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authorJohanna Ploog <j-p-e-g@users.sourceforge.net>2010-01-06 00:05:02 +0100
committerJohanna Ploog <j-p-e-g@users.sourceforge.net>2010-01-06 08:07:19 +0100
commit7b3d5521603449ce961cc1b662a6e4f8305ff4c7 (patch)
tree7dab8e33fc8596a8aced732d1634c99cc34a8df3 /crawl-ref/docs
parent2505636ce4d1b815880104f8f22244b95600546d (diff)
downloadcrawl-ref-7b3d5521603449ce961cc1b662a6e4f8305ff4c7.tar.gz
crawl-ref-7b3d5521603449ce961cc1b662a6e4f8305ff4c7.zip
Update the change log.
Diffstat (limited to 'crawl-ref/docs')
-rw-r--r--crawl-ref/docs/changelog.txt70
1 files changed, 52 insertions, 18 deletions
diff --git a/crawl-ref/docs/changelog.txt b/crawl-ref/docs/changelog.txt
index 11bd149a68..09f477c3ec 100644
--- a/crawl-ref/docs/changelog.txt
+++ b/crawl-ref/docs/changelog.txt
@@ -22,12 +22,17 @@ Gods
* New god: Jiyva, god of slime.
* New god: Fedhas, god of plants.
* New god: Cheibriados, god of slowness.
-* Vehumet reduces mana cost and increases ranges of destructional spells.
-* Kikubaaqudgha gives torment resistance, hands out corpses and the Pain brand.
* Ecumenical Temple may randomly contain 3 to 14 altars.
* Dungeon gods not included in Ecumenical Temple get guaranteed altar on D:2-9.
-* Recite has no food cost and no longer causes monsters to go berserk.
+* Vehumet reduces mana cost and increases ranges of destructional spells.
+* Kikubaaqudgha gives torment resistance, hands out corpses and the Pain brand.
+* Xom is nicer about banishment and hostile monsters for low-xp followers.
+* Xom has a small chance of reviving the player after death.
+* Elyvilon doesn't mind butchery during prayer anymore.
+* Greatly reduce damage dealt by TSO's wrath.
+* Corruption is usable once-per-level and produces only neutral monsters.
* Sacrifice corpses with prayer ('p') rather than prayer and chop up ('pc').
+* Recite has no food cost and no longer causes monsters to go berserk.
Levels
------
@@ -39,13 +44,17 @@ Levels
* Seal hell portals rather than Vestibule when the player picks up the orb.
* Loosen restrictions about which branches may contain uniques.
* Added mutagenic fog.
+* Disallow mechanical traps in the Slime Pits.
* Limit alarm traps to 1-3 charges.
+* Trap disarming prompts if you have less hp than the trap's maximum damage.
* Lua maps are much more customizable.
* Alternate branch endings for Hells, Hive, Swamp, Vaults.
+* The pandemonium lord's levels get special announcements.
* Many new vaults.
Items
-----
+* Removed hand crossbows and Darts skill.
* Fixed occasional permanent stat loss/gain with stat-modifying equipment.
* Fixed wall-stopped item beams getting two chances to hit their target.
* Added scroll of silence.
@@ -54,6 +63,7 @@ Items
* New missile materials: silver, steel.
* New missile brands: dispersal, electricity, exploding, penetration, reaping.
* Added amulet of the guardian spirit, making you take damage from mp, not hp.
+* Amulet of clarity prevents unvoluntary berserk.
* Lowered gold dragon armour's AC value.
* Removed several randart armour brands like mapping and levitation.
* All randart weapons get a brand.
@@ -62,16 +72,16 @@ Items
* Post-berserk exhaustion cancels Haste, even with an amulet of resist slowing.
* Slings are one-handed and no longer delayed by shields.
* Armour acquirement is more likely to fill secondary slots.
+* Non-divine acquirement tries to avoid handing out armour/weapons already seen.
* Book acquirement doesn't give manuals to spellcasting specialists anymore.
* Added wands as an acquirement option.
* Potions of resistance last longer.
* Weapons of holy wrath cannot be cursed.
-* Improvements to whips and demon whips; the latter can now be blessed by TSO.
+* Improvements to whips and demon whips; the latter can be blessed by TSO.
* Reduce the chances for artefacts with only one stat property.
* Reduced weight of large rocks.
* More generous stacking of ammunition.
* Lowered mulch rate for branded ammunition.
-* Increase whip damage, availability and branding chances.
* Weapons of electrocution discharge in water.
* Remove evocable mapping/teleportation from artefacts.
* Removing +Lev items cancels levitation and is disallowed over water.
@@ -81,29 +91,40 @@ Items
* Vampiric weapons can only be wielded at full and cause hunger when wielded.
* Mummies and ghouls get no healing effect from vampiric weapons.
* Shields can be enchanted maximum to +3.
+* Rods identify on wielding and use the Maces & Flails skill.
+* Rod recharging no longer depends on player MP or being in inventory.
+* Enchanting rods increases their recharge rate.
+* New needle brands: sleep, slow, paralysis, confusion, rage and sickness
+* Branded ammunition is described as "glowing".
+* Poisoned ammunition is more effective.
+* On launchers, the protection brand is replaced with evasion, providing +5 EV.
+* Let chunks stack, if their age is similar.
+* Deep water doesn't destroy items, lava only flammable ones.
Monsters
--------
* New monster: ballistomycete, spawned by and spawning giant spores.
* New plant: bush, can be fired through, two or more block vision.
-* Several new monsters for the Shoals: kraken, mermaid, siren, harpy.
+* New monsters for the Shoals: merfolk, kraken, mermaid, siren, harpy, shark.
* Other new monsters: toadstool, giant leech, golden eye, new demon sixfirhy.
* (Very) ugly things get random resistances and attack flavours.
* Slime creatures can merge to become larger and more powerful.
* All spectral things can use stairs again.
-* Several new uniques.
+* Several cool new uniques.
* Display magic resistance in monster descriptions.
* Hydras pick new target for remaining attacks if their current foe dies.
* Make monsters forget player position if the player teleports away.
* Implement and use monster spells "blink away" and "blink closer".
-* Detected secret doors now remain unknown to stupid monsters.
+* Detected secret doors remain unknown to stupid monsters.
* Monsters may quaff potions of might and berserk rage.
-* Bears can go berserk.
+* Demons spawned during the orb run will actively seek out the player.
+* Berserk monsters get doubled hit points, similar to the player.
+* Bears go berserk, but mindless monsters can't.
* Hungry ghosts eat corpses.
* Bashing plants or fungi will only train Fighting/Unarmed Combat up to level 1.
-* Buff monsters' Airstrike damage.
* Upgrade equipment of Sonja, Psyche and Terence.
* Jessica casts Pain and is considered evil by the good gods.
+* Glyph changes for minotaurs and some insects. See 052_monster_glyphs.txt.
Characters
----------
@@ -111,7 +132,7 @@ Characters
* Strength effect on carrying capacity greatly increased.
* Base carrying capacity depends on weight of the player species.
* Demonspawn have been overhauled, mutations no longer depend on skill sets.
-* Wanderers have been overhauled and are much stronger now.
+* Wanderers have been overhauled and are much stronger.
* Starting stats and equipment are no longer assigned randomly.
* Many status effects and durations use delay rather than turn count.
* Gain of Health and Magic Points on level up is no longer random.
@@ -119,20 +140,23 @@ Characters
* Nerf damage reduction of the player's elemental resistances.
* Distracted stabbing is more likely, but resulting damage bonus is lowered.
* Fighting is noisy depending on damage dealt, weapon type and brand.
-* Decouple miasma resistance from negative energy resistance; rotting
- resistance now implies both disease and miasma resistance.
+* Decouple miasma resistance from negative energy resistance;
+ rotting resistance implies both disease and miasma resistance.
* Regeneration only increases hunger while regenerating.
* Shield value SH transparently reflects blocking chance.
* Changed Magic mapping mutation to work passively.
+* Sticky flame negates invisibility.
* Hunter starting ammunition starts out at +1, leading to decreased mulching.
-* Healers now start unarmed.
+* Healers start out unarmed.
* Hill Orcs get good Stabbing aptitudes.
* Swapped Kobolds' aptitudes for Bows and Crossbows.
+* Sling-based Hunters generate with bucklers.
Interface
---------
+* Fix wands not prompting when fired at allies.
* Add a shopping list ('$') to notify you when you can afford a listed item.
-* New memorisation interface.
+* New memorisation interface listing all spells contained in carried books.
* Autotravel doesn't cut corners and tries to avoid ambushes.
* Exclusions are displayed in the overview screen ('Ctrl-O' command).
* Show explored depth for all branches in the overview screen ('Ctrl-O').
@@ -147,26 +171,32 @@ Interface
* New lua file autofight.lua which allows auto-attacking of the nearest enemy.
* Abort some teleportation attempts with -TELE without losing the turn.
* Food and potions are never autoassigned to slots 'e' and 'y', respectively.
+* Vampire's inactive mutations are coloured darkgrey and/or bracketed.
* Added option explore_delay, which can be used to make the delay
between auto-explore moves different from the delay between other
types of travel moves.
* Allow more than 8 colours in Mac builds if the terminal supports it.
* Disable autoexplore in labyrinths.
* Colour experience pool according to fullness.
+* Remove superfluous --more-- prompt after purchase.
Spells
------
* Removed Divinations spell school.
+* New spell: Iskenderun's Orb of Destruction, homing in on target.
* Limit Summon Small Mammals to a maximum of two mammals per casting.
* Summon Small Mammals doesn't summon green or orange rats anymore.
+* Fulsome Distillation non-randomly depends on corpse type, but not rottenness.
* Tukima's Dance weapon strength depends on spell power and weapon weight.
+* Branding spells will also affect launchers.
+* Removed Poison Ammunition in favour of Poison Weapon and temporary brands.
* Summon Wraiths is replaced by Haunt, a smite-targetted summoning spell.
* Directed non-enchantment spells make noise when they hit something.
* Spell miscasts and hell effects are noisy.
* Call Canine Familiar only calls friendly canines.
* Condensation Shield is more effective.
* Improved Passwall interface.
-* Allow Mummies to cast Summon Horrible Things, now temporary.
+* Allow Mummies to cast Summon Horrible Things.
* Controlled blink causes glowing.
* Disintegration is really messy.
@@ -180,7 +210,10 @@ Tiles
* Ctrl-Left-Click: cast spell at target (monster or player)
* Alt-Left-Click: zap wand at target (monster or player)
* When applicable, left-clicking on a monster within reaching range attacks it.
+* Added an icon designating berserk monsters.
* Add some "animations" whenever the screen is redrawn.
+* Vaults can specify custom tiles for features or monsters.
+* Tiles can be recoloured dynamically.
Code cleanup
------------
@@ -190,9 +223,10 @@ Code cleanup
* Distribute code of large cc files into smaller ones.
* Many new lua wrappers to make lua much more powerful in e.g. map creation.
* Unique placement code has been moved to lua and is directed via uniques.des.
-* Add property hash to monsters.
+* Add property hash to monsters, and use it generously for various monsters.
+* The documentation file aptitudes.txt is autogenerated from the aptitudes code.
* Consolidate similar functions.
-* Cleanup of included header files.
+* Cleanup of included header files, reducing compilation time.
* Unrandarts and fixedarts share the same, cleaner coding structure.
* Removed some dead code.