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@@ -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.