of stopping a spell + +18/02/2001 +- Normal Artifacts. Normal Artifacts are artifacts found directly in k_info + that doesn't require a place in a_info. That allow strange artifacts, like + wands, rods, staff (those were possible already but ugly), ... and even + food +- The Rod Tip of Home Summoning is now a Normal Artifact +- The Greater Ration of Health is the first (very rare) food artifact ! + When eaten it provide +70 hp permanently +- The Potion of the Blood of Life is now a Normal Artifact +- Invulnerability can no longer appear in fountains +- The Ring of Precognition is now a Normal Artifact +- The Ring of Wraithform is now a Normal Artifact +- The Scroll of Deincarnation is now a Normal Artifact +- Hell is now the Nether Realm +- Fixed a bug that created stairs at bottoms of dungeons +- Extra blows can only be provided by things in the weapon slots +- The Scroll of Mass Resurrection +- Renamed Warrior-Mage to Warlock + +20/02/2001 +- The Wand of Stone to Mud of Thrain and The Wand of Fireball of Gandalf + got the EASY_USE flag, allowing them to be used even by unskilled + characters +- As does the Stone of lore + +23/02/2001 +- Fixed a bug that allowed people in quests to use the '<' key to get to the + wilderness timescale +- Fixed a quest bug that allowed players to regenerate the quest many times +- The Control the Three shadow spell is now much much more effective, since + it removes black breath and DG_CURSE. The only little annoying thing is that + it requires that player to wear the *THREE* rings. And that can only be + accomplished with either the Possessor class (though they CAN'T cast the + spell -- no hope for them) or The Scroll of Deincarnation + +10/03/2001 +- Monks can choose which spell to learn +- Fixed a bug with limited ESP description +- Fixed a bug in Possessor titles + +09/04/2001 +- DeathMolds can now teleport onto stores & such (all features that are + considered floor by the game) +- Objects cannot be dropped on traps anymore +- The Sandworm Queen no longer appears multiple times +- Harpers wont crash at the start anymore +- Panic saves will use the playername.pnc filename (thanks Improv) +- Symbiants can't hypnotize monsters that aren't pets anymore + +15/04/2001 +- Add an old patch from SC which allows dungeons to project an attack every + few turns. For example a player in the Nether Realm will be hurt by nether + every 3 turns for a damage of 10d10. + The syntax is(up to 4 lines): + E:<dice>d<sides>:<frequency>:<attack type> +- Volcano now does 2d10 damage each 10 turns, beware scrolls on the floor :) +- Lost Ruins of Numenor does 1d1 acid damage each turn (water will RUST you) +- Cirith Ungol will poison you every 20 turns for 4d4 +- Illusory Castle will confuse you every 6 turns for 6d2 +- Small Water Cave does 1d1 acid damage each 20 turns (water will RUST you) +- Nether Realm is unlightable (as is the Maze) and always empty levels +- Nether Realm is now guarded by Tik'srvzllat who guards the Ring of Phasing + a powerful ring that allow wraithform and immunity to nether + +16/04/2001 +- New Race system, Now you select a race AND a race modifier at birth. + For example you choose to be a human vampire, or a dwarf skeleton, ... + Then some modifiers apply (stats, skills, extra powers, ...). Note that + all races can't use all race modifiers +- New race modifier, Barbarian, the old barbarian race is gone +- New race, the Wood Elf from CathAngband, masters of the bow, with 1 extra + might and 1 more if they use bow and are high level enough +- Extra Might can now be > 1 +- Penalty for priests using non blessed swords/axes/polearms is now (-15,-15) +- New weapon category: Axes +- Add Weaponmaster class from Gumband, trained into one weapon category, being + great with it but bad with anything else + +18/04/2001 +- Aranruth is a broad sword, 15lb, 3d5 +- Fixed lots of spelling errors/typos thanks to Improv +- Add a new birth option: Astral (ghosts from Kamband, name from Gumband) + It enforces vanilla town and makes you start at level 98, you can't recall + and need to reach town +- Trap doors can't appear at the last level of dungeons or in non dungeons +- The concept of non-dungeon places: some "dungeons" got the FLAT flag + meaning they are ... flat, like a forest +- The concept of Towers, going up instead of down +- Updated birth.txt to take in account the race modifiers +- Wood Elves can go through trees +- Ammo similar to the one in your quiver will always be picked up + +20/04/2001 +- The death fate is way different now. When the player enters level he is + fated to die on he gets teleported to a special level in a special dungeon. + the level is empty, small and full of really out of depth monsters. Recall, + genocide, ... are forbidden. There are no stairs, the only way to leave it is + to kill every single monster of the level. Then the player is teleported + back to town. Chance of surviving are *LOW* but not nonexistent :) +- The knowledge rune will now probe monsters +- Runecrafters are now playable (new damage formula) even at low levels ! + Now lets hope they are not TOO powerful :) +- Runecrafters upgraded. They can now: + 1) Cast a spell on the fly (as before) +2) Cast a runespell they memorized before (can memorize up to 100) + 3) Cast it from a carved runestone (uses 75% mana and does NOT need the + runes to be present in the inventory, but consumes the runes during + creation and it must be carried around to be used) +- Mormegil is now a Darksword and is quite nice +- Lesser & Greater Krakens now drop corpses + +24/04/2001 +- Add random towns in the dungeons. There can be up to 4 towns per dungeons. + Not all dungeons (well should say places) can hold towns. Random town shops + are took from the possible shops in st_info.txt with the RANDOM flag +- Stores in st_info.txt got flags +- When carving a Runestone the involved runes are destroyed +- Random towns can have different shapes, from vanilla one to hidden one + (the stores are placed randomly on the level, without any buildings) +- When the player is invisible and does not have see invisible the @ symbol + disappears +- Cannot locate undetected traps by simply 'l'ooking around +- Mariliths cannot use boots + +26/04/2001 +- The player is no longer "teleported away" when leaving some buildings +- Level gaining artifacts rarity have been increased +- Death Ray will actually kill the player +- Removed traps of death ray (now that death ray insta-kills) +- Recharged wands/staves cannot be extracted anymore +- Wraithform no longer reduces damage +- New hp formula for Possessors +- Some sentences for the DarkGod monster to say, based on #angband :) + +28/04/2001 +- *WARNING*, squelch list has to be checked upon importing an old savefile +- Every item can provides blows since Alchemists can't create that many arts + now +- Wielding a mage staff (even non ego ones) will provide with a decrease of 20% + of the casting speed (using 80 energy instead of 100) +- Add makefile.bcc thanks to Arch + +29/04/2001 +- Some Spelling/Grammar fixes in lib/help/ -- Improv +- Levelling artifacts will now use a new scheme: + There are now groups of abilities (the Fire realm, the Cold Realm and so on) + Whenever a weapon goes up a level, it gets to either: + 1. become enchanted by +2/+1 + 2. gain another attribute from a group it already has. + 3. gain +1 to hit, and a point. + when a weapon gains a certain number of points, it might buy access to a new + group. Note that some groups can contain good AND bad abilities +- Pet shop now sells scrolls of summon never moving pets +- Lots of fixes (ammo weight, god flags, ...) thanks to Kusunose Toru +- Towers deactivated for the time begin +- Rods considered good + +01/05/2001 - PernAngband 4.2.2 +- Force attacks will pull away monsters (from Dr) +- Fist of Force is now a force attack +- Unbelievers can now detect traps at level 25 and destroy them at level 35 + Press 'm' + +03/05/2001 +- GoI no longer protects from insanity +- Colored messages +- Artifact creation results in a 40hp loss + +05/05/2001 +- Hermit subrace, magic adepts weaker physically but have more mana reserves +- Use upx for exe compression of the DOS version in makefile + +07/05/2001 +- Fixed makefile difficulties in makefile.org, and uncommented one of + the safer sets of CFLAGS/LIBS in that file as a good default -- Improv +- Fixed some other spelling problems, notably in cmd7.c -- Improv + +13/05/2001 +- Reworked the old (ugly) activatable mutations, race powers, ... system to a + new unified one. Race, subrace, class powers are defined in the tables in + tables.c. Now the new system will allow for artifacts to grant powers, it + also allow intrinsic powers (i.e. you quaff The Potion of Blinking + and from now on you can blink at will) +- There is a 2% chance of gaining the grow mold mutation when eating a slime + mold +- Priests gets the curse detection power +- Oops the Sandworm Queen wasn't confusion resistant :) +- Added various granted powers to various artifacts and ego items +- Sorceror allowed spellbooks are now in tables.c (Mrealm_choice) +- Changed the install rule to do something sensible on Unix. Changed config.h + to suit. Default dir for lib is now /usr/lib/games/pernband/ + Hopefully this won't make too many people angry -- Improv + +15/05/2001 +- New GFX by Andreas Koch +- Fixed some entries in a_info +- Monster memory now tells people when they're facing a Nazgul (Kevin W Thomas) +- Fixed a bug in dungeon town generation (Kevin W Thomas) + +16/05/2001 +- Added makefile.WHICH, fixed up my earlier patches to add a real install + rule - Improv +- Pseudo id now works for potions, scrolls, wands, staves and rods. Magicians +are better at pseudo id-ing those than warriors (SC) +- Can only use one ultimate artifact at a time (not that it really + matters given that no-one will ever find one :) ) +- Fixed a bug preventing The Baby Minotaur from being generated if it was + already generated for a previous character using the same savefile + +17/05/2001 +- Upgraded to latest z-term code +- Illusory castle got a guardian, The Glass Golem (a NASTY thing) hoarding + The Helm of Knowledge, which auto ids every item you walk onto and activates + for insanity + *id* +- Crushed all oriental items(nearly) of the game, they just doesn't fit the + general theme +- Gigantic dungeons (flag DOUBLE) from SC +- Ice lair as a Gigantic dungeon from SC +- Dragon Lair is gigantic now +- Between gates travelling damage is now /2 + +18/05/2001 +- Checked in an EXTREMELY raw and broken version of my z-term changes that + produce cmovie files. It's disabled by default, if you want to play with + it, play with z-term.c ... Until I incorporate a cmovie player into + Pernangband, you can use the one I wrote for MY roguelike MoLD, available + at http://www.sourceforge.net/projects/mold/ . Little plug there. -- Improv + +21/05/2001 +- Moria WILL have downstairs at the bottom + +24/05/2001 +- New quest code ! Quests are no longer in *_info.txt files but are able to do + many new things, and the code is less ugly than it was :) +- Random Quests refitted to use new quest code, now each level with a random + quest will have a vault with the monsters you need to kill inside, and a + princess that is held prisoner (your goal being to save her) +- Refitted Thieves quest +- New Bree quest, The Lost Hobbit ! save Merton !! +- New key, 'y' to give items to monsters +- Elven vampires no longer get resist lite, that was silly AND unbalancing +- Artifact arrows wont come in piles anymore + +26/05/2001 +- Removed Wizard & prior classes, Mages & Priests can now use their realms +- Refitted Crusade realm, some new (fun) spells +- cmovie changes to make it work better. Should have it all cleaned up and + portable very soon. -- Improv +- Updated pern_faq -- Improv +- Power mages start with a 2d4 spells +- Fixed a bug which made random artifacts destroyed by auto-squelch. -- + Kusunose +- Changed spellbooks colors to be more .. accurate +- Add the Spirit realm, taking the place that was designed for it a long time + ago, the one that tribal used until now, between Valarin and Shadow. + Tribal is not removed, but it can only be used by some nature-like classes + (like beastmasters, rangers, ...). Some spell names & spellbooks names are + took from psiband Psionicists + +28/05/2001 +- disturb_move option off by default +- Bree town totally redesigned by Mynstral to be more accurate the LoTR + description of it and to be more .. beautiful :) +- New quest in Bree after the hobbit one, The Trolls Glade +- Dark Horseman quest required level raised to 35 +- Massive updates to tables.c, fixed spelling of several spells, renamed a + few, fixed spelling of several lvl-specific class names, renamed a few. + Also working on maintainability for race/class restriction code in same + file. -- Improv +- Entirely replaced TANG.txt with new stuff I wrote -- Improv +- Permanent wraithform no more do the "You feel opaque" every few turns +- Recoded the passwall() function to be... less ugly and less buggy +- Archers learn to protect their arrows from fire as they advance levels +- The Toris Mejistos guarded by Ar-Pharazon the Golden at the bottom of + the lost ruins of Numenor +- Fixed random artifacts activation bug + +30/05/2001 +- Spell lists are now colored +- Spell descriptions when browsing +- Half magery spells descriptions done by Parak +- The potion of learning is a k_info artifact now +- Added color to seen unique list, quests list and a few others + +31/05/2001 +- Descriptions added to first five Shadow books (Shaun "arch" Sides) +- Nazguls lost the DG_CURSE upon death +- The Spiders of Mirkwood quest is the first Lothlorien quest +- Magestaff of power now increases spell power while magestaff of spell + holds 2 spells (switching their previous behaviors) +- New ego item system, externalized everything, it's half based on Matthias + Kurzke patch +- Rewrote e_info.txt for the new ego system, the rarity should look like the + same +- Bows of Numenor & Lothlorien as new ego items +- DSM can be ego +- some new ego & tweaks to existing egos +- 3 new light types: Everburning torches, Dwarven lanterns and Feanorian + lamps +- New ego lights: of Brightness, of *Brightness*, of Illumination, of Boldness, + of the Shadows, of Infravision, of the Eternal Eye +- The Phial of Galadriel is now level 20 rarity 10, the ego lights & other + perm lights should be enough until then +- Ego light: of Fading, will make non-permanent the permanent lights :) + +01/06/2001 +- Add auto curse +- The One Ring will not be cursed when generated but will have the auto_curse + flag, so it is possible to use it and take it off for VERY brief periods... + but if it becomes cursed while you're wearing it .. you're stuck with it +- The same applies for the Toris Mejistos (except that it's not permacursed) +- Moved options around +- No more books of lore, they are now Cloaks of Mimicry (and can be ego items + or randart) +- Monsters that can suicide cannot be random quest monsters +- Alchemist artifact creation totally changed. It now takes player level + essences of magic and 1 hp to "imbue" a normal non-artifact, non-ego item + into a pseudo artifact. + You will then wield/wear it and it'll gain some xp when you do + (reducing the amount you gain) + When you think you have enough xp, you finalize it (actually select the + flags that now cost xp) with the xp it has and the pval you choose. +- Did more spelling updates on this file -- Improv :) +- Finished moving the class-race combos in tables.c to a cleaner + format -- Improv + +02/06/2001 +- Copied Vanilla random artifacts name generator +- Random ring & amulets are now "The Ring of foo" +- Lights can be random artifacts +- Described all Valarin spells +- All non spellbook spells (Mindcrafters, necromancers, mimics) got a + description +- All harper songs described +- DragonRiders will learn to fly at level 17 (but they always can levitate), +that's an old Divia suggestion +- Magestaves of Spell still carry 2 spells, but they are randomly generated + using the runespell (magic of the Runecrafters) system +- First draft of monsters gaining xp & levels +- Magestaff of Mana & Power renamed to Magestaff of Wizardry (suggested by JLE) + +03/06/2001 +- Beginning work on unifying the load/save code to make + maintenance easier -- Improv +- load2.c and save.c are now one file, loadsave.c ... Will now be working on + moving them to using unified functions so this code will be easier to + maintain. -- Improv +- Reworked monster AI. A monster can now be enemy, neutral(oriented toward + player or monster or full neutral), friendly, pet or companion(will follow + you on other levels) +- Pets (and other friends) will be less stupid + +04/06/2001 +- You can now assign a target to a pet +- The Phial will now have a similar effect to song of morning (tribal) +- The number of companions killed is taken into account in the score +- New quest at Lothlorien, the poisoned water, with an unique reward, + a DSM of elvenkind (cannot be generated under normal circumstances) +- Renamed Nibelungs to Petty Dwarves +- New curse, you cannot drop the item + +06/06/2001 +- Multiple messages will show up as only one message with a multiplier +- New Minas Anor layout (MUCH BIGGER) by Mynstral +- Fixed the princess not appearing (she WAS there but got killed) + +08/06/2001 +- Fixed Mormegil (it was possible to use it with magic) +- Companions stay even if you use the overview wilderness mode +- Some monsters will tease the player but always stay out of melee range +- A new pet command to make them forget their target +- New ego type for heavy armors (Dwarven) with + to STR and maybe CON +- Ammo & diggers doesn't add the tohit/todam to your total +- Herbal healing at Gondolin will cure black breath +- New store type: Master Archer +- Rings can be ego objects now +- Scrolls can be ego now (Fireproof) +- Wands & Staffs (except of wishing) can be ego item: of Plenty + +10/06/2001 +- Possessor now have mana (based on INT) and use it to cast the spells of the + monster they are using + +12/06/2001 +- Deathmolds can now use the overview wilderness map but the travel time is + higher and there is a chance to not blink right and move onto an undesired + square +- Changed Summon Cyberdemon to Summon High Demon (with the incoming new JLE + demons it'll be nasty) +- Added Possessor monsters, they'll hunt corpses and incarnate into them !! + Now you must fear even dead monsters +- The Phial of Undeath now has a radius of 5 +- Unique monsters list is now sorted (but Morgoth is always at the bottom) +- Add monster traps from PsiAngband. Rogues can now set them (with the powers + menu, 'U' key) + Direct quote from Psiband change file: + Rogues can set traps for monsters. This requires a "trapping kit" as a trigger + and something to "load" the trap with. + All scrolls, potions, wands, staffs and rods can be used (with the appropriate + trigger) as traps to confuse, poison, teleport, genocide, ... unwary monsters. + But standing next to a trap with area effects will hurt the player, too. + There are also traps that shoot ammo: hidden catapults, bows and xbows. + + Some monsters can disarm traps, and a monster that has disarmed one of your + traps will learn how to disarm all of them... + + Ammo Traps can have (+hit,+dam) just like bows. They can also be enchanted. + All traps can have a [+AC] showing how hard it is to disarm it. + There are also ego and artifact traps. +- Add the ego & artifacts trap kits from PsiAngband + +15/06/2001 +- Hallucination monster attack (JLE will use it for the review of r_info) +- You can use up to 5 R_CHAR_x flags in the F: line or re_info.txt to specify + races to which the ego powers are available +- Crusade realm described +- The Star of Elendil now has a light radius of 4 + +17/06/2001 +- The dungeon info file (d_info) now allows more than one monster generation + rule. The R: line specifies the percent of monsters affected by the rule + and the mode of the rule(AND, NAND, OR, NOR). So it is now possible to + have 60% of orcs, 30% of trolls and 10% dragons +- New dungeon in Mirkwood, Dol Guldur ! +- Sorcerors cannot use Valarin (prayers should not be available to mages) and + Tribal (instead they get Spirit) +- Fixed some misspellings in lib/help/ -- Kusunose + +18/06/2001 +- Auto pickup option now defaults to false +- Fixed bugs with the cursed ego items +- Described the remaining Magery spells + +19/06/2001 +- Point based character generation + +20/06/2001 +- Finish cmovie support ! +- Added an interface to cmovie (press | key in both normal or roguelike set) + It asks for a name (it will add the extension itself) and then if you wish + to play or record it. + The cmovie files (.cmv) are located in lib/cmov, note that they quickly + become huge and so you REALLY should compress them before sending to friends +- Fixed a bug that prevented mutations from being correctly cleaned + +21/06/2001 +- Special artifacts can be placed anywhere in a_info, they just need the + INSTA_ART flag +- Emptying lite warnings should work now +- Added new quest, not found in a castle.. I won't say anything more :) + +23/06/2001 +- Added 2 new dungeon flags: + LIFE_LEVEL will generate levels with a cellular automaton algorithm (looks + like a game of life) + EVOLVE will make a LIFE_LEVEL be continuously parsed by the cellular + automaton algorithm while the player moves, resulting in a living effect +- New dungeon: The Heart of the Earth, branching on level 25 of Mirkwood + it uses the evolving algorithm :) +- Added the new Minas Anor (one map screen total). Fully functional + (except for the random terrain via the plasma generator *hint, + hint -> DG*) --Mynstral +- Moved the rarity of the Phial of Undeath to the one of Galadriel +- Add Death Orb monster as suggested by Prfnoff a long time ago. + They only move when in LOS. They multiply (quickly) and can hit to parasite + which will make a new death orb spawns out of you later +- Fixed a bug in cmovie that messed up the recording when the user specified + different char than the normal ones +- Loadsave work is now pretty much complete. Barring the addition of + transparent compression, which might happen later, there shouldn't be any + reason why savefile compatibility should ever break again. -- Improv + +24/06/2001 +- Several bugfixes -- Kusunose + Player's symbol was never displayed if VARIABLE_PLAYER_GRAPH or + USE_GRAPHICS was #undef'ed + Eating a corpse sometimes crashed the game. + Stealing from a monster sometimes crashed the game. + Nether immunity won't work if player had nether resistance. + and some minor bugfixes. +- Birth classes selection is now more user friendly + +27/06/2001 +- D: line enabled in k_info.txt +- Added ingame information about the different objects kind one can find + It is accessed via the observe key ('I' in original keyset) + +28/06/2001 +- Add back the Eol quest at Gondolin, but it's now dynamically created + (the level layout and trap places are random) + +30/06/2001 +- Reimplemented Nirnaeth Arnoediad quest at Gondolin, but with a different + reward +- Add a spoiler menu to the help menu, thanks to Dawnmist +- Fixed a bug; Steal Item Trap sometimes crashed the game. -- Kusunose +- Working on rewriting more documents in lib/help/ -- Improv + +03/07/2001 +- Fixed a long-lived bug with power mages. This greatly affects play-balance + with them -- no longer will the cost of many of their high level spells + be merely 1 mana. Also, removed some of their effects that never really + worked anyhow. -- Improv + +07/07/2001 +- Some more misspellings on this file are fixed. -- Kusunose + +11/07/2001 +- Cannot add essences to artifacts +- Object descriptions are added in the character dump +- Notes are saved in lib/note +- Priests and paladins begins with 10 times more grace with their god + +12/07/2001 +- Rods with rod tips attached sells for higher price +- Down shafts cannot get you out of a dungeon +- Cannot enter water and such in overview mode when too burdened +- The no_pickup_corpse option changed to prompt_pickup_heavy which will ask + a confirmation before picking up objects that might slow you +- Add an menu to the option screen to dump/load options to a pref file +- Fixed a bug with dungeon guardians being generated more than once + +13/07/2001 +- Unique list is now in 2 columns +- Race selection screen made more user friendly with race desc + +14/07/2001 +- Reworked the spell system + Now each spell got a level that you increase as you learn it more and more. + The higher the spell level is the more damage it does, the more time it + lasts and such. + Also each class have a specific max on the number of levels they can achieve + in each spells. This should help the high mage class since they get twice the + max level of mages. Also illusionists gets more than mages. + Also note that sometimes one more level wont change anything while 2 or 3 + more WILL change. And lastly some spells are not affected by levels at all + One last thing, sorcerors cannot learn spells and thus cannot increase their + spell level which will always be 1 +- Player races now have inherent body parts, so a deathmold cannot use + headgear or boots but can wear more rings +- New DarkGod sentences by Static Chaos +- Fortune cookie by SC + +15/07/2001 +- The more you known a spell the faster it is to cast +- Every class can now choose which spell/prayer to learn +- Began reworking the spell bonuses(from spell levels or mage staves) to a much +smoother distribution, so if a point if used it WILL have impact. Done the + Valarin Realm +- Done Magery Realm +- Done Symbiotic Realm +- Done Music Realm +- Done Shadow Realm + +16/07/2001 +- Done Chaos Realm +- Ingame contextual help(on by default, can be turned off in the options) + Only few stuff got help right now, but that'll be extended + +17/07/2001 +- Spell list with levels included in the character dump +- Updated docs thanks to Dawnmist + +18/07/2001 +- Hypertext help system, use up/down/space/- to scroll, left/right to move + between links and enter to activate a link +- Race mods selection screen upgraded +- The k_info artifacts will have a name again(was a stupid bug) +- Done Nether Realm +- Unified savefile loading screen. Now when the game is started it presents + a screen allowing to create new characters or to load/destroy existing ones + +19/07/2001 +- No more breeders in poisoned quest +- Add an option to show exp needed for next level instead of total exp +- Objects with the temporary flag will be destroyed when it's timeout +becomes 0, allowing spells to summon fiery blades and such +- Valarin Realm got a spell to create a temporary Holy Avenger + +20/07/2001 +- Created a cygwin makefile (makefile.cyg) for Windows -- Dawnmist +- Split spoiler help files into true spoilers and newbie help files -- Dawnmist +- Continued minor edits of help files. -- Dawnmist +- Possessors reworked again + Now they get between 1 and 20 mana based on the spell rate of the monster. + When you cast a spell the failure rate is determined based on the player + level, player wisdom, monster level and spell difficulty. If the spell + fails it is still cast but you lose a few mana. If it succeeds you don't + lose mana. If it takes you below 0 mana you are forced to leave your corpse. +- Done Spirit Realm +- Done Tribal Realm + +22/07/2001 +- fixed a bug in project_meteor() that crashed the game. -- Kusunose +- Updated option.txt for exp_need option. -- Dawnmist. +- Continued edits on help files. -- Dawnmist. +- Done Crusade Realm +- Rewrote bldg.txt for Pern 4.x.x. -- Dawnmist. + +23/07/2001 +- Redone help file colour scheme to allow orange/yellow hyperlinks -- Dawnmist. +- Continued edits on help files -- Dawnmist. +- Spell checked tables.c -- Dawnmist. +- Spell checked this file :-) -- Dawnmist. +- Updated features and objects in dungeon.txt help file. -- Dawnmist. +- JLE reworked the monster list, some monsters are gone, some monsters are + changed and some are new +- Along with r_info JLE also modified d_info, big thanks to him +- No more quest for shelob in mirkwood(she guards cirith ungol now) + Instead you must hunt the necromancer that is said to lurk in dol guldur +- As long as sauron his alive the nazguls cannot be permanently slain +- Attacking a nazgul no longer destroy artifacts(well it can, but the chance + is 1 in 1000) +- Done Daemon and Sigaldry realms + +24/07/2001 +- SURPRISE!! I did something (but what it was is a surprise too) -- Mynstral +- Added debug 'B' command, changes body -- Improv +- Added colours and hyperlinks throughout command.txt -- Dawnmist +- Updated most command descriptions in command.txt -- Dawnmist +- Minor updates to some other help files -- Dawnmist + +25/07/2001 +- Massive merges from my internal cvs tree of loadsave.c + Hooked experimental bzlib integration in an #ifdef + Gutted the old 'encryption' code + Hoping to gut RLE if bzlib changes work out + Added nice sentinel function -- Improv +- Fixed class selection screen bugs, fixed savefile manager so it will work + with unix. -- Improv + +26/07/2001 +- Added a quest map for Gondolin. -- Mynstral +- Gondolon last quest: Invasion of Gondolin ! +- Upgraded max suport to the new birth interface thanks to pelpel +- Several fixes thanks to pelpel +- Add an option to use either the new r_info coloring scheme(based on V one) + or the old one(based on Z) + +28/07/2001 +- Fixed a lock problem with global.svg on multiuser system thanks to pelpel +- Done Magic Realm +- Done Druidisic Realm + +30/07/2001 +- One can press 4 (left arrow) in class selection to get back to meta-class + selection + +02/08/2001 +- Updated several *_info files thanks to JLE, new arts, ego, objects, ego + monsters +- Fixed a bug in ego monsters, now they works perfectly :) + +03/08/2001 +- Done Illusion Realm +- Added macrofaq.txt to help system -- Dawnmist. +- Updated/fixed a few problems in the help files, and linked in new macro FAQ -- Dawnmist. +- Increased chance for player ghost to appear +- No more ego monsters in town +- Spectre subrace can only use 1 ring +- Made bree and gondolin finally use the plasma generator, and added two terrain + features. -- Mynstral + +04/08/2001 +- Fixed a bug with ego monster generation that inversed ego rarities, thus + explaining the incredible numbre of spectres running around + +05/08/2001 +- Fixed the orc level in the moria +- Bladeturner is now an UNTIMATE artifact, but can be activated for invulnerability +- Major rewrite of magic and class help files -- Dawnmist. +- Fixed a bug with saving/loading while doing invasion of ogondolin quest + +07/08/2001 +- Fixed Tribal realm +- Major rewrite of race modifier help files -- Dawnmist. +- Spellchecked this file - Improv +- Reintroduced water hounds - Improv +- Major rewrite of race help files -- Dawnmist +- Graphics for shop doors -- Kusunose +- With help of Antimatter, squashed item bugs related to negative pvals and + the signedness of some functions. -- Improv +- Done Prayer Realm + +09/08/2001 +- Fixed a bug with evolving dungeon when saved/loaded +- Only the quest monsters counts for quest, not clones, not normaly generated + ones +- undead ego monsters cannot be mortal +- Monster ego name can appear before or after the monster name(:B or :A at the + end of the W: line) +- Object ego name can appear before or after the object name(B or A on the X: + line) +- Fixed a long-lived item-pickup bug -- Improv + +10/08/2001 +- Ego monsters will be drawn in gfx mode +- Add a birth menu to select the god to worship, druids are forced to get + Yavanna, priests and paladins are forced to have a god, others can choose + to be atheist +- No more multiple artifact arrows +- Continued edits on the help files -- Dawnmist +- Completed the spell descriptions for the Shadow Realm -- Dawnmist +- Vampiric weapons can be sold again +- Staff & Wand of nothing of plenty cannot exist +- Staff of wishing CAN be of plenty + +11/08/2001 +- fixed a bug with esp and flags5 not being saved thanks to kevin w.thomas +- fixed a bug in nirnaeth quest +- Reduced sorceror hp penality to -10% +- Removed the screen coloration when berserk/wraith/goi + +12/08/2001 +- Fixed invasion of gondolin quest +- Fixed lightning res amu +- Add the Merchant class(thanks static chaos), they can get loans(watch out if + you dont pay back quickly) and request items at the merchant guild. + they can appraise items, identify items, warp items in chests. They get + an object based ESP(see monsters carrying objects) at higher levels, they + constantly detect objects around them and they can use portable holes + to get a bigger inventory(but items in it weights more) + +13/08/2001 +- Fixed font-ibm thanks to pelpel +- Merchants gets the midas touch +- Vanilla town option removed. Astral mode now make the player start in the + Halls of Mandos(levels 1-98) which do not have any entrance from the + wilderness(or any dungeons). When they get out they are in the wilderness + and can start playing normaly. And uniques cannot be generated in the halls + of mandos + +14/08/2001 +- Updated font-ibm and font-win thanks to pelpel +- When selecting the number of random quests, * will get a random number +- Score list now shows the subrace, but it breaks the compatibility with old + ones +- Reduced xp needed by monsters to gain levels +- Ego items are wishable now. i.e you can ask for "fiery dagger" +- Updated font-ibm and font-win thanks to pelpel + +14/08/2001 +- Added the map for a new quest. -- Mynstral +- Finished the Last Alliance quest +- Number of companion a player can have at max depends of the class + necro gets 1 + (plev / 10), beastmasters 4 + (plev / 10, harpers 5 + all others 2 + +16/08/2001 +- Fixed ambushes +- Added merchant help +- updated mac suport thanks to pelpel +- Reduced by about 6mb the memory req +- Hidden towns are generable +- Fixed a bug with weapon specialty at birth -- Kusunose +- New item ability, some rare rings can add %(based on pval) to the chance + of getting a critical hit +- Objects can now shimmer(ATTR_MULTI), but only base types (k_info) can have + the flag +- Features can now shimmer, note that this can be slow. Please report if it + is unbearable on your machine(you can also disabled the avoid_other option) +- Reduced memory footprint again +- Reworked the 'U' power menu to be more nicer and intuitive while still + allowing macros. Each powers gets a fixed number that can be used as a + prefix to the command to bypass the menu. For example teleport is 5 so + to directly get teleport one can always do 05U + +17/08/2001 +- Described Chaos realm +- Described Nether realm +- Described Sigaldry realm +- described Spirit realm +- Fixed a bug with random quests +- Fixed a bug in note taking, thanks to pelpel +- Fixed the interact with visuals menu thanks to pelpel(the fix is not even + in vanilla yet :) +- Fixed cmovie recording +- Merchants can request ego items(same interface as wishes) +- Towns in dungeons now get townpeople in it ... leveled townpeople +- Eggs are now , instead of o + +17/08/2001 - PernAngband 5.0.0 aka "Mirmidonic Carbonizer" +- Birth options now appear in the normal option screen, but as read only + +18/08/2001 +- Special levels reworked +- Volcano is now Mount Doom and is found on level 65 of Mordor +- fixed help system crash thanks to pelpel + +21/08/2001 +- fixed the hypnotic gaze bug +- reduced between gates damage +- daemon books can be enchanted + +19/08/2001 +- Beginning work on a new, better status screen. For now, it's assigned + to the debugging menu as the 'A' command. -- Improv +- fatespoil.txt changed to fatespoi.txt +- rogues get some shots for their trapkit at birth +- Cannot dismiss the princess anymore + +23/08/2001 +- Fixed the special levels, thanks to mynstral +- Described Daemon realm + +23/08/2001 - PernAngband 5.0.0b aka "Mirmidonic Carbonizer II" +- Default pref files are in lib/pref +- Random quests are disabled when using ironman_room +- Add auto_more option -- beware it can be very dangerous + +24/08/2001 +- Increased general store price limit +- Trapkits added to squelch list +- Fixed a bug when displaying some k_info artifacts +- Wand of Gandalf and Thrain are now k_info artifacts +- Fixed 2 bugs with rogue traps + +25/08/2001 +- Necromancers can turn pets into companions + +26/08/2001 +- Special levels are no more fully known +- Fixed fountain bug; shape of XXX did not take effect -- Kusunose +- Described Illusion and Tribal realm spells -- Dawnmist. + +27/08/2001 +- Fixed bug with scrollable list of powers +- Added Magical diggers, they grant stone to mud power +- Added the Corrupted subrace gaining corruptions as they level thanks to + Luc French +- Changed mutations to corruptions +- Dragonriders are no more considered evil + +28/08/2001 +- Fixed some cmovie bugs +- Fixed *godness* song on non artifacts +- Greatly increased herbal healing price in gondolin, since it cures black + breath +- Fixed bug with store item creation -- Kusunose + +29/08/2001 +- Totaly rewrote the random artifact system. It now use an external ra_info + file to define what power the artifact will get. The format is very similar + to e_info(expect it doesnt include the 5 flags sets). Each entry define for + which tval/sval it can be applied. Then when the game wants to create a + randart it simply defines a number of powers to grab and randomly pick up + the powers from ra_info(following the restriction, rarity and levels). + This allow a totaly change of the randarts if needed, an easy addition of + new powers, ... + +30/08/2001 +- Hidden doors are now hidden, in mirkwood they will look like trees, in + barrow downs they will be mountains or trees, and so on +- Beastmasters can turn a pet into a companion + +31/08/2001 +- Half elf lost the str penality +- Half orcs and half Trolls or now Orcs and Trolls +- Saved levels are deleted when a new character is created +- Renamed Holy Advangers to weapons of Aman, thanks to Timo Pietila for the + idea +- Cannot reset recall to Mount Doom +- The game time is now counted with the elven calendar (reckoning of Imladris) + (It isnt PERFECT, every 12 years it should have years of 368 days, but I + dont think many will get upset :) + A year is 365 days, with 6 months (Tuile, Laire, Yavie, Quelle, Hrive and + Coire), 3 middle days(Enderi) and one starting(Yestare) and one ending + (Mettare) day. + The game begins the 43rd Yavie the year 2890 of the third age, note that it + is the birthday of Bilbo :) +- Note files (mainly) use the elven calendar to record things + +02/09/2001 +- Fixed several bugs (runespell deletion, ego wand and staff stacking etc) + thanks to oops -- Kusunose + +03/09/2001 +- Changed the 'Lev xxx' thing to a 3 letter name corresponding to the current + place(dungeon, orc cave, ..) +- Enabled f_info D: line with an index(0 is general desc, 1 is to (forbid) + tunneling) +- Changed the way total weight is calculed thanks to Kieron Dunbar +- One can edit his background history at birth :) +- Lich ego monsters can use the base monster powers +- Raise death can bring a lich + +04/09/2001 +- Enabled E: line in f_info(same format as d_info) +- F: lines enabled in lib/dngn files, they specify flags for the level +- Fixed a bug with special level generation +- Add bleeding and poisoning monster effects from EyAngband +- The One Ring quest + +05/09/2001 +- Fixed the crashing bug after level 100 in angband +- Gave Sauron 30% chances to drop The One if it is not already created +- Code now allows bi-ego objects, thoght they are impossible to generate yet. + It will allow additing weapon/armors qulities(crude, broken, ..) easily +- Add a quick start option that let you use the same char as you previous one. + Everything is the same execpt life rating + +06/09/2001 +- Abort menu in the Windows version is now compile option, disabled by + default. -- Kusunose + +07/09/2001 +- When a new day comes the game tells the player(at midnight) +- Drain hp and mana are cumulative +- Fixed file existence function for dumb systems :) + +07/09/2001 - PernAngband 5.0.1 aka "Brunswik Disipator" + +09/09/2001 +[B]- Turns in scores are based upon the start of the game not of the year +[M]- Mimic are REALLY mimics, they can look like any object and appears as + objects when looked at. And they got an emperor +[I]- Enhanced realm selection menu +[B]- Farmer maggot shows up in the unique list +[M]- Monster vs monster damage is now x3 to shorten fights + +10/09/2001 +[P]- Changed the boring Half-Giants race to the much more interresting + Beorning race. Descandant of beorn they can all shapeshift into a powerful + bear form at will. In bear form you cannot use weapons, gloves, shields + and boots. But you get powerful stunning/slowing/wounding attacks + (claw, bite, swat, hug) and innate blows. You also get bonuses and minuses + to some stats and to to hit, to dam and speed + +12/09/2001 +[O]- One Ring cannot be dropped by traps +[G]- Implemented luck, an invisible stat which can only be approximately known + via self knowledge spell/potion. It affects quite a few dice rolls. + Each race gets a luck modifier, for most it is 0, but some gets penalities + or bonuses(hobbits are a lucky bunch). + Some objects also can grant luck + +14/09/2001 +[D]- The graveyard will now project a raise death spell on all bodies, meaning + you'll have to kill a monster, and destroy its body before it get raised + back in the form of a skeleton, spectre, lich, ... + PS: MOUHAHAHAHHAHA + +15/09/2001 +[B]- Bugfixes -- Kusunose + A message "XXXX blocking your way" was displayed when you went through + some walls or trees. + Hidden doors remained hidden if they were detected by spells, or if they + were opened by monsters and then closed. Thanks to kobayasi. + and some minor fixes. + +16/09/2001 +[m]- Implemented lua scripting language! More on that on the to-be docs + You need to get lua3.2 to make it work. +[m]- Integrated lua3.2 source into the source, no more need for external + librairie +[M]- Fixed store lockup bug thanks to Kusunose toru +[I]- Partial 8x8 tile update -- Dawnmist. +[m]- Cygwin makefile update -- Dawnmist. +[P]- Externalized player races and histories + +17/09/2001 +[P]- Elves cannot be vampire anymore +[P]- Hobbits get intrinsinc xtra might with slings at lvl 25 +[P]- Extended the possibilities of the player races file, it is now possible to + select what flags will be applied at what level and for what pval(if + revelant) +[B]- Fixed non connected stairs on quests, thanks to luc french +[I]- Removed screen dump/load commands, redundant with cmovie, and frees to keys +[I]- Y( ( in roguelike keyset) key to chat with monsters +[G]- Changed the way to get the lost hobbit quest +[B]- Fixed a bug with eat magic corruption + +18/09/2001 +[G]- System shock when thrown out of one's body while wzearing cursed items +[G]- Set the joke/Z/cth monsters off by default +[P]- Externalized subraces to p_info +[M]- No more joke mosters as quests +[m]- Integrated an automatic help file converter(creates html files), command + line option -h + +28/09/2001 +[m]- makefile.org now supports Lua, uses Improv's installation rule + in all cases, it also understands make depend as well. + Read it, make necessary changes for your system, then make depend + followed by make. +[B]- validate_bg() referenced a null pointer. +[m]- CodeWarrior project file for the Mac port supports Lua. +[m]- main-xxx.c for the Mac is now in sync with my Vanilla port -- pelpel + +29/09/2001 +[B]- Fixed herbal healing price +[I]- 16x16 bmp/mask added to the cvs +[G]- Cth/Z/Joke monsters options appears in char dump +[B]- Fixed Crusade spell book browsing bug (Bug list #33) -- pelpel +[B]- Fixed a bug; the first harper book was never sold in the bookstore + (Bug list #15) -- Kusunose + +30/09/2001 +[G]- Increased min player level for some dugneons +[I]- Message can be multi colored +[m]- Yesterday I got OS 10.1 and found that it fixed the new window + position bug (search for (_ _#) in main-crb.c), so I conditionalised + the workaround -- pelpel +[B]- Fixed the combined rod pricing (Bug list #30) -- pelpel +[B]- Typo in files.c: cht_monsters -> cth_monsters. Replaced non-ASCII + 0xa0's in angdos.cfg with 0x20 (i.e. space) -- pelpel + +01/10/2001 +[B]- Monks and Bear form didn't have combat messages -- since many lines + in the current flavoured messages mention weapons, I introduced a + hack to temporarily disable flavored_attacks for them, then just + process messages as usual, and restore the flag later (Bug list + #44 and #53) -- pelpel + +02/10/2001 +[B]- The trap/door destruction spell didn't destroy doors (Bug list #25) -- + use of floor_type[rand_int(100)] results in a 'natural' terrain, + but isn't compatible with digging etc. Do they need fixing too? -- pelpel +[m]- The main window resist resizing in the Windows port, like the Mac + ones (Arcum's problem, future Bug list #74 and #75) -- pelpel + +07/10/2001 +[B]- Fixed PowerMage mana consumption bug (Bug list #114) thanks to krosky + -- pelpel + +08/10/2001 +[B]- Fixed light source stacking bug (Bug list #7) -- Kusunose + +21/10/2001 +[M]- Add NO_CUT to some monsters + +22/10/2001 +[I]- Colors to news.txt + +25/10/2001 +[M]- Added gamma correction function taken from V2.9.x in util.c, since + new X11 file requires it, so does my main-gtk.c, ready to be submitted + -- pelpel +[G]- Cannot use overhead wild map if being recalled + +26/10/2001 +[B]- Fixed long-lived dragonrider bug (xtra1.c), Darkgod please check to see + if the behavior is as you want it -- Improv + +27/10/2001 +[P]- Externalized classes to p_info.txt +[P]- Externalized meta classes to p_info.txt + +28/10/2001 +[B]- Fixed display of race/subrace/class flags +[I]- Add some color to the identify screen +[I]- Ignore Acid, elec, fire and cold are merged in identify screen +[I]- Inventory/equipment letter are color-coded when *identified* +[O]- Item sets ! Some artifacts are working together. If you wear them + at the same time you get bonus powers. You can get partial bonuses i.e: + You have 2 artifacts of 3 artifacts set, you will get some bonuses for + them but not all. +[M]- Add NO_CUT flag to monsters needing it thanks to + Runescrye + +01/11/2001 +[B]- Changed king to the actual winner name in the quest dump + +03/11/2001 +[m]- Upgraded to lua4 +[m]- It is now possible to define new magic powers(ala mindcrafter, necro, .. + powers) with a small lua script +[O]- New item set the Dragon Slayer +[m]- New gtk port thanks to pelpel ! +[m]- Mac makefile equivalent is updated, now with lua4 for all targets -- pelpel +[m]- src/lauxlib.h is synchronised with src/lua/lauxlib.h -- pelpel +[m]- LUA_NUM_TYPE in makefile.org is removed because src/lua/llimits.h now + has correct (read integer :-) default -- pelpel + +04/11/2001 +[M]- All dragons now shimmer, according to their breath types(took from LM's 4GAI) + That is also thanks to the neat info editor of static chaos :) +[m]- Change my email adress to darkgod@pernangband.net, adds ideas@pernangband.net + and bugs@pernangband.net thanks to Tom Le +[I]- Added gamma correction subcommand to "Interact with colours", and + updated main-gtk.c and maid-x11.c to work with that (they formerly + used an environment variable for this). Also added gamma correction + support to main-ibm.c and main-dos.c. CAVEAT: tiles don't react to + changes in gamma immediately, for performance reasons -- pelpel + +05/11/2001 +[m]- Removed notice of sf_extra value from savefile load code. We probably should + make the spot where it loads it a ls_skip and remove that older family of + versioning variables -- Improv +[m]- Took a stab at code to make a dynamically allocated loadsave section. It's + not called because it needs support code that presumably DG will write. + With any luck it'll be sufficient to do the job -- Improv +[I]- Updates to experimental new status screen -- Improv +[B]- Fixed a bug that caused all monsters drop inappropriate things. Hydras now + just drop money again. Yay. -- Improv + +06/11/2001 +[m]- Added an automatic nice changelog generator based on changes.txt. To all people + with cvs access, please use the new format for changes.txt. + It is activated with the -c flag: pernangband -c changes.txt changes.nice + +07/11/2001 +[P]- It is possible to define player power(under the U menu) with lua scripts + (and thats easy :) + +09/11/2001 +[B]- (IBM, DOS, GTK) gamma_val is reset as well as old_gamma_val + when invalid values are specified, ensuring correct reaction -- pelpel +[B]- File-Save was never active in the Gtk port -- pelpel +[m]- gamma correction for Windows port. I'm too lazy to save it in preferences, + though. May be redundant since many drivers provide similar functions + -- pelpel +[G]- Flat places no more have stairs, they have ways to next/previous areas that + are always placed on the edge of the level +[D]- Level borders are now of the same type as the level walls, no more forest + surrounded by granite walls +[B]- Haste Monster cannot haste as much as before +[I]- Pets infight wont disturb the player anymore if disturb_other is off + (it is by default). In combinaison with auto_more it will totaly ignore + pet messages +[O]- New item set, The Trinity +[m]- Lua-ified item types(can add new ones with simple lua script) + +10/11/2001 +[m]- Added Gtk entries in the system pref files, also enabled new graphics + for X11/Gtk ports -- pelpel +[I]- The target prompt will indicate if the targetted monster is a quest + monster or not + +12/11/2001 +[m]- Updated main-xaw.c to that from the same version as main-x11.c + i.e. 2.9.2. It now reacts pref colours and has graphics mode + (doesn't work with 8bpp though). CAVEAT: main-x11.c and main-xaw.c + should free unused colours after allocating new one. -- pelpel +[G]- Troll galde quest only available at night +[G]- Genocide is forbiden in the last alliance quest +[G]- Invasion of gondolin quest will wait the end of the current quest to be + generated + +13/11/2001 +[m]- Variable savefile ! Lua scripts(or C scripts(quests)) can now add stuff + to the savefile without ever breaking the compatibility ! + See an example ofthat in test.lua +[B]- SPECIAL_GENE objects were generated out of context -- pelpel +[B]- Inappropriate monsters could be assigned to randquests in + rare occasions. CAVEAT: it now uses an infinite loop to + avoid illegal choices! -- pelpel + +14/11/2001 +[G]- New quest, try cahtting with maggot instead of killing him, you murderer ! +[m]- Re-implemented object allocation table caching -- pelpel + +15/11/2001 +[B]- Inserted /* Paranoia */ code in kind_is_theme() to prevent "(Nothing)" + from generated due to missing drop theme in r_info. Player ghosts + had this behaviour as far as I know -- pelpel +[m]- Changed the rand quest reward generation to make it compatible with + yesterday's fix -- pelpel +[O]- Added new ego rod, of simplicity, thanks to Runescyre for the idea +[m]- Max number of classes, races, subraces and realms is now 64 + +16/11/2001 +[I]- Stole the death screen of KaMband, much nicer :) +[P]- Removed the astral option. It is replaced by a subrace, Lostsoul, they + have intrinsinc wraithform(until they get back to the surface), start + with some identify scrolls and have all levels enlightened +[B]- The find artefact fate was able to grant SPECIAL_GENE artefacts -- pelpel + +17/11/2001 +[D]- Dragon Lair renamed to Erebor, the misty mountains +[P]- Rogues gets level/3% more changes of critical hits +[D]- The wilderness "borders" are now Ekkaia, the Encircling Sea +[I]- I ran out of keys, so I added an extended command mode. Press '#' (')' in + roguelike command mode) to acess to it. You can then enter the command + name or a shortcut if the command have one(usualy a command have a 1 + letter name and a complete name). You can also press ? or help to get + the list of commands +[I]- The time command is avaiable again for roguelike command set in the form + of the t/time extended command +[I]- D/html-dump extended command to take an html screenshot +[I]- Quest list is now ordered by danger level + +18/11/2001 +[B]- Attempting to go down shaft gave the message "I see no down staircase + here", thanks to Kevin W. Thomas -- pelpel + +19/11/2001 +[G]- Reduced the Spirit Realm Project Force spell radius as it increase levels +[B]- Entering Nether Realm crashed the game, thanks to M.Itakura + -- Kusunose +[B]- Polymorphing monsters in the wall crashed the game, thanks to to + M.Itakura -- Kusunose +[B]- Sometimes random quest appeared on deep(dlv>98) Angband -- Kusunose +[B]- Cursed EASY_KNOW items were not squelched -- Kusunose +[B]- Replaced all checks against RF1_QUESTOR to MFLAG_QUEST -- Kusunose +[B]- Shafts were not detected by detect stair spell -- Kusunose + +20/11/2001 +[G]- Traps have been tweaked down to be a bit less deadly, thanks Runescrye +[P]- Summoner class! Thanks to Luc French for the idea and quite a bit of + the code +[I]- New splash screen made by Jans + +21/11/2001 +[B]- Mathilde was allowed to use wepaon(when possessed) +[I]- Finished all spells description, thanks to Runescrye + +22/11/2001 +[m]- Quests are lua-ified +[m]- flush() is called before *that* DragonRider question, to prevent + catastrophic(?) accidents, taken from Kusunose's Japanese version + -- pelpel + +25/11/2001 +[B]- (GTK)Widget instance names should have begun with lowercase letters + -- pelpel +[B]- (makefile)LUA_NUM_TYPE macro removed (see my 3/11/2001 mod + for makefile.org) -- pelpel +[D]- Museum(Mathon-house) added to Bree thanks to Kusunose + +27/11/2001 +[I]- Added an option to allow the @ to turn into a number when health + drops. ideas from Mangband/PernMangband + +28/11/2001 +[m]- ANGBAND_DIR_USER is moved to ~/.pernangband on multiuser systems + (Unix, GNU/Linux), according to DG's preference, and against the + V/Z way... IMPORTANT NOTE FOR 422color USERS: please move + 422color.prf to lib/pref directory -- pelpel + +30/11/2001 +[B]- I forgot to give Tom Demuyt credits for the Unbelievers idea. + +01/12/2001 +[m]- Updated makefile.bcc. It now supports lua4. -- Kusunose +[B]- The broken sword quest generates the real reward, thanks + Dawnmist +[m]- Windows port now saves gamma_val in .INI file. -- Kusunose + +03/12/2001 +[M]- Rejoice ! no more nazguls as random quests + +04/12/2001 +[m]- Some patches from Kieron, thanks +[I]- Kieron save squelch patch, modified to not save from chars to chars + it can just be used to dump suqelch to a .prf file and load it + +05/12/2001 +[P]- New class from Luc French, the Blade, weaponless fighter able to dodge + melee & some spells + +07/12/2001 +[B]- One could steal guardians' artefacts and reenter level to + obtain multiple copies (buglist??) -- pelpel +[B]- Fates could be lost during level regeneration (auto_scum and/or + too many objects/monsters) -- pelpel +[B]- (GTK)Fixed terribly stupid menu crash bug -- pelpel +[B]- Climbing sets can now be pluralized thanks to John Q. Smith + +10/12/2001 +[I]- No more annoying infighting monster messages when turning disturb_other + off + +11/12/2001 +[B]- Randquests and special levels must be immune to all types of level + regeneration now -- pelpel + +12/12/2001 +[B]- Fixed alchemist art creation bug that allowed to use 4x exp + +13/12/2001 +[M]- Krakens lost their 6 ring slots, the tentacles are too big to put + rings on them ;) +[B]- Bashed down doors weren't revealed -- pelpel +[B]- The Phial and other activatable items didn't have (charging) message + -- pelpel +[B]- There were extra spaces after names of unique corpses -- pelpel + +14/12/2001 +[B]- Detected traps should prevent running now -- pelpel +[B]- The easy disarm code used easy_disarm and always_pickup flags in a very + strange way, resulting in undesirable pickup behaviours -- pelpel +[B]- "Grass with flowers" shouldn't disturb running now -- pelpel + +15/12/2001 +[B]- Entrances to vaults used dungeon-themed terrain features, + sometimes making it impossible to dig them through -- pelpel +[B]- DG's 27/11 mod is conditionalised to avoid doing so in the graphics + modes, because it hardcoded characters and breaks the graphics support + -- pelpel +[B]- Mimic features are cleared when overwritten by streamers, to + avoid, say, tree-looking deep water -- pelpel + +16/12/2001 +[I]- Added overlay graphics for ego monsters, player subraces and traps + -- Kusunose +[I]- Added 'search by name' feature to '/' command. -- Kusunose + +17/12/2001 +[I]- Player now drops out of the overhead wilderness view when becoming hungry/ + emptying lite +[B]- Change in spell stat did not affect Mana/Spells if spell stat were + not INT/WIS/CHR, thanks to kobayasi-san. -- Kusunose +[B]- Change in WIS did not affect Sanity Points if WIS was not spell stat. + -- Kusunose +[B]- Costs of Symbiontic power were not displayed in first page, thanks to + kobayasi-san. -- Kusunose +[B]- Symbiontic power, scare and blind, was misordered, thanks to + kobayasi-san. -- Kusunose + +18/12/2001 +[I]- Graphics overlay for the three X11 ports (untested). It requires + USE_TRANSPARENCY and USE_EGO_GRAPHICS. USE_TRANSPARENCY was ugly, + but this... -- pelpel +[I]- Graphics overlay for the two Macintosh ports, again, untested -- pelpel +[I]- Add ra_info.txt (randart generator info file) thanks to Runescrye + +19/12/2001 +[I]- Graphics overlay for the DOS port (USE_DOS). Also fixed a bug in + the overlay support in the Mac ports. I removed always_pict + code from the GTK+ port, because it's really slow, judging from + the graphics performance on the Mac ports which use the mode + to support tile width/height customisation -- pelpel +[B]- Left good_item_flag for special levels, but adjusted rating boost + a bit, because later fixes made +50 boost unnecessary + Also toned down the rating boost for randquests -- pelpel +[D]- New quest in Dol Guldur + +21/12/2001 +[B]- Fixed the very old artefact generation bug (present in + Angband 2.7.8 -- 2.8.2) that forced "special artefacts" to be + generated in the a_info.txt order. It is really problematic + in Pern because of the depth of the Phial -- pelpel + +22/12/2001 +[B]- A Beorning's father was a Storm Giant sometime, and A Petty-Dwarve + was one of several children of a Nibelung. -- Kusunose + +23/12/2001 +[B]- Fixed a bug that allowed to throw items with CURSE_NO_DROP. + -- Kusunose +[m]- Added spell spoiler creation in wizard mode. -- Kusunose + +24/12/2001 +[m]- (Mac)Eliminated busy waits in CheckEvents and TERM_XTRA_DELAY. + It works well on my machine, but I left the original code using + "#if 1/0" just in case -- pelpel +[I]- Player now drops out of overhead wilderness view if a vampire and it's + daylight + +25/12/2001 +[B]- Reintroduced OoD restriction on randquest monsters (until dlev 49) + -- pelpel +[B]- a fix for RNG problem with 64-bit machines, taken from V(?) -- pelpel + +27/12/2001 +[I]- Basic IRC facilities! 3 new extended commands: C to connect + D to disconnect and : to chat. Highly experimental. +[B]- Find artefact fate could cause permanent loss of artefacts. The code + now tries to create a randart when there are no good choices instead + of always defaults to the Phial -- pelpel +[B]- Randquests sometimes requested players to kill slain uniques, + making it impossible to continue the game -- pelpel +[B]- (Carbon)Removed the dialogue indicating errors in AEProcessAppleEvent, + because an r.g.r.a post pointed out that this can be quite annoying + and Apple says they should generally be ignored -- pelpel +[I]- DOS support for the irc client, needs libsocket: + http://www.phekda.freeserve.co.uk/richdawe/lsck/lsck.htm +[O]- Updated ra_info, thanks to Runescrye ! +[I]- X11 Support for the IRC client. + +29/12/2001 +[G]- a New randquest type ! +[B]- Companions cannot be hurt by the player anymore + +30/12/2001 +[B]- Reduced all force spells because of the side effects of force attacks +[M]- Monster breathing/casting force attacks will bounce the player. + Just like player's force attacks bounce monsters :) +[M]- Fixed the IRC client some more. + +01/01/2001 - PernAngband 5.1.0 aka "Into the Fire" + +2002/02/19 +[B]- Normal (non-vampire) races didn't get mana regenerated at Inn -- pelpel +[B]- The Mathom house acted like a normal shop when selling. -- Kusunose +[B]- '-s' crashed the game. Thanks kobayashi for the fix -- pelpel +[O]- Combining rod and rod tip now considers rod's cheapness flag. + -- Kusunose +[B]- Beastmaster Shanty overpayed a bounty if monster's corpses are stacked. + -- Kusunose +[B]- The random text code left files open in many error cases -- pelpel + +2002/02/20 +[B]- WeaponMasters were not restricted with their weapons. -- Kusunose +[B]- Info text of 'disrupt mind' was described as 'dam'. -- Kusunose +[B]- Fixed the "automatic ego filter" bug in the squeltch filter -- pelpel + +2002/02/26 +[B]- The polymorph random effect could crash the game. Thanks Kevin W. + Thomas for the detailed analysis of the problem -- pelpel +[B]- Stat draining effect of Black breath could crash the game. Thanks + Kevin W. Thomas again for the patch -- pelpel +[B]- With easy_disarm set, players were totally safe from detected traps, + whatever messages might say -- pelpel +[B]- Ego graphics code is now only active when and only when 16x16 tiles + are selected -- pelpel +[B]- Quest entrances/exits now require players to type '>'/'<' commands + to move in/out -- pelpel +[m]- Shimmering terrain features no longer shimmer while running/resting, + to make them more bearable on slower machines and slow I/O systems + like GCU -- pelpel +[I]- Incorporated the hopefully improved running code from the CVS version. + It uses CAN_RUN and DONT_NOTICE_RUNNING flags for non-conditional + checks (i.e. not controlled by the disturbance flags or requiring + immunity), so that most running problem can be fixed by editing + f_info.txt -- pelpel + +2002/02/27 +[B]- Many room walls didn't have the CAVE_ROOM flag set -- pelpel +[m]- The tunnel code (ordinary one) now performs double check for + feat_wall_outer and CAVE_ROOM, so it is safe to use any terrain + features for outer wall, including those identical to fill_type. + Note: These two changes have very significant effect on the Sacred + Land of Mountains. I'm not 100% sure if this is what DG intended, + but I believe so reading flags given to it in d_info.txt -- pelpel +[D]- There should be less not-at-all secret "secret" doors. + This does *not* mean that ancient prob, but those mountains enbedded in + plain wall in Barrow-Downs, for example -- pelpel +[I]- Inven/equip/item choice in subwindows now clears to the bottom of screen, + to avoid glitches and in accordance with the way it worked -- pelpel +[I]- Identify and *Identify* don't list known/fully known items in + object selection -- pelpel +[m]- Depth/field name area is now 13 character long, so that names like + "shallow water" will fit, and "Lothlorien" is not truncated in GCU. + Also added short dungeon name prefix to the depth-in-feet mode -- pelpel + +2002/2/28 +[B]- Dungeon town generation could crash the game. Thanks Mogami + for the analysis of the problem -- pelpel + +1/03/2002 +[B]- Supplied missing suid code in 1) savefile removal action in the startup + screen, 2) time table lookup, 3) dungeon savefile removal, and + 4) bone file removal. Thanks kobayasi for the patch -- pelpel +[B]- Less platform-dependent savefile processing code for the game start + menu, thanks again for kobayasi. It now uses files.c utility routines + for building appropriate savefile names -- pelpel +[B]- Magical branding of weapon/ammo, when successful, now sets enchanted + item's discount rate to 100%, so that one can no longer make vast + profit or easily gain his/her deity's favour. Code adopted from + T.o.M.E. 2.0.0 CVS -- pelpel + +03/03/2002 +[P]- Give Ents scrolls of satisfy hunger instead of some food. -- Kusunose +[M]- Added a command to dismiss companions in the pet menu. Code adopted + from T.o.M.E. 2.0.0 CVS -- Kusunose + +04/03/2002 +[B]- '/' in item selection didn't update screen correctly -- pelpel +[m]- Moved auto-squelch code from process_player() to process_world() -- pelpel + +05/03/2002 +[m]- CAVE_TRDT wasn't cleared when a trap is disarmed, which had some + subtle effects and forced coders to double check c_ptr->info and + c_ptr->t_idx in various places -- pelpel + +06/03/2002 +[B]- Level generation could cause infinite loop in the Sacred Land of + Mountains -- pelpel +[B]- Player ghosts were disabled in a way causing special feeling on + every level -- pelpel +[m]- Changed repeated message code to V-CVS one -- pelpel +[m]- Added another graphics mode variable called graphics_mode :), + somewhat like use_graphics in ZAngband, but it doesn't + require any changes to main-xxx.c. It's set within reset_visuals() + and used by map_info(), so that it doesn't have to do streq() + each time it is called -- pelpel +[B]- Took 64-bit safe RNG from Vanilla -- pelpel + +11/04/2002 +[B]- Gave SPECIAL_GENE flags to the k_info.txt entries of SPECIAL_GENE + special artefacts -- pelpel + +20/04/2002 +[B]- Player is now guaranteed to have initialive after entering a level. + Thanks Joseph William Dixon for the patch -- pelpel + +22/04/2002 +[m]- Renamed 422colors.prf to 422color.prf, to make it fit with the 8.3 naming + convention -- pelpel + +24/04/2002 +[m]- Add support for multiline comments in lua: --[[ ... ]] + +28/04/2002 +[B]- Fixed a bug that caused gods start casting nasty effects when player's + grace becomes negative. It should have been -60000. -- Kusunose +[D]- The inn in Bree is now The Prancing Pony. -- Kusunose +[m]- Improved lua interface for defining new 'm' keys, magic powers, quests, ... + +05/05/2002 - T.o.M.E. 1.0.0 aka "Between the Darkness and the Light" + +02/1/2002 +[m]- (Mac, Carbon)Graphics mode performance improvement. When a user + chooses a fixed width font (as is almost always the case) and + doesn't change tile width & height, the higher_pict method is + used instead of *very* slow and inefficient always_pict to + draw things -- pelpel + +04/1/2002 +[B]- Normal (non-vampire) races didn't get mana regenerated at Inn -- pelpel +[B]- Fixed the monster casting at other monsters but targetting you bug + +11/01/2002 +[B]- Sacrificing wands now decreases charges + +12/1/2002 +[B]- The random text code left files open in many error cases -- pelpel +[m]- The prf file loader always searches for the user directory first, + then the pref directory if it can't find it there, so that user + can override the system defaults keeping the distributed files + intact. This also simpifies the pref loading codes in several + places -- pelpel + +13/01/2002 +[B]- Fixed more running problems (FEAT_SAND and FEAT_ASH) -- pelpel +[B]- Some routines called malloc/free instead of C_MAKE/C_FREE in + the vault generation -- pelpel +[B]- One wrong sign in the fractal cave code (vertical average) -- pelpel +[B]- Fixed the store info file thanks to wrabhit23 + +14/01/2002 +[B]- Ego items had extra spaces in their names -- pelpel +[B]- (XAW)Terminals used wrong names. USE_EGO_GRAPHICS didn't even + compile -- pelpel +[I]- IRC code for the XAW port. Caveat: it causes a linker error + if you USE_X11 and USE_XAW at the same time... -- pelpel +[m]- the html help file converter now gets it's header and footer + from head.aux and foot.aux in lib/help to help website + designer adapt the generated files to whatever they want + +19/01/2002 +[B]- The Mathom house acted like a normal shop when selling. -- Kusunose +[I]- Removed hard-coded direction keys in the skills menu -- pelpel +[B]- Many room walls didn't have the CAVE_ROOM flag set -- pelpel +[B]- More running problem (small trees in Mirkwood) -- pelpel + +20/01/2002 +[B]- final artifacts were not generated if they are k_info artifacts. + -- Kusunose +[B]- Fixed get_com interface for lua + +22/01/2002 +[B]- Squelch on sense now destroys {good} items if it's told + "destroy good", but only when the "strong" pseudo-ID is in + effect. Doing so for the "weak" method would be too dangerous -- pelpel +[m]- The running code now uses DONT_NOTICE_RUNNING and CAN_RUN terrain + feature flags for non-conditional checks, i.e. everything but doors, + stairs and alike, and those requiring levitation or immunity -- pelpel + +23/01/2002 +[m]- Included the lua tutorials by Fearof4s + +24/01/2002 +[m]- Replaced the field of view code with that from Angband 2.8.3-- + -- pelpel +[I]- view_special_lite and view_granite_lite that work with non-white + terrains (for ASCII mode only, already done for 16x16 tiles) -- pelpel + +25/01/2002 +[B]- '-s' crashed the game. Thanks kobayashi for the fix -- pelpel +[B]- Doors are remembered, so that they work better with easy_open. + The easy_open code now performs checks for the perennially hard-to-handle + feature mimic field -- pelpel + +27/01/2002 +[D]- A fair number of dungeon guardians lost their defined artifact drop + and got a randart drop instead. The removed arts are back top normal + behavior(can be found) +[I]- Inven/equip/item choice in subwindows now clears to the bottom of screen, + to avoid glitches and in accordance with the way it worked -- pelpel +[I]- Identify and *Identify* don't list known/fully known items in + object selection -- pelpel + +29/01/2002 +[B]- monster_carry() could cause permanant artefact loss. A similar code + in quests and guardian artefact generation are also fixed -- pelpel +[D]- There should be less not-at-all secret "secret" doors. + This does *not* mean that ancient prob, but those mountains enbedded in + plain wall in Barrow-Downs, for example -- pelpel + +20/01/2002 +[D]- Some spells can now stay in effect for a while, like a cloud of poison + will stay in place and poison everything passing in it +[P]- Changed the magic system, it now uses schools of magic instead of + realms. A school contains much less spells than a realm. Each spell + is unique and dont make others redundant. Also all spells tries to stay + usefull for the whole game, by increasing in power and effects with levels. + A spell can be assigned to more than more school, in which case all the + schools need to be raised to obtain more power. All spells are implemented + in lua, to make it easy to tweak them. + All spells arent coded yet but my plans are for those schools: + Mana, Fire, Water, Air, Earth, Mind, Conveyance, Meta, Temporal, + Divination, Nature and Nether + It may change somewhat but thats the general idea :) + Books are not specific to a school, they can contain any spell from any + schools, it is even imaginable to have randomly created books + +01/2/2002 +[D]- Streamers use small tress instead of trees, a la KAngband and + variants that borrowed it's code. And they should look more like + streamers in most dungeons -- pelpel +[D]- Neither player or monsters can see through, breath, or cast spells + over small trees, that are outer wall in Mirkwood -- arena levels + were too nasty otherwise... -- pelpel + +02/2/2002 +[m]- los, player's field of view, and spell/breath projection now all use + FF1_NO_VISION for the sake of consistency (in addition to the wall + check in case of spell/breath projection) -- pelpel +[M]- Added a command to dismiss companions in the pet menu + +03/2/2002 +[D]- Moved wiz_dark() implementing the maze level from move_player() to + process_player(), so that a spellcaster can no longer do magic mapping-- + detect monsters--detect traps then casting teleport as often as s/he + wishes to make things incredibly easy. Because of my laziness detected + traps aren't displayed if they are out of sight. This would require + tremendous hack. Anyway, don't worry, they are still remembered -- pelpel +[I]- Auto-squelch menu now accepts ^R as an alternative to ^S, to be nice + for those who USE_GCU. Thanks Skylar Thompson for the problem report + -- pelpel +[m]- CAVE_TRDT wasn't cleared when a trap is disarmed, which had some + subtle effects and forced coders to double check c_ptr->info and + c_ptr->t_idx in various places -- pelpel + +06/02/2002 +[B]- Do not drop from wild if player were not in wild mode in previous turn; + it put player in wrong place and could crash the game. -- Kusunose +[B]- Summoning monsters from totems could crash the game. -- Kusunose +[B]- The Heavy Crossbow of the Elves was 'the ultimate armor' in the + fully identified description. -- Kusunose + +07/02/2002 +[m]- Added FF1_DOOR flag to open doors for lightning effects in map_info() + and have the trap creation code explicitly avoid them, because traps + have and should never been performance bottlenecks -- pelpel + +08/02/2002 +[m]- Some process_world() sections (most notably monster generation and + lingering spell effects) are conditionalised so that they don't run + in the overhead map -- pelpel +[D]- Added a dungeon flag that prevents generation of streamers, and + gave it to those with water/lava rivers and places like Numenor + and the Sacred Land of Mountains. Maze and evolving levels don't + require this. Also made lava deeper (dlev 34 or below). Trees can + appear on any flat levels. And eliminated undesirable calls to + the RNG in the streamer code -- pelpel +[m]- Changed all the signed (!) flags I was able to find to unsigned, because + they don't make any sense. Savefile code should be modified as well + if we ever care for savefile portability -- pelpel +[m]- The tunnel code (ordinary one) now performs double check for + feat_wall_outer and CAVE_ROOM (which was added a couple of weeks ago), + so it is safe to use any terrain features for outer wall, including + those identical to fill_type -- pelpel + +09/02/2002 +[D]- Rewrote place_new_way() so that it doesn't create unconnected dungeon + sections, destroy outer walls of rooms, or dig room corners -- pelpel +[I]- Hopefully finished special lighting effects. Now it works this way + (with all lighting effects options on): + Perma-lit grids and lit walls/doors within sight, and remembered important + features = f_info colours, Perma-lit floors and walls/doors out of + sight = darker colours, torch-lit "boring" floor = yellow, torch-lit + grids out-of-sight = dark grey, blindness = B&W -- pelpel +[D]- Angband dungeon now adjusts monster levels to the dungeon level. + The monsters here will have a minimun level in the range of: + level / 2 to level. So at level 67 the lowest monster you can encounter + will be level 33. This means that if a white icky thing is generated + it will be a level 33 white icky thing. If the base monster level is higher + then nothing is adjusted. + +11/02/2002 +[m]- (Temporary note) Separated staying effect handling code from + process_world() and made it a function, so that it can be called in + any place with in dungeon() [can be activated by #define pelpel :)] + I temporarily placed it after process_player(), but we have to spend + some time testing this, seeking for the best turn structure -- pelpel +[m]- Auto-squelch is performed *before* a player turn, just before the + pack overflow code to prevent some interface problems. This means + that squelching occurs as the very last action of a player turn, + after monster drops or even after pseudo-ID, so that you don't have to + press extra space to squelch items. Another possible arrangement + would be within process_world(), right after sensing -- pelpel + +12/02/2002 +[B]- Fixed a bug in the hook code that may or may not be the cause of + various quest-related bugs -- pelpel +[D]- Altars now have CAN_RUN flag, so that you no longer see the + message "You cannot run in that direction" when trying to run + across them -- pelpel +[m]- Added flush() before all the quest questions to prevent accidental + loss/declination/acceptance of quest rewards/quests, also added + very important flush_failure and flush() to the lua interface and + put that in the spell failure code, so that spells can be macroed + safely -- pelpel +[B]- Fixed a bug in the 6 monster randquest thanks to Louis-Frederic Michaud + +13/02/2002 +[O]- Elvish waybread renamed to lembas, thanks to nimloth +[I]- Because I find detection no longer works on panels, added DTrap status + line as well as a new disturbance option disturb_detect. Also removed + hardcoded row/column positions in the status line code, in preparation + for big-screen support -- pelpel + +16/02/2002 +[I]- Added scrolling target/look code, which is bastardised :) form of + Z and V ones -- pelpel +[m]- Depth/field name area is now 13 character long, so that names like + "shallow water" will fit, and "Lothlorien" is not truncated in GCU. + Also added short dungeon name prefix to the depth-in-feet mode -- pelpel +[m]- Because map_info() is the #1 bottleneck routine and because I felt + hack_map_info_default is incredibly ugly :(, I removed + hack_map_info_default and added specialised version of map_info() + for use by cmovie and the HTML screen shot saver -- pelpel +[B]- Fixed the "automatic ego filter" bug in the squeltch filter -- pelpel +[I]- Big screen is sort of working now, but main-xxx.c (have + to remove restrinction on size of the PernAngband window) and + cmovie are still needing upgrade -- pelpel + +17/02/2002 +[B]- Made panel_bound() more paranoid about the current dungeon size, + to prevent many big screen-related crashes -- pelpel + +18/02/2002 +[m]- Added 8x8 graphics support to trap display code -- pelpel +[m]- Added another graphics mode variable called graphics_mode :), + somewhat like use_graphics in ZAngband, but it doesn't + require any changes to main-xxx.c. It's set within reset_visuals() + and used by map_info(), so that it doesn't have to do streq() + each time it is called -- pelpel + +19/02/2002 +[m]- Added term resize hooks so that one doesn't have to hit the redraw + key and alike when s/he resizes windows. Hooked functions are placed + in xtra2.c, because they are only related to big screen support + and other panel related codes are there. Don't like the way stuffs + are initialised -- assumption about max number of terms, setting terms + package hooks from within the upper layer codes -- but the existing + implementations do it this way, and the "right" way requires changes + to main-xxx.c, which I'm too lazy to do... -- pelpel +[I]- Big screen support for X11 and XAW ports (already done for Gtk, Mac + and Windows ports). Also added an option -o to force the use of 8x8 + tiles in graphics mode. Say "-g -- -o" to activate it. And please note + that because of the way transparency effect is implemented in + X11/XAW/Gtk ports, it is available even with 8x8 tiles -- pelpel + +20/02/2002 +[B]- Beastmaster Shanty overpayed a bounty if monster's corpses are stacked. + -- Kusunose +[O]- Combining rod and rod tip now considers rod's cheapness flag. + -- Kusunose + +22/02/2002 +[M]- Restored monster light code, modeled after Steven Fuerst's implementation + insteand of APW one this time, but without his support for multiple radii. + -- pelpel +[M]- Made monster light a run-time option. CAVEAT: It'll cause display + weirdness when you turn this option from ON to OFF while playing. + Save/Restart or entering new level will fix the problem. + Should call forget_mon_lite() when the game detects it... -- pelpel +[M]- monster lite option is on by default + +23/02/2002 +[B]- A failure in disarming traps using easy-disarm caused another attempt + at disarming traps (because it calls move_player_aux which calls + do_cmd_disarm_aux which calls move_player_aux...), growing call + stack infinitely. It's dangerous, and, in fact, players were totally + safe from traps (messages said "You set off...", but traps were never + activated) -- pelpel +[B]- Black breath could crash the game (it's really evil, isn't it :) + Thanks Kevin W. Thomas for the patch -- pelpel +[m]- Ego graphics code now only tries to use graphics overlays for + monsters and players if and only if 16x16 tiles are used -- pelpel +[B]- map_info() had problem with walls mimicking floors -- pelpel +[m]- Shimmering terrain features no longer shimmer while running or resting + to make themselves somewhat more bearable on slower machines -- pelpel + +24/02/2002 +[m]- Updated lighting effect code so that it works the same as rr9's Angband + versions. Also removed hardcoded IBM pseudo graphics code points, so that + if anyone is ever interested in updating its font & prf files, s/he + can do so freely without editing the source code. + And map_info / map_info_default is now fully aware of c_ptr->mimic, + so that map edges will not have strange lighting effects etc., + hopefully -- pelpel + +26/02/2002 +[B]- Polymorphing random effect of Chaos Warriors could crash the game. + Special thanks for Kevin W. Thomas for the detailed analysis + of the problem -- pelpel +[I]- Moving onto quest entrance/exit no longer causes annoying automatic + stair movements. You have to tell the game '>' or '<' to enter/leave + -- pelpel +[m]- Renamed see_wall() in cmd1.c to see_obstacle() also added a grid-based + version of the function to be used by run_test(), so that those who have + immunity and/or levitation can run over lava fields, deep water etc. + -- pelpel +[O]- There are 2 kinds of spellbooks for the magic schools, the ones that + are named "a Spellbook of foo" where foo is a randomly choosen spell + (selection is based on the dungeon level) + and other names that are fixed books + +27/02/2002 +[O]- School spellbooks can be fireproof ego items +[B]- Dungeon town generation could crash the game. Thanks Mogami + for the analysis of the problem -- pelpel + +01/03/2002 +[B]- Supplied missing suid code in 1) savefile removal action in the startup + screen, 2) dungeon savefile removal, and 3) bone file removal. + Thanks kobayasi for the patch -- pelpel +[m]- Less platform-dependent savefile processing code for the game start + menu, thanks again for kobayasi. It now uses files.c utility routines + for building appropriate savefile names -- pelpel + +03/03/2002 +[B]- Special level names wherent corrently displayed if the N: line was the + first of the file in lib/dngn + +03/03/2002 +[m]- Added initialization code to add SPECIAL_GENE flag to final guardians + and their artifacts (and DROP_RANDART if there are no final artifacts). + -- Kusunose +[D]- Put yet another fractal code (unlike the others it's quite simple) + in the level filler generator, and added a F: parameter in d_info.txt + to control its behaviour. Its syntax is FILL_METHOD_#, where # is + 0: use the first filler w/o calling RNG (for Angband, Mirkwood etc.), + 1: the same as the previous versions (default), 2: slightly smoothed, + 3: more smoothed, or 4: max smoothing (initial step of 8 grids) -- pelpel + +04/03/2002 +[B]- '/' in item selection didn't update screen correctly -- pelpel +[m]- Moved squelch-on-sense code from process_player() to process_world() + -- pelpel + +04/03/2002 +[P]- High intelligence increase mana regeneration rate + +06/03/2002 +[B]- Level generation could cause infinite loop in the Sacred Land of + Mountains -- pelpel +[m]- Changed repeated message code to V-CVS one -- pelpel +[B]- Player ghosts were disabled in a way causing special feeling on + every level -- pelpel + +07/03/2002 +[m]- Trap display now uses x_attr/x_char of FEAT_TRAP (f_info N:17) + 1) if a trap is set on a "boring" terrain in the ASCII mode, where + only x_char is used and attr is taken from tr_info.txt XXX XXX XXX + or 2) if attr/char for a trap is not defined in prf files in the + graphics modes -- pelpel +[m]- Removed FAKE_VER_*, because it has been quite long since we lost savefile + compatibility with Angband 2.8.1 and info.txt files can be updated + by sed/perl/whatever script in a snap -- pelpel +[B]- Took 64-bit safe RNG from Vanilla -- pelpel + +08/03/2002 +[m]- To accommodate the practice of not upgrading version stamp of info.txt + files at each release (never done in V-based variants, but common among + Z-based ones for historical reasons), version stamp checks against game + data files in lib/edit is made a compile time option + (VERIFY_VERSION_STAMP), off by default. With this option off, version + stamp checks for the binary files are still performed and they always + have version signature of the game, not those specified by the V: lines + -- pelpel +[B]- Wide light radius worked in the small scale wilderness map, + where it should have been WILDERNESS_SEE_RADIUS -- pelpel + +10/03/2002 +[m]- Upgraded the lua bitlib so it can handle stuff like bor(1, 2, 4, 8) + +11/03/2002 +[M]- Confusion, stunning, charming now works on uniques(those that dont have the + corresponding resistance) + +24/03/2002 +[I]- Stats can now be displayed in a linear mode(from 3 to 37) instead of + 3 to 18/***, the option is off by default + +25/03/2002 +[D]- No more shafts in the halls of mandos +[m]- Block comments( --[[...]] ) in Lua enabled + +27/03/2002 +[D]- Tweaked the door code a bit so that some doors are much harder + to find -- pelpel +[I]- Added recall depth subcommand to the knowledge menu -- pelpel + +03/04/2002 +[I]- Removed the flavoured_attack option and made most 'silly' messages + off by default. They are now controlled by 'insanity roll', which is + d100 roll against (max_sanity - current_sanity) * 100 / max_sanity. + The same roll is also used to determine if the game should use + silly monster descriptions (in addition to the hallucination + effects) -- pelpel + +04/04/2002 +[I]- The skill interface no longer asks question whenever you increase skills. + Changes to skill values are made permanent if the player confirms them + when s/he leave the skill menu, otherwise, they are simply ignored + -- pelpel +[P]- The skill system is ready ! Some small tweakings are needed, but it is + mostly ready. Each level you gain a few skill points that you can spend + on various skills(like combat, weaponmastery, magic, ...). Most actions + are now tied to skills. +[P]- Classes revamped as more or less skill templates. Classes now can have + specializations which allow starting with somewhat different skill set. +[B]- Since streamers can create unconnected dungeon sections, the code for + it is moved after stair and player allocation -- pelpel +[m]- Reorganised the linkage order of makefile.org a bit, so that similar + files are grouped together, also frequently called files are not coupled + together with rarely used ones. This *might* help on-demand-paging memory + manager a bit -- pelpel +[m]- Changed all occurances of " ?" in strings to "? ". --takkaria + +08/04/2002 +[B]- Some player_type fields and corresponding lua interface definitions + were of different types. Fix thanks to rr9. -- pelpel + +09/04/2002 +[I]- Bigtile patch for windows, x11 and mac ports thanks to Takeshi Mogami + +11/04/2002 +[B]- Gave SPECIAL_GENE flags to the k_info.txt entries of SPECIAL_GENE + special artefacts -- pelpel + +15/04/2002 +[M]- Revision of the conf/stun/sleep resists for uniques thanks to Runescrye + +18/04/2002 +[G]- The adventurer quest reward is now either the adventurer or some skills +[I]- Asks for a last screenshot upon death + +20/04/2002 +[I]- You can now dump a frame of a cmovie as an html screenshot(while playing + the movie) +[P]- New god system, each god will be much more different from all others. + Altars are less vital. There are less gods. +[m]- Renamed inappropriately called global array 'town' to 'town_info', also + moved some boolean town_type members into 'flags', in order to support + dungeon town information subcommand of do_cmd_knowledge -- pelpel +[m]- Commented out or moved many local variables causing 'unused' warnings, + because of badly placed if 0's -- pelpel +[B]- Player is now guaranteed to have initialive after entering a level. + Thanks Joseph William Dixon for the patch -- pelpel +[I]- The commands for skills and spells are swapped. Please use 'G' to learn/ + check skills and '$' ('\$' in roguelike) to learn spells. + +22/04/2002 +[m]- Renamed 422colors.prf to 422color.prf, to make it fit with the 8.3 naming + convention -- pelpel + +23/04/2002 +[O]- Bound the wands & staves damage/power to the Magic skill, attack wands + should actually be usefull now + +25/04/2002 +[P]- Magic skill now allows you to copy spells from books into various + objects. Not all objects can contain spells naturally, but most object + of the Magi can, and all mage staves +[P]- Spectres loses HP while in walls, it was too abusable(and in fact, I never + planned to remove it) + +28/04/2002 +[D]- The inn in Bree is now The Prancing Pony. -- Kusunose + +01/05/2002 +[D]- Small levels cannot generate full levels anymore +[I]- The prompt to cast a spell now understand to press @, which will ask for + a spell name, it'll look all books and cast it if you can. + It EASES macros, a macro will now look like: + 02m@Manathrust\r*t +[I]- Message recall now understands bigscreen thanks to pav +[I]- Help now understands bigscreen thanks to pav +[I]- Skill screen now understands bigscreen thanks to pav +[I]- No more pickup prompt with autopickup when inventory is full, thanks to pav + +03/05/2002 +[B]- The skill increase/decrease code was unable to detect underflow -- pelpel + +06/05/2002 +[P]- Made running commands exempt from do_nothing processing, because this + can be abusable and makes no sense -- you could, for example, hold down + movment keys when following Eru and use running when following other + deities -- pelpel +[I]- Took big screen code for horizontal scrolling of message recalls + from Vanilla -- pelpel +[I]- You can navigate through option menus with roguelike_keys -- in fact, + I didn't know users of the original keyset can go up before I play + the latest V and see its code... Taken from Vanilla CVS -- pelpel +[m]- Entirely removed function definining macros from script.c, because + it can confuse some compilers (a lcc case was reported), and some + preprocessor reports syntax error for missing macro arguments -- pelpel +[I]- Added big screen support for GCU -- pelpel + +12/05/2002 +[m]- Some, if not all, command line options are documented -- pelpel +[B]- Full map command displayed only half of current dungeon level when + bigtile mode is used. Thanks for Takeshi Mogami for tha patch + -- Kusunose + +19/05/2002 +[m]- 1) Slightly reorganised menus in the Mac ports, because there were so + many of them on the menu bar. 2) added a switch (-b) to the GCU port + to select multiple terms or one big screen. 3) the GTK port issued + huge number of fatal warnings if the graphics mode was turned on and off. + 4) Compiled latest V CVS with main-gtk.c in T.o.M.E. and fixed some + portability problems. -- pelpel +[P]- Pseudo-id is now bound to the Combat skill(for weapons/armors) and the + Magic skill(potions, ...) +[P]- It is now possible to press @ at the 'm' key prompt to select a skill action + by it's full name. Thus allowing unbreakable macro: + m@Cast a spell\r@Manathrust\r*t +[I]- The skill screen cannot be abused to get more skills anymore + +27/05/2002 +[P]- New god Melkor Bauglir +[P]- Weaponmastery, Archery and Barehand skills increase Combat skill much more + +02/06/2002 +[B]- Various spell effects that polymorph monsters could crash the game. + -- Kusunose +[B]- Compare weapons command miscalculated muliplying bonus. -- Kusunose + +12/06/2002 +[P]- Deathmold fetch ability pickups gold and objects(if autopickup is set) thanks + to "kenderband" <kenderband@hotmail.com> +[m]- Exported cur_hgt and cur_wid to lua by request of Fearof4s. (takkaria) + +14/02/2002 +[m]- Updated the lua help files thanks to Fearof4s and Chris Hadgis + +17/06/2002 +[B]- Fixed junk artifacts and music instruments stacking bug in stores + -- Kusunose + +03/07/2002 +[M]- Monsters drop stolen gold when killed + +04/07/2002 +[B]- Capped max number of extra blows at 2 when the limit_blow flag is set + in two places -- pelpel + +09/07/2002 +[B]- Cancelling a scroll of reset recall didn't work. -- Kusunose +[O]- Reset recall now lists all the dungeons a player has visited and + additionally allow a player to select by name. -- Kusunose + +13/07/2002 +[O]- Enabled the generation of double ego items. An item cannot get 2 prefix + or 2 suffix, it will always be a prefix and a suffix + +14/07/2002 +[P]- New bounty quest available at the beastmaster shanty! Bring back a corpse + and get some monster-lore skill and the ability to learn corpse-preservation + skill if you couldn't already + +15/07/2002 +[P]- Replaced first necromancy spell with Horrify from the old Nether realm and + the third spell with absorb soul, provides some health upon monster death + +16/07/2002 +[m]- Updated lua_ques.txt to fix some misinformation. -- fearoffours + +17/07/2002 +[B]- One was able to have another entry in the score file for a dead/retired + character by loading him/her with the -w option, then answering 'n' to + the wizard mode confirmation. Bug report and fix (for Angband 3.0.1, but + applicable for all variants) by Hallvard B. Furuseth, Takeshi Mogami and + Robert Ruehlmann -- pelpel + +22/07/2002 +[m]- More lua documentation fixes, particularly adding square brackets to field + names on lines that would allow this without mucking up colour formatting. + -- fearoffours + +23/07/2002 - T.o.M.E 2.0.0 aka "Point of No Return" + +24/07/2002 +[m]- The splash screen now shows "Tales of Middle Earth" or "Troubles of Middle + Earth" randomly. Thanks to Scott Holder for the idea and some code. + (takkaria) +[m]- makefile.org now defaultds to ./lib for the lib directory +[m]- makefile.org is now makefile.std +[B]- Fixed a silly bug preventing Polearm masstery from wroking + +26/07/2002 +[B]- In multiuser installations, notes and cmovie were written under the lib + directory using the game's permission, making them inaccessible by + the player. I moved them to ~/.tome. Note: This means that a coder + shouldn't grab permission before opening files in these directories + -- pelpel +[B]- There are still inappropriate (and even unbalanced!!!) calls to + safe_setuid_grab() and safe_setuid_drop() in the game. Thanks Neil + for pointing out those in the macro save commands. There are so many + places that I have to look at, but I'm trying... -- pelpel +[I]- Better (hopefully) object identification screen + +28/07/2002 +[m]- Added safe_setuid_grab/safe_setuid_drop to all the functions that + access files in the lib directory. I did so even for the game + initialisation, knowing that it's very unorthodox. This is because + I found some of them in the init[12].c. There's no other sure ways + to keep them from messing multiuser installations. -- pelpel +[m]- Added makefile.dos, which is a copy of makefile (now), in order to + prevent overwriting accidents. Ideally, 'makefile' should be in the + .cvsignore, so that every developper can feel at ease with his/her + own preferred environment -- pelpel + +01/08/2002 +[P]- New corruption system, savefiles are compatibles but you will loose + all your corruptions. + Most corruptions now have a good and a bad effect. Some corruptions + depends of others, it means that you can only get them when you have + the ones they depend of(i.e: Balrog Form need Balrog Wings, Balrog + Aura and balrog Strength to work). Some corruptions can be mutualy + exclusive. The list of corruption is totaly rewrote. They are more + in-theme now. +[B]- Perma curse cannot happen on randarts anymore + +02/08/2002 +[B]- Player could not pick up items from home if he did not have enough + gold. -- Kusunose +[B]- Traps of wasting wand dont mess up wands +[B]- Dragon helms get resistances + +03/08/2002 +[B]- No races were allowed to be loremasters +[B]- Fixed a bug in Character classes allowed, tahnks to Alex Wilkins +[m]- Added Melkor to the gods docs. +[B]- Spells cannot be cast while blinded or confused(execpt for a few) +[G]- Wielding the One Ring has some ... disadvantages now ... +[B]- Poor Melkor didnt had his altar generated in dungeons, while he is the + only god for a use of an altar + +05/08/2002 +[m]- Improved the adventurer guide and added a section for macros to it +[P]- All Udun spells are no more multi-school spells +[P]- Reorganized the skill tree to remove the Misc skill tree. Alchemy is now + under Magic, Antimagic is in Combat and Music in Spirituality + +07/08/2002 +[B]- Fixed the -1 activation power of some mage staves of spell +[G]- Troll Glade/Wight Grave selection is now (usualy) based on the + Combat/Magic skills level + +08/08/2002 +[I]- The game asks confirmation before learning a skill that can exclude an + already known one +[I]- When 'I'nspecting(or upon *id*) a fully *id* weapon/ammo the game will + tell you the damage it would do if you used it(idea from Ey) + +10/08/2002 +[I]- 'U' power menu is now usable with repeat key 'n' + +11/08/2002 +[G]- The chance for combat item pseudo-ID now improves exponentially, + just like V Warriors (combat skill 0 == plev 0, maxed == plev 50), + while that for magic items improves slowly, just like V Rangers + and Mages but with higher success rate (more than ten times as + frequent as V Rangers) -- pelpel + +12/08/2002 +[B]- Added missing spell frequency to Fire golem. -- Kusunose +[B]- Symbiant cannot pickup a hypnotized pet from a pile. Thanks to kobayasi + for the patch. -- Kusunose +[P]- Give Ents scrolls of satisfy hunger instead of some food. -- Kusunose +[B]- Stats more than 18/220 were displayed incorrectly if linear_stats was ON. + -- Kusunose + +13/08/2002 +[m]- Made chg_to_txt in files.c conditional, so that it won't be included in + Windows, Mac and RISCOS ports (they don't call the function, so it has + been dead code) -- pelpel +[D]- Since Tome generated small levels once in three times when requested, + which I think is too often, and in Z and Ey the chance is 1/5 and 1/10 + respectively, I lowered the chance to 1/6 -- pelpel +[B]- The small_level option had the same effect as always_small_levels + -- pelpel +[O]- Removed CURSE_NO_DROP from ego items. Players want new curses, and when + they get them they complain... + +14/08/2002 +[I]- Added avoid_shimmer efficiency option to suppress shimmering of terrain + features, because I have had problems with them on really big screens + -- pelpel +[P]- Increased the modifier of the masteries for warriors +[P]- New Warrior subclass, the Demonologist, spell enhanced warriors. They + use the new Demon school and the renewed Demonblades, Demonshields and + Demonhorns. Their spells enhance their fighting potential. They can either + be seen as a force of good, fighting against demons with their own powers + or as a force of evil fighting to bring corruption to the world. +[P]- Sorcerors begin with a robe instead of a dagger +[I]- Easy close is now slightly more intelligent in their handling of + broken doors -- pelpel + +15/08/2002 +[O]- Ring/Amulet of Spell, cheap, early objects that can contain a spell +[B]- Exploding ammo dont stack with normal ammo + +16/08/2002 +[B]- Ammo creation is bound to Arechery skill instead of player level +[B]- Fixed a bug in related skills, when one increased a skills sometimes the + related skills didnt increased + +17/08/2002 +[m]- Do not grab/drop permissions twice. Thanks to kobayasi for the patch. + -- Kusunose + +18/08/2002 +[B]- Temporal stat drain no longer cancels normal stat drain. -- Kusunose + +19/08/2002 +[O]- Temple will now stock random spells from god schools, Magic Shop will + only stock non god spells and bookstore will contain both +[O]- Stores buyable list is now lua defined +[B]- The amount of mana in each grid was always magical level. -- Kusunose +[P]- Changed the formula to calc the player HP when using possession so that + a higher possession skill will be prefered + +20/08/2002 +[B]- Extracted essences overwrote a weapon slot when inventry was full. + -- Kusunose + +21/08/2002 +[I]- Ingame contextual help is on by default(it was before, but it was bugged..) + It is now proccessed by lua, file help.lua and should be much easier to + add new sections to than before. So all feel free :) +[G]- Added town of Khazad-Dum (where 'exit' from Moria was) with nice Mining + supply shop. -- fearoffours + +23/08/2002 +[I]- Contextual help for the birth screens too. Press ? when over a race, + class, ... and it'll bring the specific help for it +[M]- Monster ego wont start awake +[P]- lost Souls now have see invisible, I know I'm far too nice :) +[I]- Contexual help to skill screen, press ? +[I]- Easy macro recorder! Just press $ and press a normal key sequence! + +26/08/2002 +[m]- Removed the autosquelch to replace it with a new Automatizer that should + be much more powerful. It lacks a gui, but that should soon change :) + +28/08/2002 +[I]- The new Automatizer got a GUI :) It should be quite easy to grasp, you + define rules to match and action to take. But it does allow very complex + rules. + +27/08/2002 +[m]- Added updated class help documents. Removed extraneous ones. Amended + links in birth.txt to reflect changes. Added appropriate entries to + help.lua for contextual class help at birth. Thanks to Mef. -- fearoffours +[m]- More contextual help: races and god selection at birth, rod tips, rods and + trapping kits. -- feaoffours + +29/08/2002 +[G]- Added new god quest. Given at random time by your god, you have to retrieve + a piece of a relic generated at a random level of a randomly places dungeon. + More than one of these quests may be given (currently up to 4), though only + if you complete previous quests. The relic is only generated once in each + dungeon, so look carefully for it. Diving won't help you. -- fearoffours + +31/08/2002 +[P]- New Water spell: Vapor, it create a low damage wide radius short lasting + cloud of water. It is designed to be a cheap attack spell for annoying + critters. Beware, random spellbooks & inscribed objects spells will "morph" + to other ones, sorry, unavoidable + +03/09/2002 +[B]- Fix mushrooms stacking for the maggot quest +[m]- Fix birth.txt crash -- fearoffours + +04/09/2002 +[O]- Scythes of Slicing are now vorpal, rarer and deeper + +05/09/2002 +[G]- Added the fireproofing quest. Visit the Mage tower in lothlorien to get the + quest, bring back something for the mage, get books fireproofed in return. + -- fearoffours + +08/09/2002 +[I]- Updated the forgotten IBM pseudographics, based on my unknown work for + Pern 4.1.2. Also added an X11 BDF file so that it can be used on + the three X ports -- copy graf-ibm.prf to font-x11.prf in your user + directory (i.e. ~/.tome) and set the font of main window to the font + made from lib/xtra/ang16.bdf. Instruction for installing new X fonts + should be found in the bdftopcf, mkfontdir and xset man pages. + -- pelpel + +10/09/2002 +[I]- Current location(town, level, ...) is show in orange when about to recall + +17/09/2002 +[m]- Updated skill docs, thanks to lemming +[m]- More minor help file updates. thanks mef and Chris Hadgis + +21/09/2002 +[P]- Mindcrafters gets esp even after level 40 + +22/09/2002 +[I]- You can press $ at object destruction prompt to automaticaly create a new rule + for the Automatizer about the object being destroyed +[B]- Casting "Disperse Magic" when spell level is 20 or more produced a lua + error. -- Kusunose +[m]- Reformatted the makefile.WHICH file. Do we really need this file anymore? + other variants get by without it, I don't really think it's needed... + (takkaria) +[m]- Reformatted the todo list, removed some entries which have been done. + Also added a section for stuff which I will do (one day). (takkaria) +[m]- I've reformatted and reorganized a fair bit of notes.c; I've made stuff + less hacky and made the function which writes notes to file use + my_fputs()... Also replaced some hardcoded buffer sizes with sizeof(). + (takkaria) +[m]- Removed hardcoded buffer sizes in wizard1.c. (takkaria) + +23/09/2002 +[M]- Farmer maggot quest provides a better reward, thanks to Revanant Morituri + and Wil Hunt for the idea + +25/09/2002 +[B]- The centre player option failed to do so while running. Thanks Neil + Stevens for the patch. -- pelpel +[B]- Random Artifact arrows should now stack properly. -- wilh +[B]- Mindcrafters lost their ESP at level 40. Now they have it permanently + at that level. (p_info.txt) -- wilh +[B]- Above bug was supposed to be skill level 40, not clvl 40. Fixed. :) + +28/09/2002 +[I]- Macro-patch from Mogami, now the macro prf files are portable between Windows, + X11 and Mac. It also shows readable triggers like: \[shift-F1] and such + +29/09/2002 +[m]- Added .cvsignore to the src directory to prevent makefile overwriting + accidents from happening. Currently it excludes makefile (developers + are expected to update platform-specific makefile if s/he indents to + make permanent changes to them), tome, tolua, TOME.EXE and TOLUA.EXE. + -- pelpel + +01/10/2002 +[G]- Alchemy totaly changed! Thanks to John Gilmore for the patch! It has now entered + cvs to begin being tested and "balanced" ;) + +05/10/2002 +[P]- Symbiotic power changed to be bookless + +06/10/2002 +[P]- Available skills to leanr via random quests are defined in s_info.txt +[P]- Trying to mimic when already mimiced(with the skill) will turn you back to + normal form +[O]- All objects now have a description, thanks to Konijn + When identifying an item you can then press 'I'nspect to check it. It si most + usefull for scrolls & such, they tell you what exactly they will do +[B]- Fixed a bug that made mage staves very costy + +07/10/2002 +[I]- Replaced font-ibm.prf, graf-ibm.prf, font-win.prf and font-mac.new (a + font-mac.prf replacement that has IBM-like pseudographics definitions) + with program-generated ones, hopefully up-to-date with recent changes + in info.txt files -- pelpel + +11/10/2002 +[I]- Unusable skills do not show anymore on the skill screen + +17/10/2002 +[I]- New option to not have the equipment/inventory windows move items around + when a prompt ask for an item. Thanks to John Gilmore +[B]- Fix a bug of wands in store +[B]- Fix an old spelling error: "droped" not "dropped" -- Neil + +18/10/2002 +[O]- Behold! The new Grand Scheme For Wands, Staves and Rods!;) + Now all sticks in the game use the same system as the spells. The unified + spell system could we say ;) + What does it changes? sticks should now be usefull, jsut as spells are. + For example a wand of manathrust is not to be laughed at. + Hw does it work? 'I'nspect the stick you want to know about you'll see + he details, each stick gets a spell and a base level. The base level + means the spell will be cast at that level if you have 0 in the + Magic Device skill. If you have Magic Device it increases the level. + Works a bit like Spell-power for the spells. + Also the distinction of wands/staves is tenuous now, wands are attack + stuff and staves not but wands can sometimes NOT be targeted spells + +20/10/2002 +[P]- Yavanna Kementari as a new Vala, protectress of nature. Along with her + priests, the Druids + +21/10/2002 +[m]- Updated symbiant helpfiles including full list of their new bookless spells + in m_symbio.txt -- fearoffours + +23/10/2002 +[I]- Recording cmovies is now working on a microsecond timeframe, much better looking + Let's just hope that silly systems know gettimeofday() + +26/10/2002 +[m]- Introduced a performance measure for process_world_hook, which I suspect + is causing slow movement problems in the reduced map mode. Please read + the comment in process_world() [in dungeon.c] for alternative solutions. + -- pelpel + +27/10/2002 +[m]- Changed every instance of "essense" to the correctly-spelled "essence". + Update your macros. -- neil +[M]- Changed "The Balrog of Moria" to "Durin's Bane". Less of a mouthful, and more + in-theme -- fearoffours +[M]- added the "spirits". They are the inhabitants of the void. They're nasty. + -- fearoffours + +28/10/2002 +[P]- Typo in Druid description: Kemenari -> Kementari. --fearoffours +[B]- Fixed bug where ironman_rooms would give you the number of random quests + you played last time, instead of zero. -- neil + +29/10/2002 +[D]- Added SPIRIT flag to The Void, so that Spirits are actually generated there now + -- fearoffours + +02/11/2002 +[P]- Subraces can now have skill mods +[P]- Spells bound to two or more schools now require at least one point in + each of the schools to be used +[m]- Trimmed down the size of chardumps(removed uselessness from object + descriptions) + +05/11/2002 +[I]- Obvious object flags will show up when 'I'nspecting items when they are + only identified(no more need for *id*). Obvious flags are like acid + resisatnce on an armor of resist acid and such + +06/11/2002 +[P]- New skill, Stunning-blows, a haftedmastery subskill, just like critical + hits is a subskill of swordmasery. It requires a hafted weapon > 5 lb +[O]- Activations are now a_info/k_info/e_info definable with a: lines + You can do a:HARDCORE=NAME where NAME is an activation name + that is hardcoded in the C source. + Or a:SPELL=Name where Name is a "spell" name as defined in the unified + spell system(the first defined spell(index 0) cannot be used this way + +07/11/2002 +[B]- Allow non-artifact, non-ego items with activations be activated. -- neil +[I]- Cause of death is now shown in chardumps + +08/11/2002 +[m]- Added descriptions to Totems, removed redundant need to identify them. + -- neil +[G]- Yavanna's followers now have a God quest. -- fearoffours +[m]- Help docs for Yavanna and Druids, thanks Mef and Massimiliano Marangio. + -- fearoffours + +09/11/2002 +[M]- Only gain exp from pet kills, not from every monsters, when using Monster + Lore skill + +10/11/2002 +[m]- Yes, more help updates. In tome_faq.txt and TANG.txt I added links to + skills.txt, magic.txt, birth.txt and gods.txt where appropriate. Removed + two references to Pern that got missed in tome_faq.txt.Added a + c_priest.txt file for contextual help at birth when choosing a main class. + Corrected typo in r_info (SPirit became Spirit). -- fearoffours + +11/11/2002 +[I]- CTRL+] to save an html screenshot anytime(ie: to preserve the current + message) +[P]- Necromancers start with corpse preservation skill + +13/11/2002 +[B]- Don't let the Maggot sling be generated randomly. -- neil + +15/11/2002 +[m]- Added a new TERM_XTRA call, TERM_XTRA_GET_DELAY which should return the + time in microseconds. What time exactly isnt meaningfull but it must be + usable to compute the length of time an action takes. +[I]- Thanks to the new TERM_XTRA_GET_DELAY the cmovie code is now cleaner + and should work fine:) Windows and unix platforms should now be able + of microsecond resolution cmovies! +[m]- Made all the socket code into z-sock.[ch] and wrapped it into a + virtualizing layer so that the rest of the code can use it independantly + of the implementation. Currently unix and windows sockets are supported. + +16/11/2002 +[B]- Prevent the automatizer from treating "good" bows as "average" -- neil +[B]- Prevent earthquake damage for characters with wraithform, and prevent + some of the damage for characters with semi-wraithform -- neil +[B]- Fix spelling of Book of Teleportation -- neil + +17/11/2002 +[P]- New Meta/Conveyance Spell: Tracker, it will track the last teleportation + that happened on the level and teleport you to its destination + +18/11/2002 +[G]- The Old Mage in Lothlorien will now fireproof staves or scrolls as well as + books, making it profitable for non-spellcasters. Currently he has enough + errr 'fireproofing material' for 3 books or 4 staves or 12 scrolls, or a + combination of these. Check fireprof.lua for the code. -- fearoffours +[I]- Skills that have sub-skills in which you do not (and cannot) have points + no longer display the redundant +/- sign. thanks lemming for the code. + -- fearoffours +[m]- Lots and lots of itsy-witsy help file updates. Stunning-blows, other + references to Pern, more links to other files... -- fearoffours + +19/11/2002 +[m]- Compress the grid in the character dump, eliminating blank lines and only + showing lines without '+'s for the resistances and sustains page -- neil +[m]- Show the Mathom-house contents in the character dump -- neil + +21/11/2002 +[O]- When 'I'nspecting objects you'll know how you found them +[B]- Magelock cannot override permanent walls(or walls for taht matter) and works + only in LOS + +22/11/2002 +[O]- 3 new artifacts of Gothmog, regrouped in an item set +[m]- Cleaned up the notes code a little. (takkaria) +[P]- Summon skill doesnt caerte drops for partial summons +[P]- Summon skill doesnt work in an antimagic field + +23/11/2002 +[B]- Automatizer should not treat enchanted ammo and tools as average, either. + -- neil +[B]- Fixed the bug that allowed to use unallowed gods +[P]- Lost souls start with many satisfy hunger scrolls, I'm really too nice... +[M]- Themed townspeople! In Lothlorien and GOndolin you find elven people and + dwarven in Khazad-dum + +24/11/2002 +[m]- Display in the dump how interesting items were found -- neil +[B]- Two-handed artifact weapons now act as such -- neil +[O]- Darksword antimagic field now scales on the antimagic skill + So using one with 0 in the skill is not worth much +[m]- DESTDIR support in makefile.std -- neil + +25/11/2002 +[B]- Don't mark items as store bought until they are bought -- neil +[O]- Distinguish stolen items from bought items -- neil +[m]- main-net.c display module which redirects display over the z-sock layer + and thus over any ip network to allow to create very lightweight terminals + to play ToME everywhere. This is still experimental +[B]- Don't show Gondolin twice in the dump -- neil +[O]- Cut down the price of Spectral weapon given their .. usefullness +[I]- Fixed the bug that told you you could buy more items than you really could. + At least when using auto_haggle. Poor sods that dont use it shall burn + in hell +[I]- Damage info is displayed for items that are only identified + +26/11/2002 +[G]- OK the god quest is a little easier now, as you're told the dungeon is to + the north/south and east/west of you. -- fearoffours +[G]- Having autosquelch on will now not affect the essence in the fireproof + quest. And the mage gives a warning about the fact it may be easy to + destroy it too. -- fearoffours +[B]- Fixed the incredible townspeople generation rate +[B]- String fixes from lemming -- neil +[B]- Don't print discomfort messages when examining and comparing weapons -- neil +[I]- new <state> function to the automatizer to detect identified state +[I]- Automatizer rules are automatically apply upon exit of the screen or + autogeneration of a rule with the 'k' command + +28/11/2002 +[B]- Add experimental support to the automatizer for marking "bad" rings and + amulets -- neil +[m]- Distinguish average, disarmed, and empty chests in the automatizer -- neil +[B]- Let summoners summon again (patch by masmarangio) -- neil +[B]- Remove duplicate warning of an empty quiver (patch by masmarangio) -- neil + +29/11/2002 +[O]- Let Demonshields and Demonhorns be treated as armor -- neil +[m]- Can include string terminators in help file tags i.e: + *****foo.txt*7[see:\] it works;)] +[m]- Can save screenshots to help file format, this is only usefull to + documentation writters and thus the option only appears when wizard mode + is activated. It uses the new verbatim mode &&&&& at the line beginning + +01/12/2002 +[m]- The helpfile typo corrections just keep coming! Added Udun school help, + and demonologist school help, thanks Mef and masmarangio. -- fearoffours +[m]- Some more spelling errors corrected. Updated warriors skills in the + help files -- masmarangio + +02/12/2002 +[m]- Skill updates for more character classes in the help files. -- masmarangio +[m]- Automatizer tutorial added. -- fearoffours +[G]- God quest relic is now inscribed to prevent automatizer 'accidents' + -- fearoffours + +02/12/2002 +[O]- Wands/staves are now described this way: a wand of foo[bonus|max] + Bonus is the bonus spell levels you get, and max is the limit of spell + levels for that wand. It means even if you have Magic Device at level 50 + you cannot get a level 50 spell from a wand with max 30. Naturally the + max(and bonus) increase with the depth you find the wand/staff :) +[P]- Players in monster form can now use barehanded combat, instead of + reverting to monster attacks. -- neil +[O]- Fix and reduce the wand and staff pricing -- neil +[B]- Make the automatizer work independently of the player's body -- neil + +03/12/2002 +[m]- Clean out some unused variables and some other valid warnings -- neil +[B]- Don't spoil things in the dump -- neil + +04/12/2002 +[m]- Updates of the character races help files -- masmarangio + +05/12/2002 +[B]- Maiar can't choose a god anymore -- masmarangio +[I]- Added a message if you don't have powers but press 'U' -- masmarangio + +06/12/2002 +[B]- Staves are properly fireproofed now. -- fearoffours +[m]- God quest gets more clues to the location, and they're printed in the + 'Ctrl-Q'uest screen. I'm too nice. -- fearoffours + +07/12/2002 +[I]- Added the extended command #quest (or #Q for short) to get quest list + because some prts catch the CTRL+Q combo +[m]- Added contextual help for wands/staves, also added a section in the help + about it. --fearoffours +[m]- Some small help file updates (Muar becomes Durin's Bane) -- masmarangio +[m]- Added full mindcrafting spell info in the same form as other schools of + magic. Removed help on the Music skill, as this will not be included for + 2.1.0. Added some other help stuff. -- fearoffours + +08/12/2002 +[B]- Correct Damage/Round display for bare and bear combat. -- neil +[m]- Help now has an alphabetical index! -- fearoffours +[B]- Melkor wants you to sacrifice corpses, not raw meat -- neil + +09/12/2002 +[B]- Fixed an off-by-one error in loadsave.c that caused savefile corruption + if the number of monsters or objects saved was maximal -- masmarangio +[m]- Removed help on the Druidistic skill since Druids are normal Priests now. + Minor changes to the skill example to match human warriors. + Updated Option help file, some other minor changes -- masmarangio +[O]- Allow Wooden Rods to be sold at the Magic Shop -- neil + +10/12/2002 +[B]- Corrected the price of enchanted boomerangs and instruments. -- masmarangio +[B]- Corrected the used multiplier while 'I'nspecting ammo. + Fixed the damage of throwing items / boomerangs -- masmarangio + +11/12/2002 +[I]- 'Compare weapons' works only with melee weapons, item selection changed. + Expanded the description of a god at birth. -- masmarangio + +12/12/2002 +[m]- Removed Tank Points and firestones. -- neil +[m]- Removed PERNANGBAND monster flag and renamed as many Pern monsters, + artifacts, and other references as I could find -- neil +[M]- Firebirds (formerly firelizards) and Thunderlords are B, not d and D + -- neil +[B]- Fix some artifact activations -- neil +[B]- Fixed (temporarily) item activation and description. Some items could + activate for the unified activation, and display the other activation, so + further changes are needed. -- masmarangio +[I]- Removed the silly 'You are shooting with a flute' message. -- masmarangio + +13/12/2002 +[m]- Renamed instruments in luckspoi.txt, comment changes -- masmarangio +[I]- Added OBJ_FOUND_SELFMADE for items that were created by the player. + Alchemist should also use it (not changed yet). Replaced the plain + description "in the Town" for items fond on the surface -- masmarangio + +14/12/2002 +[O]- Monster traps are disarmed by GF_KILL_TRAP and GF_KILL_DOOR -- masmarangio +[m]- The description of ACT_DEST_DOOR includes traps, better description of + deactivating music instruments. -- masmarangio +[M]- Increase Thunderlord rarities -- neil + +14/12/2002 -- T.o.M.E 2.1.0 aka "No Surrender, No Retreat" + +14/12/2002 +[B]- Artifact spoiler was messed up + +15/12/2002 +[m]- some small help files updates (Melkor, GoI, races) -- masmarangio +[B]- some Orc Cave crashes fixed -- masmarangio + +16/12/2002 +[B]- Fixed the Mushroom Quest: mushrooms are taken before creating the rewards, + and these are created even with a full inventory -- masmarangio +[B]- Grammar fix for breathing messages -- neil +[B]- Changed order of level feelings, removed unused feelings. -- masmarangio +[B]- A Rod of Drain Life is needed for vampiric artifacts instead of the Wand. + Renamed one ego light of Boldness (now of Fearlessness). -- masmarangio +[m]- Updated and reformatted the essence spoiler. -- masmarangio + +18/12/2002 +[O]- Removed the double pval for Mana-items (40%)(+2). The description of + Mana and Life items is now with percents. -- masmarangio +[m]- Small updates to m_demono.txt -- fearoffours +[m]- Added mindcraft in magic.txt and a paragraph in m_mindcr.txt -- masmarangio + +19/12/2002 +[B]- Adjusted the melee damage shown in the status screen. -- masmarangio +[B]- Spelling errors corrected. Thanks to markrax -- masmarangio +[B]- Fixed bashing the trigger doors in the Thieves Quest -- masmarangio +[B]- Allow Amulets of the Magi and *Defender* weapons to be sold -- neil +[B]- Fix alchemist creation of ego staves, etc. (patch from "oops") -- neil +[B]- Don't let gold into the inventory -- neil +[B]- Temple doesn't want unblessed edged weapons -- neil +[B]- Properly handle obvious flags on non-*ID*d objects (fixes things like + resistances grid and selling Blessed weapons in the temple) -- neil +[B]- Squelch at different times, to avoid destroying the wrong items -- neil + +20/12/2002 +[m]- Removed some compiler warnings. Thanks to markrax -- masmarangio +[I]- Work / fixes in spoiler creation (items, essences, menu) -- masmarangio +[B]- Automatizer: <symbol> works with graphic modes -- masmarangio +[B]- Fixed pval3 for artifact staves and wands in apply_magic -- masmarangio +[m]- Corrected some typos and some comments. Thanks to markrax -- masmarangio +[m]- Spell description edit -- neil +[B]- Exclusive skill fix (patch by markrax) -- neil +[B]- Yet more copyediting by markrax -- neil + +21/12/2002 +[m]- Corrected most of the typos found by vrak. -- masmarangio +[B]- Fixed a display bug when passing through walls, thanks jup +[B]- Copyediting of lib/edit/* -- markrax +[B]- Copyediting of monster description books (lib/file/book-1[0-9].txt) + -- markrax +[B]- Copyediting of misc. files in lib/file/ -- markrax +[B]- Copyediting of most files in lib/help/ -- markrax +[B]- Copyediting and description tweaks to tables.c -- markrax +[B]- More minor copyediting -- markrax +[m]- Minor externs.h code cleanup, remove dups -- markrax +[B]- Let keypad 5 key work in X11 target -- markrax +[I]- Add columns, tweak UI in character info sheet -- markrax +[I]- Updated the artifact spoiler creation -- masmarangio +[m]- Corrected some errors in a_info.txt -- masmarangio +[B]- Display the arm slot when not wearing a two-handed weapon -- neil +[I]- Cleaned up some code in the character info sheet -- masmarangio +[B]- Fix drop message for junk artifacts (patch by jup) -- neil + +22/12/2002 +[m]- Copyediting of lib/edit/k_info.txt -- markrax +[m]- Copyediting of lib/edit/al_info.txt -- markrax +[m]- Added ENGLISH.txt file with ToME textual conventions -- markrax +[m]- Standardized on "Middle-earth" spelling -- markrax +[m]- More grammatical fixes (mostly "it's") -- markrax +[m]- Removal of many Americanisms, grammatical fixes -- markrax +[O]- Centered Map around Minas Anor -- masmarangio +[I]- Allowed the user to abort when asked to engrave on a grid. Also, don't + let the player engrave on a grid with no mana. Thanks to Pav of + angband.~.cz for this patch. -- takkaria +[m]- Updated and relocated style guide -- markrax +[O]- CURSED two items with HEAVY_CURSE, thanks jup -- markrax +[O]- CURSED Ring of Durin (had HEAVY_CURSE), thanks jup -- markrax +[B]- Let *Identify* of your pack work the same as an individual *Identify* + for the purposes of alchemists -- neil + +23/12/2002 +[I]- Updated the broken spell spoiler creation (works for the bookless powers). + LUA schools should be added -- masmarangio +[m]- Parchment titles capitalised. Spacing of artifacts and some americanisms + and errors in a_info.txt, tables.c, and other files corrected. + -- masmarangio + +24/12/2002 +[O]- Added description from Sangband to the Shield of Gil-Galad -- masmarangio +[B]- tried to prevent printing of alchemy items in spell spoiler -- masmarangio +[B]- Fixed two alchemy bugs: Same sval for Rings of Critical Hits and the Ring + of Durin. Corrected the sval of Rings of Constitution -- masmarangio + +25/12/2002 - Mery xmass! +[P]- Boulder throwing skill :) For Ents .. Don't get used to it as I don't know + if I'll let it in +[B]- Destruction cannot kill quest monsters +[B]- The lost temple (god quest) dungeon really cannot be generated in + inaccessible places now. -- fearoffours +[I]- Unidentified objects are marked in slate(the inventory letter) + +26/12/2002 +[m]- Updated the skill gain in skills.txt, corrected some spelling errors. + Added Boulder-throwing to the help files -- masmarangio + +27/12/2002 +[B]- Fixed note file problem under windows -- masmarangio +[m]- Corrected some americanisms and spelling errors -- masmarangio +[B]- Fixed an alchemy error with fireproofed staves, removed tabs from c_prt + calls -- masmarangio + +28/12/2002 +[P]- Added dynamic subrace. This means that "things" in the game can somewhat + change your subrace. This is used by the 3 new Vampire corruptions, which + when combined will permanently turn you into a full blown Vampire. + The Vampire subrace has been removed, it might come back as a template for + the corruptions, or not. All others undead subrace will have the same + fate. This means that soon you'll be able to turn into an undead rather + than start as one. The penalties will be tweaked too so we don't end up + with every char being an undead. +[B]- Fixed a branding bug that allowed to modify artifacts and ego-items. + -- Kusunose +[m]- Updated corruption_spoiler_generation (includes index tags, don't show the + Lose message for not removable corruptions) and corspoil.txt -- masmarangio + +29/12/2002 +[I]- Stores/homes inventory letters are colored just like inventory/equipment + thanks to Pav +[m]- Music system performance improvement -- neil +[m]- Added help on pets to dungeon.txt and some clarification about Spell-power + affecting only the 11 primary schools of magic. -- fearoffours +[m]- Added to Spell-power the other affected Schools (Udun, Demonology, Gods), + as well as naming Sorcery in the Udun School help file -- masmarangio + +30/12/2002 +[O]- init1.c: added two times OBJ_FOUND_SPECIAL -- masmarangio +[m]- al_info.txt: removed double acid essences in amulet of resistance, grouped + entries for ring of extra attacks, renamed some entries -- masmarangio +[m]- wizard1.c: Added IS_CVS to header, create artifacts at 25, not 35, added + index in Essence Spoiler. essences.txt: new spoiler file -- masmarangio +[m]- cmd1.c: removed a compiler warning. caves.c: simplified a test -- masmarangio +[m]- Info on spell-power and multi-school-spell interaction, typo fix in + m_mindcr.txt -- fearoffours + +31/12/2002 +[B]- object2.c: Initialised Artifacts with LEVELS in apply_magic -- masmarangio +[O]- generate.c: OBJ_FOUND_MONSTER for final artifacts / objects -- masmarangio +[B]- al_info.txt: Svals of Ring of Sustain Con and Dex exchanged -- masmarangio + +01/01/2003 - Happy new year !!! +[B]- store.c: Fixed bug with prices of wands, indentation -- masmarangio +[I]- Better fountain command interface. -- Kusunose +[B]- al_info.txt: Added Ammo of slay animal. Amulet of regeneration with new + sval. Ego Weapons of Life added -- masmarangio + +02/01/2003 +[B]- find_ignore_stairs, set or unset, failed to handle some quest related + stairs properly. -- pelpel +[B]- cmd7.c: Fixed bug with TR4_ART_EXP not set correctly -- masmarangio +[O]- cmd7.c: Added OBJ_FOUND_SELFMADE for created items/artifacts -- masmarangio +[B]- Don't allow a change from weapon combat if a cursed weapon is wielded + -- neil +[m]- wizard1.c: Changed position of IS_CVS, added double ego items in essence + spoiler. essences.txt: reflects this -- masmarangio + +03/01/2003 +[B]- wizard2.c: Some bound checks to prevent crashes -- masmarangio +[B]- cmd7.c: Fixed reduced capacity of ego rods -- masmarangio +[B]- object1.c: Added a "It cannot be destroyed" msg in place of "it has blah% + chance of breaking upon hit" for artifact ammo. thanks lemming for fix + -- fearoffours + +04/01/2003 +[O]- e_info.txt: Added indestructible and cursed amulets to simplify alchemy + -- masmarangio +[B]- cmd7.c: Allow creation of artifacts from single ego items; don't change + artifacts and double ego items if you don't wish to create an artifact. + Simplified amulet handling and other code fragments -- masmarangio +[m]- QUITING-> QUITTING, COMBINAISON->COMBINATION: two cases of typos + that I've long been aware of... -- pelpel +[D]- Changed the marker(#172) to look like open floor(#1) -- masmarangio +[B]- Updated Amulets and Rings in defines.h / defines.txt -- masmarangio +[B]- al_info.txt: Amulet of Adornment without pval. cmd7.c: skill >= 25 + needed to create artifacts, not > 25 -- masmarangio +[B]- Warning about leaving a trap detected zone don't cost energy -- masmarangio + +05/01/2003 +[m]- First update of commands.txt -- masmarangio +[B]- spells2.c, self_knowledge(): f4 through esp were not initialised before + referenced. -- pelpel +[B]- cmd7.c, extern.h: changed the variable "tocreate" in alchemist_items_check() + from bool to int -- masmarangio +[B]- xtra1.c, apply_flags(): Added bounds checks for antimagic. -- pelpel +[B]- xtra1.c, apply_flags(): changed the type of bit field variables from s32b + to u32b, for obvious reasons. -- pelpel +[G]- Princess now offer 3 reward and the player selects one + +06/01/2003 +[B]- cmd7.c: Fixing three bugs in Alchemy: Extracting from double ego items and + from stacks of staves, as well as generating all leeched empty items. + Problems may still arise when you leech a stack of objects from the floor + and essences get dropped over them. Boomerangs can be enchanted now. + -- masmarangio +[B]- generate.c: Moved the room creating loop (fix from 15/12). Something better + should be used than this brute force method -- masmarangio +[B]- Minor spelling and grammar fix -- neil +[B]- Changed the type of dungeon_flags to u32b, as in types.h -- masmarangio +[B]- cmd7.c: Instruments can be enchanted now. -- masmarangio +[G]- Applied the Artifact Activation patch -- masmarangio +[B]- Fix activations -- neil +[G]- Alchemists can no longer make artifacts granting Precognition or Immunity + to Nether -- neil +[B]- Avoid some bad periods in monster descriptions -- neil + +07/01/2003 +[P]- p_info.txt: Updated, compacted history-chart. Trolls, Orcs, Elves with new + entries, some other small changes. Deleted the unused races -- masmarangio +[m]- Added Activations to essence spoiler, new help file created -- masmarangio +[B]- Reset the pval of extracted rings and amulets, prevent creation of cursed + empty items -- masmarangio +[B]- Make ego staves / wands of nothing extractable, disallow empowering of ego + items / artifacts that are not wearable (e.g. staves) -- masmarangio + +08/01/2003 +[I]- squeltch.c: Ask for overwriting rules file and display saving message in the + same box -- masmarangio + +10/01/2003 +[m]- Added a (conservative and preliminary) port to OS X + gcc + makefile. + The four *.icns files are faithful conversions of the traditional Angband + icons that have long been used by Mac ports, even before Ben. + makefile.std itself is not updated. Please read comments in main-crb.c. + -- pelpel +[m]- Module support. It means that people can write ToME "modules" which will + go in lib/mods and contain "variants" that use the same game engine but + different lib/foo files. The module selection screen only appears when + the game detects more than one module. The new -Mfoo command line option + allows to bypass module selection +[m]- 'Death' Message of a Nazgul: Choose pronoun 'she' or 'he' according to the + sex -- masmarangio +[G]- God quest wont trigger for Lost Souls until they reach the surface +[m]- Turn off some ToME things when using a non-ToME module -- neil +[B]- Fix the monster description messages even better -- neil +[B]- Better honor the NO_TARGET flag -- neil +[M]- Give Farmer Maggot the NO_TARGET flag -- neil +[B]- Fixed (hopefully) the wrong activation bug -- masmarangio +[m]- (Mac, Carbon) Modernised file system interface (currently only turned on + for Mach-O Carbon port), improved Mach-O Carbon support, incorporated my + 32x32 tiles support code for V3.0.2, and more gcc porting note -- pelpel +[m]- Let the player see which game module he selected in the character + selection screen -- neil + +11/01/2003 +[B]- Fixed one wrong sval in al_info.txt -- masmarangio +[m]- Added makefile and some auxiliary files for developer CD gcc compilation + of Carbon port -- pelpel +[m]- (OS X Carbon) Changed the format of graphics tiles from PICT in the + resource fork to plain PNG files, only for gcc compilation at the moment + -- pelpel + +12/01/2003 +[B]- Alchemy: The song of music instruments, the type of explosive ammo and + the level of sticks are not changed by enchanting / leeching the items. + -- masmarangio +[m]- Expanded the description of Antimagic, small index updates -- masmarangio +[I]- wizard2.c: Initialised the lua command (^A >) with the help file index + generation -- masmarangio +[m]- (OS X Carbon) Cleaned up my recent updates. It's fairly stable now. + To do: move to .nib based menu/dialogues, pulling sound out of resource + fork, and better sound code. -- pelpel +[B]- cmd7.c: Allow extraction of the charges of Sticks of Plenty -- masmarangio + +13/01/2003 +[m]- preliminary SCANDIR support for gcu, gtk, xaw borrowed from x11 -- neil + +14/01/2003 +[m]- Modules can control the number of levels over the player level a skill + may have allocated now, using max_skill_overage. -- neil +[m]- HOOK_FIRE added -- neil +[m]- Changed the help files about vampires; classes, races etc. are listed + in alphabetical order in birth.txt -- masmarangio +[m]- Races & subraces get a starting object list in p_info, less hacks in birth.c +[I]- Automatizer can now be used to auto-inscribe items, thanks to jepler +[I]- Automatizer can now display rules in a more english like maner, xml mode + is also available, switch by pressing 'x', thanks to jepler + +15/01/2003 +[G]- Summoner can extract totems from skeletons / carapaces. -- masmarangio +[B]- Trap of Wasting Wands (affects also Staves) change the Wand/Staff to the of + nothing type. Deleted SV_WAND(STAFF)_NASTY_WAND(STAFF), since in the new + stick system the worthless sticks don't have the first svals -- masmarangio +[B]- Fixed a fountain filling bug, simplified the item_tester -- masmarangio + +16/01/2003 +[B]- (Mac, OS X) Tilewidth/height code ceased to work because menu API started + to return Unicode crap instead of holy ASCII -- pelpel + +17/01/2003 +[m]- HOOK_EAT added -- neil +[O]- New artifact: The Sling of the Thain -- neil + +18/01/2003 +[B]- empty chests are generated as known (i.e. they were opened) -- masmarangio +[B]- do_cmd_rest flushes input if the player can't do so for some reasons + and flush_failure is set. + Note: flush() doesn't seem to work as it used to do... Any changes have + been made to inkey, or some code touches its various control variables? + -- pelpel +[m]- (Gtk) Added support for the "bigtile" mode. Please start the game with + "tome -- -w" if you don't like to see horrible glitches... This is not + Gtk-specific problem by the way. Scrolling the map and hitting ^R fixes + it too, if you prefer menu command -- pelpel +[G]- Trees are now passable by wraith beings. Monsters that fly will pass trees. + Dead small trees will be dead small trees. Monsters tunneling will also + destroy trees +[P]- Extra HP bonus(from quest, melkor, ...) is applied before sorcery penality + +19/01/2003 +[B]- (Gtk) Fixed problems with wide tile mode when it is used with backing + store. Seems more like the problem is in z-term (it only updates every + two columns of the dungeon map...), but it works now -- pelpel +[B]- (Mac) The asynchronous sound player unlocked and released sound data + without confirming its completion. Wrote an alternative implementation + that holds data until a channel it is played is reused, to avoid using + interrupt-time code (which is quite complicated business in 68K). + Because this means that a fairly large amount of data can be locked in + memory for a long time, I reduced number of channels used to + 4 in Classic and 8 for Carbon -- pelpel + +20/01/2003 +[G]- Trees/grass can only grow one some terrains(yes that DO exclude lava;) +[I]- z) slot is hidden until needed -- thanks to Scott Bigham +[I]- Some cosmetic changes and improvements to char dumps -- thanks to Scott Bigham + +21/01/2003 +[B]- Monster traps: Changed the code so that the new wands and staves are + functional in device monster traps. This is commented out with #if 0 since + the code must be tested. Perhaps a lua solution is better ? -- masmarangio + +22/01/2003 +[B]- Deathmolds could use their racial power without spending a turn! +[B]- 'U' powers didn't remove Disruption Shield +[m]- (Mac, Windows) Added an in-game menu command to view current scoreboard. + Taken from the latest [V] (Win port only there), minus the use of + display_scores_aux, which I regard first-degree Mega-Hack -- pelpel +[G]- Wielding the One Ring now has real disadvantages, you've been warned :) + What ? I didn't mention what disadvantages ? Oh yes, I didn't. +[G]- Bump required level and difficulty rating of Minas Anor quest, as the + trees changes have made it just a little harder. -- neil + +23/01/2003 +[I]- Hopeless attempts to dig will be noticed to the player -- thanks to jepler +[B]- Potions of Cure Water are no more extractable by Alchemy + +25/01/2003 +[P]- Bard class is back(was called Harper before) with a new Music skill. + Instruments carries the spells, and they work a bit like Psi foci in + psiband. An instrument (+2) can only play songs that are marked (I) or + (II) not (III) or (IV) +[B]- Ordered the music songs according to the needed pval, then level. + Fixed the svals of artifact instruments, changing the Flute to a Harp. + Added a better description of Bards. Please check it ! -- masmarangio + +26/01/2003 +[B]- An Alchemist can now fireproof spellbooks -- masmarangio +[m]- Bard and Music docs are done. Please check em. -- fearoffours +[B]- A possessor (the creature, not the class) can only possess whole + corpses and skeletons, not pieces of meat -- masmarangio + +27/01/2003 +[B]- Make wielding more than one demonshield (or demonsword I suppose) work + -- neil + +28/01/2003 +[B]- Possession something while encumbered to the point of having 0 mana + allowed free use of body spells without failure +[P]- Mana is now function of the Magic skill and either INT or WIS, whichever + is higher + +30/01/2003 +[B]- Possibly the relic in the god quest couldn't have been generated. + Wasn't me honest guv. -- fearoffours +[G]- The lost temples for god quests now have harder monsters to make the piety + gain rather more substantial and obvious I hope. Deeper monsters appear + as player clvl increases. -- fearoffours +[m]- Help file corrections on Music skill. -- fearoffours + +01/02/2003 +[B]- Some menus exits when 'e' was hit on some comapilation. + Note: '\e' for escape is compiler dependant extension so do not + use it. Thanks kobayasi for fix. -- Kusunose +[B]- All known staves and wands are displayed as 'Globe of Light' in + the Known Object list. Thanks kobayasi for fix. -- Kusunose + +08/02/2003 +[m]- Make HOOK_QUAFF take an o_ptr, and let HOOK_EAT return the identify success + -- neil + +12/02/2003 +[I]- Useless but fun, when a wield monster takes damage instead of you + the monster will be named. If you named it(with the #foo inscription) + +16/02/2003 +[B]- Chaging the melee style did not update bonuses. Thanks to kobayasi for + the patch. -- Kusunose +[B]- <sval> in automatizer worked even when the player was not aware of + the object. It was possible to use this as a free ID. Thanks to + kobayasi for the patch. -- Kusunose + +24/02/2003 +[B]- Cancelling the reward skill sellection could crash the game. -- Kusunose + +26/02/2003 +[I]- Boomerangs now display damage with 'I'nspecting, thanks to Scott Bigham + +27/02/2003 +[B]- Inspecting or Identifying something shouldn't infect you with the + Black Breath -- neil + +28/02/2003 +[I]- Genocide and genocide like effects that require monster race now allow + targetting of a monster to select the race. Gfx users can now correctly + genocide :) + +01/03/2003 +[I]- d/s and g/p work in both home & stores. Pfft. + +02/03/2003 +[m]- Fixed a typo in The Dragon Helm of Turin Turambar -- WeZ +[G]- Fixed the teleport-level ability of Deathmolds, so they + can teleport out of a dungeon, instead of getting a + message saying there's only air above them. -- WeZ + +04/03/2003 +[P]- Probability travel level teleport ability & teleport level spells + wont work in some dungeon + +05/03/2003 +[G]- A new quest! An ultra ending! "Falling Toward Apotheosis" + After banning Morgoth spirit in the Void, you can pursue him + there to forever end the darkness. But beware, it is more than + likely that you will die. But for the few that succeed, the fame + will be great! + Note: you can only do it if you choosed the way of Good and thus + destroyed the One Ring. An evil ultra ending is planned and will + come a bit latter. + +06/03/2003 +[P]- Dwarves get a bonus to axe mastery, as they rightfully should +[O]- Cloak of Air. Generates an air bubble around you so you can breath. + Just in case you need it .. + +08/03/2003 +[G]- Another new quest! An old mage in Minas Anor needs help, too. -- neil + +12/03/2003 +[B]- Non-enemy monsters now won't hold up victory in the Spiders and Library + quests. -- neil +[B]- Various Library quest fixes -- neil + +13/03/2003 +[O]- Lebohaum activation is now true to the original material.. +[P]- All mages start with 0.1 less mod to Sorcery. Specialists dont have sorcery. + Runecrafters dont iether, nor Alchemists. Thaumaturgists do. + Specialists also get a bit better Spell-power + +16/03/2003 +[I]- Only show enemies in the uniques list -- neil + +20/03/2003 +[m]- The various ?_info.txt files can now include otehr files with the <:file.txt + command. This allows people to split up too big files + +23/03/2003 +[I]- X11 port can now do text selection copy&paste with the mouse, thanks to kieron + +27/03/2003 +[B]- Mage staves, rod tips, and magic tomes are now "good" items. This should + fix the problem of Saruman, Sauron, and others dropping nothing but rods. + -- neil + +28/03/2003 +[I]- Show "ironman_rooms" setting in the character dump -- neil + +29/03/2003 +[P]- The adventurer quest skill reward will now only provide a modifier of 0.3 + if you dont have the skill, but if you have it it will improve the modifier + by 0.1 if it is below 0.5 +[I]- Automatizer rules now have an module attribute, defaulting to "ToME". The + module name is case sensitive, as always. <rule module="ToME" name="Die" + type="destroy"> will only destroy items when you're playing the ToME + module. -- neil + +02/04/2003 +[B]- Fix grammar error pointed out by "JanaRaissa" -- neil +[B]- Prevent instrument-wielders from firing things, as pointed out by + "Chudus" -- neil +[B]- Those who can breathe water or don't need to breathe at all should not + drown in pools of water, as pointed out by "Zonk" -- neil +[B]- Fix Rods of Simplicity for those who need it most, as pointed out by + "Zizzo" -- neil + +03/04/2003 +[O]- Dragon Scale Mail now has more options for egos and random artifacts + -- neil + +04/04/2003 +[B]- Fix god quest temple placement error pointed out by "Fringe Worthy" + -- neil + +05/04/2003 +[I]- Somewhat nicer char screen, thanks to lemmings(I think ;) +[B]- No more (broken) pattern vaults -- neil + +08/04/2003 +[m]- Ability to add timers in lua +[B]- Fix spelling: PARCHEMENT -> PARCHMENT. Automatizer rules and other scripts + that use PARCHEMENT will still work, though. -- neil + +09/04/2003 +[M]- Companions and pet uniques can now be killed + +11/04/2003 +[P]- Trolls cannot get the troll blood corruption +[P]- At Monster lore skill level 12 one can turn a pet in a loyal companion. + Note that you are limited in companion number +[P]- Reduced Necromancy spell failure damage + +12/04/2003 +[P]- Skill multipliers of Rogues and Assassins are higher now. -- neil +[B]- Fixed alchemy making of xtra shots/might +[P]- Some skills have more chances to be taugth than others by fumblefinger + +13/04/2003 +[P]- Melkor Curse spell autocast chance formula changed +[O]- Wishing for dual ego items works + +14/04/2003 +[P]- Spellbinder spell will reveal more info about itself when cast while + already active +[P]- Increase Mage's Weaponmastery Multiplier by 0.1 -- neil +[P]- Experimentally double Barehanded Combat martial arts damage dice + to make Monks more attractive -- neil + +16/04/2003 +[O]- Goods stolen from stores now get a 100% discount. -- neil +[P]- One can now steal from more places -- neil + +17/04/2003 +[B]- Everburning torches, Feanorian Lanterns, and Dwarven Lanterns of Fading + couldn't be filled -- neil +[B]- The Crumpled Scroll of Mass Resurrection no longer revives special + monsters who won't ever appear again anyway. -- neil + +18/04/2003 +[B]- Gauntlets that contain spells no longer hinder spellcasters -- neil +[I]- Some junk removed from the character resistances grid -- neil + +18/04/2003 +[G]- Bree house is not available from start anymore, you have to get it + as a reward from the thieves quest + +20/04/2003 +[G]- The Lothlorien and Gondolin homes aren't free anymore, either -- neil + +21/04/2003 +[G]- The Minas Anor and Khazad-dum homes must be won, too -- neil + +24/04/2003 +[I]- Reworked 16x16 gfx by P_laloli@hotmail.com + +25/04/2003 +[B]- Fix the case where some birth items wouldn't stack -- neil +[B]- Disarming a trap on a stair should not destroy the stair -- neil + +26/04/2003 +[B]- Player invisibility shouldn't hinder monsters attacking targets other + than the player (patch by Jeff Epler) -- neil + +27/04/2003 +[B]- Mana and Life drains should not cause infinite rest loops -- neil + +28/04/2003 +[O]- Handmade items like arrows and totems are fully identified -- neil + +29/04/2003 +[m]- Max skills internaly increased to 200 +[G]- Random quest are now disabled when persistent dungeon levels are enabled. + -- neil + +30/04/2003 +[O]- The artifact that had aggravation and a stealth bonus no longer has + that useless stealth bonus -- neil +[O]- It's now much harder for sentient weapons to get the Acid realm -- neil + +01/05/2003 +[I]- '+' command(alter terrain) wil ltry to open doors instead of tunneling + them + +02/05/2003 +[P]- Shots now pierce when they used to ricochet in random directions -- neil +[P]- Piercing shots are now togglable -- neil +[G]- Singing happy drunks will freely accept alcoholic beverages from you. + -- fearoffours +[m]- Class helpfiles updated to reflect some changes in skill allocation. + -- fearoffours +[I]- Turned on by default the linear stats display +[m]- Chris Hadgis submitetd the first documented package of the ToME API! + More comming :) +[I]- Maxxed stats now show a "!" in the character screen and dump, too -- neil +[P]- If you play something experimental, it now shows up in the character + dump. Alchemists and Death Molds are marked as such for now -- neil +[P]- Necromantic magic got a new spell: Necromantic Teeth + +05/05/2003 +[B]- Stone Prison spell would create floor where it shouldn't, possibly + trapping you in places like the Eol quest. -- neil + +06/05/2003 +[G]- Angband now blocks the magic of the Thunderlords' Nest -- neil +[B]- Fix activation descriptions patch by Chris Hadgis -- neil + +09/05/2003 +[I]- ToME should try harder to use proper thematic flooring when appropriate + -- neil +[B]- Stone Prison should not be able to turn walls into floors. -- neil + +11/05/2003 +[B]- Sound effects shouldn't give knowledge the player wouldn't otherwise + know (like the generation of the relic) -- neil + +12/05/2003 +[B]- Don't show silly chance to break for exploding ammo -- neil + +14/05/2003 +[m]- lib/patch directory to contains auto-loaded patches. + Each patch must be contained in it's own subdirectory and + must contain a patch.lua file with a patch_init() function in it + that must return the patch name and version + +16/05/2003 +[P]- Abilities. Abilities are like skills, but are booleans. That is + you either know them or not, there is no scale. One can learn + abilities by spending skill points in the abilitie screen(press 'N'). + Abilities can have prerequisites to be meet before one can learn them. + (Like some can need a stat level, a skill level, ...) + Some classes get abilities for free at certain level. Like warriors + will get Spread-blows ability at level 25 for free(even if they dont + actually meet the prereqs). +[P]- All classes now get 4 max blows. But there abilities that can increase + the max. Warriors gets them for free at birth, and other classes also + get some so they are not less powerful than before the change. This + will however help people create warrior-mages for example. +[m]- Internal change: Magic Realms are gone. -- neil +[I]- No more spell list window flag. It hadn't done anything since ToME 2.0 + anyway -- neil +[m]- Total savefile compatibility break. Hopefully we can do better from now + on -- neil + +21/05/2003 +[I]- The player now gets warned during race/class/subrace selection that a + class is experimental. -- neil + +23/05/2003 +[B]- Innate monster friendliness shoudln't take precedence over summoned pet + or companion status -- neil +[B]- The Helm of Knowledge and Automatizer pickup now get along -- neil + +26/05/2003 +[m]- Initial helpfiles update for Abilities. -- fearoffours + +27/05/2003 +[I]- Princess quest reward selection is not cancelable + +28/05/2003 +[P]- New skill: Geomancy, works in combinaison with the 4 elemental skills + to produce various effects from the raw elements around teh caster + (grass, sand, ...). Elementalists becomes Geomancers now. + Thanks to Fubar Obfusco for the detailed idea +[P]- Runecraft is not gainable from fumblefingers until it is reworked + +29/05/2003 +[m]- More help updates - Artifact Creation ability, plus addtions to FAQ and + skills.txt and others. Thanks to Michael Beatty for some suggestions. + -- fearoffours +[I]- Autoroller now uses linear stats when requested +[I]- Object window will now display the 'I'nspection of the last manipulated + item + +30/05/2003 +[B]- Resting ignores HP or SP if a drain on HP or SP is induced by an object +[O]- Beat down the power of randart rings yet more -- neil + +31/05/2003 +[m]- Geomancy help. -- fearoffours +[O]- heavy Xbows of Siegecraft, thanks to Fang + +01/06/2003 +[B]- The automatic drop from wilderness should no longer be abusable. No longer + can you hit < when you're hungry, cut, poisoned, or sensitive to light during + the day -- neil +[P]- Far reaching attack ability. When using a long polearm you can attack monsters + 1 or even 2 grids away(at the cost of a reduced number of blows) + Idea taken from Adamant +[O]- Ingeborg S. Norden's artifact bolts added -- neil +[P]- Trapping is now an ability instead of a skill. Rogues, but not Assassins, + start with it -- neil +[m]- Help updated to reflect new abilities. Deathmold question added to FAQ. + -- fearoffours + +06/06/2003 +[P]- Undead Form is now an ability +[m]- Documentation for Undead Form added. -- fearoffours + +08/06/2003 +[m]- Added skill tests abilities to .prf files thanks to Scott Bigham +[B]- Thaumaturgy attacks will travel more than one grid when not targeted + at a monster thanks to Scott Bigham +[I]- Inscription and discount clauses for the automatizer thanks to Scott Bigham + +09/06/2003 +[O]- Boomerangs now have just a 1% chance to break, have their chance to hit + improved by Boomerang-mastery, get sold in shops, and are a bit less + rare -- neil + +10/06/2003 +[G]- The god quest is a (little) bit more forgiving about the direction the + dungeon lies in, and you also get an approximation of it's distance. + -- fearoffours + +11/06/2003 +[B]- Thaumaturgy spells could be too weak -- neil +[B]- Demonologists couldn't use the Demon Summon spell -- fearoffours + +14/06/2003 +[P]- Thaumaturgy spell levels now range from 1-50 instead of 1-100, so now + one won't get spells with impossible failure rates, as suggested by + Jules Bean -- neil + +16/06/2003 -- T.o.M.E 2.2.0 aka "Born to the Purple" + +18/06/2003 +[B]- Fix manwe spell Avatar + +19/06/2003 +[B]- Silly silly bug in god quest fixed. -- fearoffours + +20/06/2003 +[B]- Mimics starts with a cloak +[B]- Using the @ key in skill menu wont crash +[B]- Cannot copy uncopiable spells +[B]- Dripping Tread will put feats on the last grid, not the current one + +21/06/2003 +[m]- Clearer descriptions for spells which require more than one school + -- fearoffours +[P]- Geomancer tweaks: Geyser's mana progression now matches its damage + progression. Geomancy now gives much larger bonuses to its child + skills, so Geomancers are now intended to max out the elements. -- neil + +22/06/2003 +[B]- Potions of Cure Water are inscribed for you to prevent mishaps with + the automatizer -- neil +[B]- Don't let people travel with extra limbs, to prevent them losing + weapons by mistake -- neil +[B]- Allow hypnosis of companions, make hypnosis failure messages more + useful - neil + +23/06/2003 +[m]- Mimicry help. Magic help now has it's own menu, other minor help + updates. -- fearoffours + +29/06/2003 +[m]- "Investing in the <foo> skill? You might be interested in the <bar> + ability." links in skills.txt --fearoffours +[B]- God quest bug genuinely fixed now -- fearoffours +[P]- Bear form will now starts at -5 speed but end at +5 + +29/06/2003 -- T.o.M.E 2.2.1 aka "There All the Honor Lies" + +09/07/2003 +[B]- Prevent forbidden staves from being generated + +14/07/2003 +[B]- Really fix the God quest this time, we hope + +15/07/2003 +[m]- Mac OS X Module support +[m]- Solaris compile workaround from Kevin W. Thomas + +16/07/2003 +[B]- Fix broken status in auto automatizer rules -- neil +[m]- Valid XHTML in the HTML screenshots now -- neil + +17/07/2003 +[B]- HPUX support -- neil + +20/07/2003 -- T.o.M.E 2.2.2 aka 'And Now For a Word' + +20/07/2003 +[P]- No more involuntary corruptions + +02/08/2003 +[B]- Fixed crash on 'l'ook in rare conditions, thanks slappy0042 +[B]- Fixed inflation of ammo damage display, patch by 'Zizzo' -- neil + +05/08/2003 +[m]- Help updates - spectres lose hp when passing walls, thieves cannot shoot + arrows (very well), non-geomancer mages have a 0.00 modifier to Geomancy. + -- fearoffours +[m]- Help updates - typo in rm_spec.txt and High-elves have good wisdom + -- fearoffours. + +08/08/2003 +[B]- Tulkas piety gains now match the documentation -- jules + +10/08/2003 +[m]- helpfiles - Clearer geomancy skill values for non-Geomancer Mages, a note + about effect of stealing from shops in skills.txt, and some FAQ additions + about FF and random quests. -- fearoffours + +13/08/2003 +[B]- Manwe, Eru, Yavanna, and Tulkas will not yet you start following them if you + are wearing the One -- neil + +24/08/2003 +[B]- Set number of charges correctly when a wand is stolen -- neil + +26/08/2003 +[m]- Scott Bigham's tome-autoabil.diff: Adds a new automatizer class + <ability>, which is true when you have the given ability -- neil + +27/08/2003 +[m]- Riscos support thanks to Antony Sidwell + +30/08/2003 +[m]- Savefiles are now stores in ~/.tome/save[/modulename] on multiuser systems +[m]- Apply patches based on those from FreeBSD ports -- neil + +06/09/2003 +[O]- Beaked Axes, Battle Axes and Lochaber Axes are recognized as polearms + again. -- neil +[O]- Misleading "polearm" description removed from non-polearm + Quarterstaff -- neil + +14/09/2003 +[m]- Added help for 'repeat last command' to command.txt. -- fearoffours + +15/09/2003 +[B]- Fixed autopickup of ammo crash under some circumstances +[B]- Fix monster list mimic bug +[B]- Tree Roots incorrect bonuses fixed +[B]- Fixed incorrect display of some skill bonuses + +15/09/2003 -- T.o.M.E 2.2.3 aka 'The Quality of Mercy' + +22/09/2003 +[B]- Detect doors and traps displays as costing 3, not 5 now. -- fearoffours +[B]- Maeglin quest reward wording altered (saves confusion for sorcerors). + -- fearoffours +[I]- Adam Bolt's Tiles are now "New Tiles", as others have worked on them and + stuff. -- fearoffours + +25/09/2003 +[B]- Typos in One Ring parchment and Necromancy help fixed. -- fearoffours + +27/09/2003 +[B]- Typos in ultra-good ending, lost-sword quest rewards and flag description + fixed. -- fearoffours +[O]- Restore spaces to artifact descriptions -- neil + +28/09/2003 +[B]- Axemasters now start with a Hatchet -- neil +[B]- Fix "analyze monster" activation -- neil + +04/10/2003 +[B]- Fix library quest breakage of Melkor curses -- neil + +05/10/2003 +[B]- Fix failure rates for abilities in possessed bodies, patch by 'Slappy' + -- neil + +06/10/2003 +[B]- Monsters detected ONLY by telepathy were not removed from visible monsters + list after they had gone out of range. Thanks Slappy for fix. -- fearoffours +[B]- Recharged junkarts would not always give a notification message. Thanks + Slappy for fix. -- fearoffours +[O]- Changed descriptions of some junkart activations. -- fearoffours +[B]- Completion of Necromancer quest could be triggered incorrectly. + -- fearoffours +[D]- "The lava burns you", becomes "you move across the lava" to accomodate + IM_FIRE and flying characters. -- fearoffours + +07/10/2003 +[m]- Applied Ken Dubuc's patches to parsers to make them line ending independant +[m]- Savefiles on multiuser systems are now in HOME/.tome/2.2/save, to comply + with the new 3.0.0 naming scheme that is coming. + People upgrading from 2.2.x to 2.2.4 should move their savefiles there + +08/10/2003 +[B]- Monsters don't appear to disappear for a turn if you polymorph them -- neil +[m]- Setting module to "all" for an automatizer rule makes the rule apply + to all modules -- neil + +11/10/2003 +[B]- Flying semi-wraiths shouldn't be hurt by flying over trees -- neil + +13/10/2003 +[B]- Recalling to new lost temples could have crashed the game. -- fearoffours +[B]- God quest directions could be grammatically incorrect. -- fearoffours + +23/10/2003 +[B]- Items containing spells should be browsable again -- neil +[B]- Random artifact mimicry cloaks should now show up correctly -- neil +[B]- Random artifacts that can contain spells will not come with + Globe of Light anymore -- neil +[B]- Certain non-random artifacts that can contain spells will not come with + Globe of Light anymore, either -- neil +[B]- Pack overflow/weapon disappearing bug fixed, with big thanks to Kevin + W. Thomas for telling me where to look -- neil +[m]- Wizard mode is now turned off at birth -- neil +[B]- Trap of Divine Wrath would benefit you -- neil +[B]- Blood of Life would revive necromancers in undead form -- neil +[B]- Hostile monsters won't get free kills of friendly monsters anymore -- neil + +28/10/2003 +[B]- Eggs work again -- neil +[B]- Wishing for ego rods works -- neil + +29/10/2003 +[B]- Temples now accept blessed boomerangs -- neil +[O]- Non-functioning artifact instrument activations removed -- neil +[B]- If you learn anti-magic, you stop following any Valar -- neil +[P]- Wood Elves and Hobbits weren't getting the extra might bonuses + they were entitled to -- neil +[B]- typo in v_info.txt -- fearoffours +[m]- Help updates: macros and macro recorder, dwarf racial ability, more on + dodging, link to m_mimic.txt from skills.txt, object inventory letter + colouring significance. -- fearoffours +[B]- Old Mage's quest wouldn't always disappear from quest screen when fully + rewarded. -- fearoffours + +30/10/2003 +[m]- Helpfiles updated to reflect that corruptions are permanent and there is + no corrupted sub-race. --fearoffours + +03/11/2003 +[B]- No more shafts in certain places -- neil +[B]- Percing shots will not grossly inflate in damage anymore -- neil +[B]- No genocide in home quests -- neil + +11/11/2003 +[B]- Silent Switching can no longer take off permanently cursed items -- neil +[B]- Fix memory error in command handling -- neil +[B]- Hypnotizing and restoring levelled monsters now works correctly -- neil +[B]- permanent_levels marked experimental because it is broken -- neil + +17/11/2003 -- T.o.M.E 2.2.4 aka 'A Bug's Life' + +19/11/2003 +[B]- Fix monster possessor crash -- neil +[B]- Fix random quest skill requester -- neil + +20/11/2003 +[B]- Fix crash when picking up ammo into your quiver that can't be fired + with the launcher you are wielding -- neil + +22/11/2003 +[B]- God quest fix -- neil + +24/11/2003 +[B]- Disintegrating walls should not bother Yavanna -- neil + +01/12/2003 +[B]- Yet another try at fixing levelled carried monsters. Their attacks + are affected by their level now and their hitpoints are handled better. + I should have said this for the last release, but un-hypnotize any pets + before upgrading from 2.2.2. Otherwise compatibility is fine. -- neil + +05/12/2003 +[B]- Semi-wraiths should not be hurt by climbing over mountains -- neil + +08/12/2003 +[B]- Fixed Flame of Udun spell + +10/12/2003 +[B]- Diggers are not weapons and should not be displayed as such -- neil +[O]- Some items that give damage bonuses will be more clear about it -- neil +[M]- Drain attacks can't drain the one artifact wand, staff, or horn -- neil + +[V] T.o.M.E 2.2.5 aka "Death of a Bug" + +23/12/2003 +[B]- Prevent recall to Lost Temple before getting the quest -- neil + +01/01/2004 +[I]- Pressing Escape gets you out of the pet dismissal list -- neil + +03/01/2004 +[B]- Automatizer now accepts TV_TOTEM -- neil + +08/01/2004 +[m]- Helpfiles: bearform combat help, music typos, barbarian revisions. + -- fearoffours +[B]- Some vaults incorrectly named -- fearoffours + +15/01/2004 +[B]- Wight quest crash fix by 'amaurea' -- neil + +16/01/2004 +[B]- God choosen at random was broken -- masmarangio + +18/01/2004 +[B]- Typo in q_one.c (or -> of) + +20/01/2004 +[B]- Don't use a turn when cancelling a possessor action -- neil + +21/01/2004 +[B] - summon_true crashed the game with a summon skill < 1 -- masmarangio +[B] - test_object_wish: aware status is saved and restored -- masmarangio + +27/01/2004 +[m] - Typos in the description of arrows, shots, bolts; punctuation in the + mushroom quest -- masmarangio + +30/01/2004 +[m]- HOOK_CALC_BONUS_END hooks + +06/02/2004 +[m]- Helpfiles: corrected starting equipment of mindcrafters -- masmarangio + +07/02/2004 +[m] - Backport of old helpfile updates: no Geomancy for Alchemists and Rune- + crafters, updated luck spoiler, corruption spoiler in crpt_aux.lua, a + link in skills.txt, an example in automatizer.txt. + monsters3.c: changed 'golem' to 'creature', since the Mind Steal Spell + also allows to control a monster. -- masmarangio + +[m]- Typo (massage -> message) from the forum -- masmarangio +[m]- Capitalisation in the names of junkarts -- masmarangio + +13/02/2004 +[m]- mindcraft_info: Corrected and expanded the info for mindcraft powers + -- masmarangio +[m]- Small corrections in luck spoiler, description of Manwe's Blessing and + m_mimic.txt -- masmarangio + +19/02/2004 +[B]- God quest will no longer give inaccurate or misleading directions. It + also will now give directions from two static features, and an + approximate, relative distance from each of those points. + -- fearoffours + +[V] T.o.M.E 2.2.6 "Won't Get Fooled Again" + +27/02/2004 +[m]- Missing space in the description of Vecna -- masmarangio + +12/03/2004 +[B]- Eating some corpses produced a division by 0 error -- masmarangio + +15/03/2004 +[B]- Wearing an item of life (-100%) reduced the mhp to 0, causing a + division by 0 error in cave.c -- masmarangio + +16/03/2004 +[B]- Corrected the spell selection for monsters: + defines.h: Added RF6_S_ANIMALS in RF6_SUMMON_MASK. + melee2.c: Updated comments in monst_spell_monst and make_attack_spell. + Removed the spells RF4_MULTIPLY, RF4_S_ANIMAL, RF5_SCARE from spell_attack. + Corrected the spell numbers of RF6_TELE_AWAY and RF6_TELE_LEVEL in + spell_escape (formerly RF6_DARKNESS and RF6_TRAPS were used). + Corrected the spell numbers of RF6_TELE_TO, RF6_DARKNESS, RF6_TRAPS, + RF6_FORGET in spell_annoy (formerly RF6_RAISE_DEAD, RF6_S_BUG, RF6_S_RNG + were used). + Added RF4_S_ANIMAL and RF6_S_ANIMALS and limited the spell number to + 160 + 31 in spell_summon. -- masmarangio + +18/03/2004 +[O]- The activation of an items with the ACTIVATE_NO_WIELD flag is described + without the line "if it is being worn. " -- masmarangio +[B]- Barad-dur doesn't exist, it is still Mordor. Corrected god quest directions + to reflect this. -- fearoffours + +20/03/2004 +[m]- Corrected some typos (mostly from the forum, thanks to Carg85) + s_yavann.lua: spell 'grow grass' description: 'a grass' -> on grass + q_haunted.c: cave -> building + a_info.txt: some missing spaces in the description of artifact bolts + corrupt.lua, corspoil.txt: 'teeth allows' -> 'teeth allow' + k_info.txt: missing space (Golden Horn of the Thunderlords) + s_stick.lua: 'a thunderlords' -> 'a thunderlord' + d_info.txt: 'the the land of Rhun' -> 'the land of Rhun' + -- masmarangio + +23/03/2004 +[B]- Fixed the speed of Bearform combat -- masmarangio +[m]- Updated luck spoiler -- masmarangio + +26/03/2004 +[B]- Fix for Flame Imperishable from the forum -- masmarangio +[B]- You should now receieve a message about failing the god quest at the + correct moment, and not when in a random dungeon. -- fearoffours +[m]- The Old Mage's quest will erase from your quest screen when fully rewarded. + -- fearoffours + +29/03/2004 +[B]- Further measures taken to ensure god quest relic is created appropriately. + -- fearoffours +[B]- Scumming for god quests (by losing and regaining xp) is now prevented. + -- fearoffours + +02/04/2004 +[m]- Backport of mostly old helpfile updates: wrong school in m_divin.txt, + comments in spells.lua, deleted hint about shoes in r_hobbit.txt, + ability.txt, ab_info.txt: updated Ammo-creation and Far-reaching attack, + c_axemas.txt: starting weapon is a hatchet, + magic.txt, skills.txt: Updated schools improved by Spell-power, + corspoil.txt: Updated the info about permanent corruptions, + birth.txt: removed corrupted subrace, vampires are a normal subrace, + m_air.txt: Updated description of Noxious Cloud -- masmarangio + +03/04/2004 +[B]- Fixed device trapkits loaded with rods -- masmarangio + +05/04/2004 +[B]- Exploding ammo used in trapkits will explode after hitting a monster. + -- masmarangio +[m]- Corrected Alchemist, Assassin, Axemaster, Rogue helpfiles -- masmarangio + +08/04/2004 +[B]- Mage staves were without the WIELD_CAST flag -- masmarangio + +09/04/2004 +[G]- No more nuke traps -- neil + +21/04/2004 +[m]- skills.txt: Corrected information about Spell-power -- masmarangio + +02/05/2004 +[B]- Between quest crash fix, also for Thieves and Trolls quests -- masmarangio + +07/05/2004 +[m]- Capitalisation: Metal Boomerang, Lay of Protection. + r_pettyd.txt: magic items -> magically enchanted items -- masmarangio + +08/05/2004 +[B]- god.lua: The relic could be created in a wrong position -- masmarangio + +09/05/2004 +[O]- object1.c: Added descriptions for SENS_FIRE (thanks to Scott Bigham) + and IMMOVABLE, removed IM_NETHER from the resistances -- masmarangio + +10/05/2004 +[m]- bounty.lua: Added a period -- masmarangio +[B]- cmd7.c: Preserve the spell stored in random spellbooks --masmarangio +[O]- Show "to damage" and "to accuracy" messages for yet more confusing items + -- neil + +11/05/2004 +[B]- xtra1.c: Lucky characters (current luck > 0) don't get death fates; + fixed a typo in luckspoi.txt (from the forum) -- masmarangio +[m]- spells2.c: Typo (vulerable -> vulnerable) -- masmarangio + +13/05/2004 +[m]- skills.txt: Fixed broken link -- masmarangio +[B]- generate.c: Fixed arena levels by refilling the level -- masmarangio + +14/05/2004 +[m]- Added new help file for the debug commands -- iain_mac + +26/05/2004 +[B]- Correctly cap the spell levels of wands (patch by 'Sumendar') -- neil + +[V] T.o.M.E 2.2.7 aka "Stoke Me A Clipper" + +04/06/2004 +[P]- Class no longer influences the internal Angband 'skills' of Disarming, + Magic Devices, Saving Throw, Stealth, Searching, Perception, Hand-to-Hand + combat, Missile Combat, and Throwing. ToME skills instead have the same + effect for all classes. -- neil + +05/06/2004 +[G]- Added the new Mimic shapes and updated the old ones -- masmarangio + +07/06/2004 +[G]- Destroying items manually now takes no time -- neil + +10/06/2004 +[B]- dungeon.c: Light should consume fuel at a rate of 1 / turn -- masmarangio + +11/06/2004 +[P]- Water Bite no longer has a damage cap -- neil + +12/06/2004 +[B]- A store (e.g. the mathom house) can contain up to 255 items (in defines.h + STORE_INVEN_MAX limited the number of items to 24) (Note: the limit is + stored in a byte in loadsaves.c) -- masmarangio + +21/06/2004 +[m]- a_info.txt: Updated names of artifacts in the comments -- masmarangio + +23/06/2004 +[m]- object.pkg: Added psychometry() for easier mindcraft testing. + +24/06/2004 +[m]- birth.txt, index.txt : Corrected and added abbreviations + gen_idx.lua: removed non-existent file and sorted file list +[G]- Added the spell Sterilize and Staves of Sterilization from ToME 3.0.0. +[D]- Added the first new special level from ToME 3.0.0, Galleon in Helcaraxe + -- masmarangio + +02/07/2004 +[D]- Added the special level Factory in the Illusory Castle -- masmarangio + +04/07/2004 +[G]- Added the spell Inertia Control from ToME 3.0.0 -- masmarangio + +05/072004 +[m]- Updated luckspoiler -- masmarangio + +09/07/2004 +[m]- Typo in s_fire.lua, from the wiki -- masmarangio +[m]- rm_skeleton.txt, rm_zombie.txt: They cannot restore life force, and zombies + are not resistant to nether -- masmarangio + +19/07/2004 +[P]- Except for infravision, all innate class or racial effects on skills are + gone. All skills have equal effect for all classes, and races now give + starting skill bonuses. -- Neil + +22/07/2004 +[B]- s_meta.lua: Inertia controlled spells are not casted in wilderness mode. + s_mana.lua: Inertia level of Disruption Shield is 9 (needed spell level 45) + m_meta.txt: Added a list of controllable spells -- masmarangio + +24/07/2004 +[P]- Mages are more geared toward a mix of Magic and Combat, while Sorcerors + have more options than pure Sorcery -- Neil + +26/07/2004 +[B]- p_info.txt: Archers and Rangers gain the missing Spirituality skill + p_info.txt: Removed the old Mimic Cloak (new cloak in player.lua) +[m]- Helpfile updates for all character classes. -- masmarangio + +30/07/2004 +[B]- p_info.txt: Thunderlords start with Stealth -16.000 (from the wiki) +[B]- cmd7.c: Fixed Alchemy recharging bug (thanks to Scott) +[B]- al_info.txt: Removed the old Mimic Potions -- masmarangio +[m]- util.pkg: Added lite_spot() and note_spot() for modules -- masmarangio + +31/07/2004 +[B]- monspeak.txt: Added some lines for Groo to fix a bug -- masmarangio +[B]- files.c: Corrected display of Climb flag, immunity to Nether, negative + pvals < -9. Added Sentient, Clone, Spider ESP flags. -- masmarangio + +02/08/2004 +[m]- g_melkor.txt: Added fire resistance for worshippers of Melkor +[B]- files.c: Added flags from the gods and spell schools to the character + screen. Added also flags from wielded symbiotes. -- masmarangio + +04/08/2004 +[m]- p_info.txt: Removed the useless skill Prayer for Maiar -- masmarangio +[B]- cmd4.c: Quest list without random quests in DL > 98 -- masmarangio + +19/08/2004 +[m]- help file documentation restructuring, copying appropriate rewrites from + wiki. -- fearoffours + +20/08/2004 +[B]- randart.c: An item with pval > 0 (e.g. an Elven Cloak) can gain parts + with a max_pval = 0 (e.g. resistances and immunities) -- masmarangio + +24/08/2004 +[m]- Various minor changes to helpfiles, reflecting current changes to + documentaiton on the wiki. --fearoffours + +28/08/2004 +[O]- Removed portable holes as have been useless for as long as merchants have + been removed from game. --fearoffours + +30/08/2004 +[m]- k_info.txt: Fixed name of the commented out portable holes -- masmarangio + +14/09/2004 +[m]- Fixed some typographical errors, mostly from the wiki: + cmd1.c: [The monster] fall -> falls, deleted space (Bug # 80 from the wiki) + k_info.txt: Added & for Climbing sets (Bug # 81 from the wiki) + q_one.c: You felt -> You fell (Bug # 94 from the wiki) + monster2.c: It tries to breed but he fails: he -> it (Bug # 98 from the wiki) + bldg.c: Changed wording of the soothsayer (Bug # 106 from the wiki) + tables.c: Minor changes in the One Ring quest (Bug # 117 from the wiki) + q_invas.c: jumps out of the between -> appears, deleted spaces, + added single quotes in direct speech (Bug # 119 from the wiki) + q_between.c: Deleted space, changed comments -- masmarangio + +20/09/2004 +[m]- book-4.txt: Capitalised 'Ring' (Bug # 135 from the wiki) -- masmarangio +[B]- ow_info.txt: missing C: lines reduced the purse to 0 -- masmarangio +[B]- object1.c: don't wield bolts with instruments and pebbles with boomerangs + (Bug # 127 from the wiki) -- masmarangio + +21/09/2004 +[B]- object1.c: mention_use and describe_use list all available slots, check all + weapon weights and distinguish between instruments and bows (Bug # 87) + object1.c: Res Chaos implies Res Confusion (for the character screen) + xtra1.c: Magical breath implies Water breath (from the wiki) -- masmarangio + +23/09/2004 +[B]- Z and Cth monster options removed, as in ToME 3. This fixes, among other + things, the Death Orb issues. -- neil + +24/09/2004 +[m]- options.txt: Also removed the options from the help file -- masmarangio +[B]- a_info.txt: Corrected two typos (Bugs # 140, 146 from the wiki) + k_info.txt: Changed description of Bastard Sword, added RES_CHAOS to the + known flags of a Blade of Chaos (it's mentioned in the description) + files.c: Terminated highscore strings with \0, changed total_points + slightly to prevent an overflow error (Bug # 139 from the wiki) + v_info.txt: Corrected the x size of vault 99 and 104 -- masmarangio + +28/09/2004 +[D]- dungeon.c: Level of the Death dungeon is the minimum level from d_info.txt +[B]- dungeon.c: Set dungeon_type to wilderness when recalling out. This should + fix the various Moria recalling bugs (Bug # 95) +[m]- cmd6.c: replaced the recall activation code by recall_player -- masmarangio +[m]- monster1.c: missing spaces in description (Bug # 169) -- masmarangio + + +29/09/2004 +[m]- Modules need to define three new variables to control the chance or + random artifact generation. random_artifact_weapon_chance, + random_artifact_armor_chance, random_artifact_jewelry_chance control + the chance for different types of items. -- neil + +30/09/2004 +[B]- spells2.c: Redraw trap status after passwall (Bug # 51) + store.c: Removed '))' when displaying a large store -- masmarangio + +01/10/2004 +[m]- mods_aux.lua: Added default values for random artifact generation; + updated the skill values -- masmarangio + +02/10/2004 +[B]- al_info.txt: removed recipe for Scroll of Spell (Bug # 179), added recipe + for Staff of Sterilisation (Bug # 77) -- masmarangio +[m]- cmd6.c: protect evil -> protection from evil, s_stick.lua: town -> surface + q_betwen.c, q_invas.c: speak -> speaks (from the forum) -- masmarangio + +03/10/2004 +[m]- tr_info.txt: Spelling of Lite (Bug # 182), Armor, Paralyzing -- masmarangio +[B]- cmd6.c: Added timeout for junkarts in the activation description (ugly fix) + tables.c: Replaced ACT_CURE_POISON by not used ACT_CURE_POIS -- masmarangio +[B]- Once a god quest is failed, you will not receive any more god quests. + -- fearoffours +[m]- The (Ctrl-Q) Quest screen now shows which number god quest you have been given + and an additional line in your character dump shows how many have been + successfully completed. -- fearoffours +[m]- Help updates from the wiki - lots of it Maylith's work, esp FAQ updates. + -- fearoffours + +04/10/2004 +[m]- Corrected the description of the Disarm, Call the Elements and Channel + Elements spells (without changing the code) (Bug # 175) -- masmarangio + +08/10/2004 +[B]- bldg.c: Research item (Bug # 191) and research monster are now paid + correctly -- masmarangio +[B]- spells2.c: Diggers cannot be enchanted with scrolls -- masmarangio +[m]- tome-faq.txt, index.txt: Typo (Bug # 196) -- masmarangio + +10/10/2004 +[m]- s_info.txt: Antimagic: generates -> generate (Bug # 198) -- masmarangio +[B]- files.c: Fixed displayed barehanded damage (Patch from Scott, Bug # 195) + -- masmarangio + +11/10/2004 +[m]- powers.c: replaced the recall power code by recall_player + q_troll.c: Fixed typos from the wiki (Bug # 208) -- masmarangio + +12/10/2004 +[m]- tables.c: Removed harpers and some other small changes (Bug # 212) + cmd6.c: Added "and" in the description of ACT_ROHAN (Bug # 213) + -- masmarangio + +13/10/2004 +[m]- m_demono.txt, s_demon.lua: armor -> armour class (Bug # 217) +[O]- k_info.txt: Changed comments and descriptions of the items, mostly from + the wiki (Bug # 176) and added missing descriptions (IdeaArchive) + Added article (&) in the name of armours (Bug # 81), + The spelling of some item names was changed: Scroll of Enchant Armour, + *Enchant Armour*, Curse Armour, Summon Monsters, Basilard + Added COULD2H to the Claymore and MUST2H to the Espadon. +[m]- dun3.18: description of DimGates: fills -> fill (Bug # 223) + -- masmarangio + +15/10/2004 +[B]- files.c: Remove / restore CAVE_VIEW before / after saving the game. + This solves a long standing bug with the lighting of the dungeon + since the temporary arrays that hold the position of the viewed + grids are not stored in the save file (Bug # 19). -- masmarangio + +16/10/2004 +[m]- init1.c: The parser adds missing spaces at the end of the + description of artifacts, like it did for objects. -- masmarangio +[m]- Race, class and race modifier help files updates to reflect changes + in skill bonuses. -- fearoffours + +18/10/2004 + Some changes to random artifact and scrolls of artifact creation + (See Bugs # 206, 222, 226 on the wiki): +[m]- externs.h: Moved some functions listed under spells2.c to proper sections +[m]- k_info.txt: Added "mundane" to the description of the scroll +[B]- cmd6.c: the selection of artifactable items can be escaped now + randart.c: *ID* the object before listing the powers, some re-ordering +[B]- spells2.c: Re-add diggers to item_tester_artifactable, and limit the + selection to normal items due to complains (no ego items or artifacts) +[O]- ra_info.txt: Added a STR-increasing part without combat bonuses for diggers +[B]- ra_info.txt: Fixed two W-lines with 4 entries and added a missing C-line +[O]- e_info.txt: Diggers cannot be of Earthquakes anymore (there are combat boni + involved) - perhaps an own ego type should be added... -- masmarangio +[m]- q_ultrag.c: Quest texts changed as reported in Bug # 210 -- masmarangio + +23/10/2004 +[B]- k_info.txt: Reduced throwing damage of totems to 1 -- masmarangio + +25/10/2004 +[P]- Priests disarm as well as Warriors do now -- neil +[B]- st_info.txt: Fixed the changed item names in the stores (StatusReport3) +[m]- spells.lua: Sorted the Conveyance spells by level (Bug # 233) + -- masmarangio +[m]- Helpfiles reflect changes to skills (priest disarming and racial + spirituality update). -- fearoffours + +01/11/2004 +[m]- library.lua: Added OBJ_FOUND_REWARD to the tome (Bug # 237) -- masmarangio + +13/11/2004 +[B]- Fix for disappearing artifacts (especially guardian artifacts) during load / save + thanks to SimonSorc + +17/11/2004 +[O]- No more blessed boomerangs -- neil + +[V] T.o.M.E 2.3.0 aka "One more try to get Mages working" + +10/12/2004 +[B]- Fix loading and saving of skills, I hope. Unfortunately this breaks save + compatiability, though. The saves must be deleted again. -- Neil + +29/12/2004 +[B]- Fix negative skills -- Neil +[B]- Don't use weaponmastery combat when weaponmastery skill is negative -- Neil + +[V] T.o.M.E 2.3.1 aka "2.3.0.1" + +2005/05/19 +[I]- If easy_disarm is off, don't trigger known traps while walking normally. + Added a new extended command "blunder" to let players trigger traps on + purpose. -- gwooledge +[I]- Lots of documentation, spelling and grammar fixes, including: + * the now-outdated race/class ability tables, replaced with skill tables + * the missing documentation for the set of extended commands + * far too many others to mention here + -- gwooledge + +2005/05/20 +[I]- Added sanity and speed to the character screen (and hence the text dump). + Consolidated HP and SP into one line to make room. -- gwooledge + +2005/05/21 +[B]- Don't allow trap doors on quest levels or on chests. -- gwooledge +[I]- Allow shopping to use the correct keys in roguelike mode. -- gwooledge + +2005/05/22 +[B]- Update view after high-powered globe of light. -- gwooledge + +2005/05/26 +[I]- Push a certain potion type a little deeper into the dungeon -- Neil +[I]- Make piety display light blue when praying, to make it easier to tell + when you're praying. -- gwooledge + +2005/06/02 +[I]- Don't display ordinary resists when there's also an immunity to the same + element, in an object description. -- gwooledge +[B]- Don't allow use of stairs (any < or > movement command) while rooted + to the floor (by the Yavanna spell). -- gwooledge + +2005/06/04 +[I]- Display the (colored) character for uniques in the Known Uniques list (~2). + -- gwooledge + +2005/06/05 +[I]- Add "Check abilities" extended command/macro. This gives roguelike keyset + players a way to access the ability screen other than "\N", although it's + still one more keystroke than "\N" is.... -- gwooledge + +2005/06/11 +[B]- Try again to keep traps from wrecking a certain plot element -- Neil + +2005/06/18 +[B]- Fix module file handling for multi-user installs. Now character sheets, + automatizer file, and the rest will be read and written in + ~/.tome/2.3/modulename as they should. -- Neil + +2005/06/19 +[B]- Try harder to save persistent levels when recalling out -- Neil +[B]- Fix all sub-racial skill bonuses, along with Maia racial skill bonuses + -- Neil +[O]- Prevent random artifact bolts from giving extra blows -- Neil + +2005/06/21 +[O]- Correct the types of certain artifact trap sets to match their weights + and descriptions. -- gwooledge + +2005/07/13 +[I]- Clean up some offensive messages, patch courtesy of 'The Fury' -- Neil + +2005/07/14 +[I]- Include the resistances grid on character sheets dumped on death. + This makes them consistent with the ones generated before death, and + is more informative and useful for post mortem analyses. -- gwooledge + +2005/07/15 +[P]- Warriors no longer get a secret special three bonus blows spread over the + 50 character levels. The three blows are now tied to Weaponmastery. + + Module authors should adjust accordingly, or their warriors may get three + blows they didn't have before. -- Neil + +2005/07/16 +[O]- Potions of Cure Insanity were too cheap. -- gwooledge + +2005/07/24 +[I]- Examining a totem will recall the monster it summons -- Neil +[I]- Examining a corpse will recall the monster it was -- Neil + +2005/07/27 +[V] T.o.M.E 2.3.2 aka "Unrealized Reality" + +28/07/2005 +[G]- Lost sword quest rewards always give a minimum skill modifier of 0.3. + -- gwooledge + +29/07/2005 +[D]- Edit one vault to open up some inaccessible rooms -- Neil + +11/08/2005 +[B]- Alchemy: disallow repowering double-ego items, unless the character has + the artifact creation ability. Based on patch by Andrey Egoshin. + -- gwooledge +[B]- Lost sword quest skill reward probabilities were computed incorrectly. + Fix suggested by Dan Rosenberry. -- gwooledge +[I]- Miscellaneous documentation, spelling and grammar fixes. -- gwooledge + +12/08/2005 +[B]- Don't let a player trick the Valar by getting drained and re-gaining + levels -- Neil +[I]- Update AC display after fixing armor in the buildings. -- gwooledge + +16/08/2005 +[B]- Don't allow Runecraft and Thaumaturgy spells to go explode inside walls + and seep through -- Neil + +17/08/2005 +[I]- Fix damage display for Thaumaturgy ball spells. -- gwooledge +[O]- Removed pointless slays, brands, and bonuses on Pick of Erebor -- Neil + +19/08/2005 +[B]- When consuming magic essences, don't stop prematurely. Based on patch + by Andrey Egoshin. -- gwooledge + +30/08/2005 +[B]- Upkeep cost for partial summons was not always charged. -- gwooledge + +05/09/2005 +[B]- Some staves were being generated with the wrong tval, causing several bugs + including (but not limited to) staves being unrechargeable. -- gwooledge + +11/09/2005 +[B]- Saving throw was not calculated correctly. -- gwooledge + +14/09/2005 +[P]- All new partial summon upkeep formula -- neil + +26/09/2005 +[B]- Disallow negative experience alchemy abuses. Based on patch by Andrey + Egoshin. -- gwooledge +[O]- When examining books, demonology equipment and instruments in stores, show + both the object's powers and its spells. -- gwooledge +[B]- Nonliving and undead pets won't be angered by lack of breathable air. + -- gwooledge +[D]- A certain early trap should be less deadly (and appear a bit later). + -- gwooledge +[I]- Honor exp_need option when displaying object experience. -- gwooledge + +27/09/2005 +[I]- Restored and updated some missing help files. -- gwooledge +[G]- (Mass) Genocide damage is applied all at once to avoid bug #228. + -- gwooledge + +28/09/2005 +[B]- Don't use the "POSIX" setuid calls on Mac OS X, as they apparently break + compilation -- neil + +29/09/2005 +[O]- Junk should stack just like skeletons. Patch by StarweaverBlue. + -- gwooledge +[M]- Kavlax should be many-headed. -- gwooledge + +14/10/2005 +[B]- Certain monster spells were hard-coded for the wrong number of equipment + slots. -- gwooledge + +18/10/2005 +[B]- Incorrect operator used in cave generation code. Effect unknown, but it + *might* possibly fix some of the Orc cave crashes.-- gwooledge + +26/10/2005 +[M]- Regular (non-Joke, non-Cth, non-Z) monsters should not breathe nuke, + because it has a side effect we don't want in ToME -- Neil + +29/10/2005 +[O]- Mac OS X builds now put all the game data into the bundle, storing all + user data in the user's Library (some preferences in + Library/Preferences/net.t-o-m-e.tome.plist, the rest in + Library/Application Support/ToME. -- Neil + +16/11/2005 +[I]- Handling of Command key modified in Mac OS X UI. It should be accessible + in macros now if it wasn't before -- Neil + +26/11/2005 +[B]- Don't allow uniques or quest monsters to just disappear to the move of + another monster -- Neil + +14/12/2005 - ToME 2.3.3 "Realized Unreality" + +15/10/2006 +[B]- Remove buggy trap of Stair Movement -- Neil + +12/12/2005 +[B]- Fix typo in one monster's flags - Iain + +31/1/2005 +[I]- Fix window position saving on Mac OS, patch by John Love-Jensen + -- Neil + +19/2/2005 +[B]- Fix word wrapping in character sheet, patch from "ZizzoTheInfinite" + -- Neil + +[V] T.o.M.E 2.3.4 aka "An Unexpected Party" |