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authorJohanna Ploog <j-p-e-g@users.sourceforge.net>2010-01-14 22:44:23 +0100
committerJohanna Ploog <j-p-e-g@users.sourceforge.net>2010-01-14 22:44:23 +0100
commit932826b6dca4324096aa3c6d38af535798ad491a (patch)
tree2996eb08fb24976af539bf6e360c514c6b2a1b6c /crawl-ref
parentd104b133aa8ee08e5e0220a8c04d48bbe7e205dc (diff)
downloadcrawl-ref-932826b6dca4324096aa3c6d38af535798ad491a.tar.gz
crawl-ref-932826b6dca4324096aa3c6d38af535798ad491a.zip
Update change log.
Diffstat (limited to 'crawl-ref')
-rw-r--r--crawl-ref/docs/changelog.txt17
1 files changed, 12 insertions, 5 deletions
diff --git a/crawl-ref/docs/changelog.txt b/crawl-ref/docs/changelog.txt
index d72c8a7aa1..539bdccf46 100644
--- a/crawl-ref/docs/changelog.txt
+++ b/crawl-ref/docs/changelog.txt
@@ -13,7 +13,7 @@ Breaks saves compatibility.
* Altars for dungeon gods may now appear on levels 2 to 9 instead of the Temple.
* New water based branch: the Shoals, sometimes replacing the Swamp.
* Strength has a much greater effect on carrying capacity.
-* Nerf Summon Small Mammals, amulet of resist slowing, and gold dragon armour.
+* Nerf Summon Small Mammals and gold dragon armour.
* Slime creatures and ugly things are more interesting and dangerous.
* Many cool new monsters, portal vaults and ammunition brands.
@@ -37,6 +37,7 @@ Gods
Levels
------
* New branch: the Shoals, with a 50% chance of replacing the Swamp.
+* Fix branch ends rarely being generated without a rune.
* Shorten Lair to eight levels.
* New portal vaults: Bailey, Trove, Volcanoes, Wizard Laboratory.
* Most escape hatches are replaced by (single-use) shafts.
@@ -55,6 +56,7 @@ Levels
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.
@@ -62,7 +64,8 @@ Items
* Added shields of reflection.
* 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.
+* 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.
* Removed several randart armour brands like mapping and levitation.
@@ -79,7 +82,7 @@ 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.
+* 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.
@@ -94,12 +97,12 @@ 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.
-* 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.
+* Except for Nessos, launchers of flame can't be combined with poisoned ammo.
Monsters
--------
@@ -107,6 +110,7 @@ Monsters
* New plant: bush, can be fired through, two or more block vision.
* New monsters for the Shoals: merfolk, kraken, mermaid, siren, harpy, shark.
* Other new monsters: toadstool, giant leech, golden eye, new demon sixfirhy.
+* Fixed mimics not using the correct item glyph if it was redefined.
* (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.
@@ -121,6 +125,7 @@ Monsters
* Berserk monsters get doubled hit points, similar to the player.
* Bears go berserk, but mindless monsters can't.
* Hungry ghosts eat corpses.
+* Monsters get saner experience values.
* Bashing plants or fungi will only train Fighting/Unarmed Combat up to level 1.
* Glyph changes for minotaurs and some insects. See 052_monster_glyphs.txt.
@@ -152,7 +157,7 @@ Interface
* Add a shopping list ('$') to notify you when you can afford a listed item.
* 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).
+* Exclusions are displayed on the overview screen ('Ctrl-O' command).
* Show explored depth for all branches in the overview screen ('Ctrl-O').
* Autoexclusions get removed again once the trigger monster is no longer there.
* Dangerous clouds that are generated by the dungeon itself ("fog machines")
@@ -204,9 +209,11 @@ Tiles
* 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.
+* Added icons for chunk/corpse eating effects.
* Add some "animations" whenever the screen is redrawn.
* Vaults can specify custom tiles for features or monsters.
* Tiles can be recoloured dynamically.
+* The Shoals branch is our testing ground for a smoother level layout.
Code cleanup
------------