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path: root/crawl-ref/docs/changelog.txt
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* New change log section: Ranged combat.Johanna Ploog2010-01-141-19/+21
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* Update change log.Johanna Ploog2010-01-141-5/+12
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* Fix more typos.Johanna Ploog2010-01-061-2/+2
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* Fix a typo, remove some of the more minor changes from the change log.Johanna Ploog2010-01-061-13/+5
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* Update the change log.Johanna Ploog2010-01-061-18/+52
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* Some additions and changes to changelog.David Ploog2009-12-091-6/+8
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* More additions to the change log.Johanna Ploog2009-12-091-7/+23
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* More additions to the changelog. Still more to come!Johanna Ploog2009-12-081-3/+23
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* Add missing changes to change log. More to come!Johanna Ploog2009-12-081-4/+25
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* Fix typo in the change log.Johanna Ploog2009-12-071-1/+1
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* Add more stuff to the change log, drawing on the wordpress Playtesting posts.Johanna Ploog2009-12-071-10/+46
| | | | | | Still doesn't include everything (for which I'll check the change log later) but does include some changes that are too minor to be included in the release notes. As usual, the "Highlights" are extremely subjective.
* Chop changelog into topic based portions.Johanna Ploog2009-12-061-53/+81
| | | | | I haven't included anything new (or thrown out existing mentions), just changed the ordering and, occasionally, phrasing.
* Add another changelog entry.David Lawrence Ramsey2009-11-211-0/+1
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* Update changelog entry.David Lawrence Ramsey2009-11-211-1/+1
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* Typo fixes.David Lawrence Ramsey2009-11-211-2/+2
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* Various changelog updatesMatthew Cline2009-11-211-2/+21
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* Add changelog entry.David Lawrence Ramsey2009-11-081-0/+1
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* Changelog wording tweak. (dpeg, twb)Jude Brown2009-11-091-1/+1
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* Rename FeawnCharles Otto2009-11-081-1/+1
| | | | | In most places Feawn is now referred to as "Fedhas," its long name (used in the religion screen) is "Fedhas Madash"
* Changelog update.David Lawrence Ramsey2009-10-181-0/+2
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* Add wording fixes.David Lawrence Ramsey2009-10-131-2/+2
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* New option explore_delay, which lets you make the delay between auto-exploreMatthew Cline2009-10-131-0/+3
| | | | | | moves be different than the delay between the moves of other types of travel. By default (explore_delay == -1) the auto-explore delay is the same as travel_delay, preserving the old behaviour.
* Remove a 0.5.2 item from the 0.6 list plus one other tweak.Eino Keskitalo2009-10-131-2/+1
| | | | Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Changelog additions.David Ploog2009-10-121-1/+7
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* Update changelog.David Lawrence Ramsey2009-10-091-1/+2
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* Resync the 0.6 changelog with the 0.5 one.David Lawrence Ramsey2009-10-091-0/+42
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* Update changelog.David Lawrence Ramsey2009-10-011-0/+1
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* Implement another new unique, this time of my own coding: Maurice the thief.j-p-e-g2009-09-221-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Equipment: a cloak, a dagger or short sword, and some gold. Spells : Blink, Invisibility, Teleport Self Most importantly, in melee combat Maurice will try to steal items from the player. Due to technical limitations he can only steal item types monsters can carry and only if said item slot is still free. All applicable items get weighted by item value, and if nothing is applicable he will steal some gold instead. If even that isn't possible, he'll complain a bit and teleport away. Maurice is placed in the same depth as Gastronok. He's not actually hard (except for the occasional weapon brand or wand), but rather annoying. :p Stealing from monsters hasn't been implemented, and I don't think it's as interesting. Maurice is currently prevented from stealing items the player has equipped, though I'm considering allowing him to steal a wielded weapon, at least. The limitations of monsters' inventories means that Maurice will never attempt to steal armour (slot already filled) or jewellery (missing slot). Maybe we could try to force valuable items into inappropriate but rarely used slots, e.g. MSLOT_MISC. Other than in the FR (see 2838375) Maurice does not disappear from the level, so you can still hunt him down. He also doesn't get a crossbow or blowgun yet, though that's an interesting idea. However, handing out a secondary weapon would mean that he couldn't steal weapons either. Doesn't have a tile yet, and I have no image of him in my head either. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10776 c06c8d41-db1a-0410-9941-cceddc491573
* * Actually use the rock worm's corpse tile.j-p-e-g2009-09-211-0/+2
| | | | | | | | * Tweak a few skill titles. * Update the change log (not for these, though). git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10769 c06c8d41-db1a-0410-9941-cceddc491573
* * Fix wizmode autoexplore (used for debugging) not nuking traps, as itj-p-e-g2009-09-201-0/+6
| | | | | | | | | claimed to do. * Fix post-berserk exhaustion not cancelling haste if not wearing the "RS. * Update change log. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10752 c06c8d41-db1a-0410-9941-cceddc491573
* Experimentally use Denzi and/or Mitsuhiro's water tiles for the Shoals.j-p-e-g2009-09-161-1/+4
| | | | | | | | | | | | It's possible that they make the water look too busy, but maybe I only need to get used to it. Also add some more alternative tiles for the plain dungeon floor and walls, and move around some spell tiles again. Also fix 2844278: melding stacks stat bonuses for Merfolk. Update change log for the starting stat and exclusion changes. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10688 c06c8d41-db1a-0410-9941-cceddc491573
* Add the last missing spell tiles.j-p-e-g2009-09-131-0/+3
| | | | | | | Update change log. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10668 c06c8d41-db1a-0410-9941-cceddc491573
* Add one more changelog update.dolorous2009-09-111-0/+1
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10654 c06c8d41-db1a-0410-9941-cceddc491573
* Move around a couple of spell tiles, reorder spells in the tiles code,j-p-e-g2009-09-111-4/+6
| | | | | | | | and document the missing tiles. Also add a tile for small skeletons, and update the change log. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10653 c06c8d41-db1a-0410-9941-cceddc491573
* Call Canine Familiar only calls friendly canines (plus changelog update on ↵evktalo2009-09-041-0/+2
| | | | | | the summon changes). git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10620 c06c8d41-db1a-0410-9941-cceddc491573
* Slight changelog tweak.evktalo2009-08-221-1/+1
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10595 c06c8d41-db1a-0410-9941-cceddc491573
* Reimplementing playing with dolls ('-' command). Keys are mostly the same ↵ennewalker2009-08-181-0/+1
| | | | | | | | | | | | | | as the 0.4 version and are documented. Dolls are no longer limited in what features they can force, so your character can always look like a flaming centaur with wings if that's how you want to present yourself. This shouldn't cause any major breakage with save games or dolls.txt files, although expect some weirdness. Sorry. Also, fixed a bug where barding wasn't appearing on nagas or centaurs. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10568 c06c8d41-db1a-0410-9941-cceddc491573
* Because I couldn't resist dploog's jibe: start the change log for 0.6.j-p-e-g2009-08-131-0/+79
| | | | | | | | Yes, I know that some of the smaller stuff might already make it into 0.5.2, but at least we don't forget about it. Right? :) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10541 c06c8d41-db1a-0410-9941-cceddc491573
* Forward-port the renaming of changes.stone_soup to changelog.txt from dolorous2009-07-171-0/+1196
0.5 r10259. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10260 c06c8d41-db1a-0410-9941-cceddc491573