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diff --git a/changes.old b/changes.old deleted file mode 100644 index dabf85a0..00000000 --- a/changes.old +++ /dev/null @@ -1,6027 +0,0 @@ -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" |