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authorJohanna Ploog <j-p-e-g@users.sourceforge.net>2010-01-14 22:50:37 +0100
committerJohanna Ploog <j-p-e-g@users.sourceforge.net>2010-01-14 22:50:37 +0100
commit242d6f4b2344194620f7465097d96dc6daf2011e (patch)
tree9ce8f0811ed4a39ff6b8ebab3cc518306c2bea69 /crawl-ref
parent932826b6dca4324096aa3c6d38af535798ad491a (diff)
downloadcrawl-ref-242d6f4b2344194620f7465097d96dc6daf2011e.tar.gz
crawl-ref-242d6f4b2344194620f7465097d96dc6daf2011e.zip
New change log section: Ranged combat.
Diffstat (limited to 'crawl-ref')
-rw-r--r--crawl-ref/docs/changelog.txt40
1 files changed, 21 insertions, 19 deletions
diff --git a/crawl-ref/docs/changelog.txt b/crawl-ref/docs/changelog.txt
index 539bdccf46..0e09282602 100644
--- a/crawl-ref/docs/changelog.txt
+++ b/crawl-ref/docs/changelog.txt
@@ -53,18 +53,34 @@ Levels
* The pandemonium lords' levels get special announcements.
* Many new vaults.
+Ranged combat
+-------------
+* Removed hand crossbows and Darts skill.
+* New profession: Arcane Marksman, combining Crusader, Warper and Hunter.
+* Fixed wall-stopped item beams getting two chances to hit their target.
+* New missile materials: silver, steel.
+* New missile brands: dispersal, electricity, exploding, penetration, reaping.
+* New needle brands: sleep, slow, paralysis, confusion, frenzy and sickness
+* Slings are one-handed and no longer delayed by shields.
+* Reduced weight of large rocks; stones are a bit heavier.
+* More generous stacking of ammunition.
+* Lowered mulch rate for branded ammunition.
+* Rings of slaying also apply to missile launchers.
+* Branded ammunition is described as "glowing".
+* Poisoned ammunition is more effective.
+* On launchers, the protection brand is replaced with evasion, providing +5 EV.
+* Except for Nessos, launchers of flame can't be combined with poisoned ammo.
+* Hunter starting ammunition starts out at +1; sling-based Hunters get bucklers.
+* Branding spells will also affect launchers.
+* Removed Poison Ammunition in favour of Poison Weapon and temporary brands.
+
Items
-----
-* Removed hand crossbows and Darts skill.
* Removed amulet of resist slowing.
* 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.
* Added potions of brilliance and agility.
* Added shields of reflection.
-* New missile materials: silver, steel.
-* New missile brands: dispersal, electricity, exploding, penetration, reaping.
-* New needle brands: sleep, slow, paralysis, confusion, frenzy and sickness
* New amulets: guardian spirit, faith, stasis.
* Amulet of clarity prevents unvoluntary berserk.
* Lowered gold dragon armour's AC value.
@@ -72,8 +88,6 @@ Items
* All randart weapons get a brand.
* The speed brand is only created randomly for artefacts.
* Halved damage bonus of the vorpal brand to 12.5%.
-* 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.
@@ -82,13 +96,9 @@ Items
* Weapons of holy wrath cannot be cursed.
* 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; stones are a bit heavier.
-* More generous stacking of ammunition.
-* Lowered mulch rate for branded ammunition.
* Weapons of electrocution discharge in water.
* Remove evocable mapping/teleportation from artefacts.
* Removing +Lev items cancels levitation and is disallowed over water.
-* Rings of slaying also apply to missile launchers.
* Clubs and spears get moderate stabbing bonus.
* Clubs may stun target upon successful stabbing.
* Vampiric weapons can only be wielded at full and cause hunger when wielded.
@@ -97,12 +107,8 @@ Items
* 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.
-* 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.
-* Except for Nessos, launchers of flame can't be combined with poisoned ammo.
Monsters
--------
@@ -131,7 +137,6 @@ Monsters
Characters
----------
-* New profession: Arcane Marksman, combining Crusader, Warper and Hunter.
* 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.
@@ -149,7 +154,6 @@ Characters
* 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; sling-based Hunters get bucklers.
Interface
---------
@@ -186,8 +190,6 @@ Spells
* 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.