diff options
Diffstat (limited to 'crawl-ref/docs/changelog.txt')
-rw-r--r-- | crawl-ref/docs/changelog.txt | 56 |
1 files changed, 46 insertions, 10 deletions
diff --git a/crawl-ref/docs/changelog.txt b/crawl-ref/docs/changelog.txt index d3fda62e8e..2b7cd6b1e1 100644 --- a/crawl-ref/docs/changelog.txt +++ b/crawl-ref/docs/changelog.txt @@ -5,19 +5,34 @@ Also, list and features are still a work in progress. Breaks saves compatibility. + +0.6 Highlights +-------------- +* Three new gods. +* 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. +* Slime creatures and ugly things are more interesting and dangerous. +* Many cool new monsters, portal vaults and ammunition brands. + 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 Conjurations 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. * Sacrifice corpses with prayer ('p') rather than prayer and chop up ('pc'). Levels ------ +* New branch: the Shoals, with a 50% chance of replacing the Swamp. * Shorten Lair to eight levels. -* New portal vaults: Bailey and Trove. +* New portal vaults: Bailey, Trove, Volcanoes. +* Most escape hatches are replaced by (single-use) shafts. * New wall type "trees". You can see through one tree, but two trees in a row block vision. * Many new vaults. @@ -26,6 +41,10 @@ Items ----- * Added scroll of silence. * Added potions of brilliance and agility. +* Added shields of reflection. +* New ammunition material: silver, steel. +* New ammunition brands: dispersal, electric, exploding, penetrating, reaping. +* Added amulet of the guardian spirit, making you take damage from mp, not hp. * Lowered gold dragon armour's AC value. * Post-berserk exhaustion cancels Haste, even with an amulet of remove slowing. * Armour acquirement is more likely to fill secondary slots. @@ -39,33 +58,41 @@ Items Monsters -------- +* New monster: ballistomycete, spawned by and spawning giant spores. +* New monster: giant leech, a worm with a vampiric attack. +* New monster: golden eye, can blink and cause confusion. +* New monster: toadstool, growing on corpses. +* New monster "bush": + * Two or more in a row block vision. + * You can fire ammo and spells through them. + * If they catch on fire, fire may spread to adjacent bushes. +* Several new monsters for the Shoals. * (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. * Detected secret doors now remain unknown to stupid monsters. -* Let toadstools grow on corpses. * Hungry ghosts eat corpses. * Bears can go berserk. * Bashing plants or fungi will only train Fighting/Unarmed Combat up to level 1. * Upgrade equipment of Sonja, Psyche and Terence. * Jessica casts Pain and is considered evil by the good gods. -* New monster "bush": - * Two or more in a row block vision. - * You can fire ammo and spells through them. - * If they catch on fire, fire may spread to adjacent bushes. Characters ---------- -* Base carrying capacity depends on weight of the player species. +* New profession: Arcane Marksman, combining Crusader, Warper and Hunter. * Strength effect on carrying capacity doubled. +* 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. * Starting stats and equipment are no longer assigned randomly. * Gain of Health and Magic Points on level up is no longer random. * Round all aptitudes to multiples of 10. -* Overhaul Wanderers. -* Healers now start unarmed. -* Swapped Kobolds' aptitudes for Bows and Crossbows. * Miasma resistance is no longer tied to negative energy resistance; rotting resistance now implies both disease and miasma resistance. +* Hunter starting ammunition starts out at +1, leading to decreased mulching. +* Healers now start unarmed. +* Swapped Kobolds' aptitudes for Bows and Crossbows. Interface --------- @@ -75,8 +102,12 @@ Interface * Autoexclusions get removed again once the trigger monster is no longer there. * Dangerous clouds that are generated by the dungeon itself ("fog machines") generate autoexclusions when seen by player. +* Allow viewing off-level maps from the 'X' overmap with '[' and ']'. +* Level features (e.g. stairs, gates, altars) are listed in the 'X' map. +* delay_message_clear defaults to true. * Add !a inscription to prompt when attacking with this wielded item. * Abort some teleportation attempts with -TELE without losing the turn. +* Food and potions are never autoassigned to slots 'e' and 'y', respectively. * 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. @@ -84,6 +115,9 @@ Interface Spells ------ * Limit Summon Small Mammals to a maximum of two mammals per casting. +* Summon Small Mammals doesn't summon green or orange rats anymore. +* Tukima's Dance weapon strength depends on spell power and weapon weight. +* Summon Wraiths is replaced by Haunt, a smite-targetted summoning spell. * Call Canine Familiar only calls friendly canines. * Controlled blink causes glowing. @@ -99,6 +133,8 @@ Tiles Code cleanup ------------ +* Overhauled and improved the line of sight code. +* Many new lua wrappers to make lua much more powerful in e.g. map creation. * Unrandarts and fixedarts share the same, cleaner coding structure. |