From 7b3d5521603449ce961cc1b662a6e4f8305ff4c7 Mon Sep 17 00:00:00 2001 From: Johanna Ploog Date: Wed, 6 Jan 2010 00:05:02 +0100 Subject: Update the change log. --- crawl-ref/docs/changelog.txt | 70 ++++++++++++++++++++++++++++++++------------ 1 file changed, 52 insertions(+), 18 deletions(-) (limited to 'crawl-ref/docs') diff --git a/crawl-ref/docs/changelog.txt b/crawl-ref/docs/changelog.txt index 11bd149a68..09f477c3ec 100644 --- a/crawl-ref/docs/changelog.txt +++ b/crawl-ref/docs/changelog.txt @@ -22,12 +22,17 @@ 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 destructional 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. -* Recite has no food cost and no longer causes monsters to go berserk. +* Vehumet reduces mana cost and increases ranges of destructional spells. +* Kikubaaqudgha gives torment resistance, hands out corpses and the Pain brand. +* Xom is nicer about banishment and hostile monsters for low-xp followers. +* Xom has a small chance of reviving the player after death. +* Elyvilon doesn't mind butchery during prayer anymore. +* Greatly reduce damage dealt by TSO's wrath. +* Corruption is usable once-per-level and produces only neutral monsters. * Sacrifice corpses with prayer ('p') rather than prayer and chop up ('pc'). +* Recite has no food cost and no longer causes monsters to go berserk. Levels ------ @@ -39,13 +44,17 @@ Levels * Seal hell portals rather than Vestibule when the player picks up the orb. * Loosen restrictions about which branches may contain uniques. * Added mutagenic fog. +* Disallow mechanical traps in the Slime Pits. * Limit alarm traps to 1-3 charges. +* Trap disarming prompts if you have less hp than the trap's maximum damage. * Lua maps are much more customizable. * Alternate branch endings for Hells, Hive, Swamp, Vaults. +* The pandemonium lord's levels get special announcements. * Many new vaults. Items ----- +* Removed hand crossbows and Darts skill. * 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. @@ -54,6 +63,7 @@ Items * 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. +* Amulet of clarity prevents unvoluntary berserk. * Lowered gold dragon armour's AC value. * Removed several randart armour brands like mapping and levitation. * All randart weapons get a brand. @@ -62,16 +72,16 @@ Items * 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. * Added wands as an acquirement option. * Potions of resistance last longer. * Weapons of holy wrath cannot be cursed. -* Improvements to whips and demon whips; the latter can now be blessed by TSO. +* 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. * More generous stacking of ammunition. * Lowered mulch rate for branded ammunition. -* Increase whip damage, availability and branding chances. * Weapons of electrocution discharge in water. * Remove evocable mapping/teleportation from artefacts. * Removing +Lev items cancels levitation and is disallowed over water. @@ -81,29 +91,40 @@ Items * Vampiric weapons can only be wielded at full and cause hunger when wielded. * Mummies and ghouls get no healing effect from vampiric weapons. * Shields can be enchanted maximum to +3. +* 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. Monsters -------- * New monster: ballistomycete, spawned by and spawning giant spores. * New plant: bush, can be fired through, two or more block vision. -* Several new monsters for the Shoals: kraken, mermaid, siren, harpy. +* New monsters for the Shoals: merfolk, kraken, mermaid, siren, harpy, shark. * Other new monsters: toadstool, giant leech, golden eye, new demon sixfirhy. * (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. +* Several cool new uniques. * Display magic resistance in monster descriptions. * Hydras pick new target for remaining attacks if their current foe dies. * Make monsters forget player position if the player teleports away. * Implement and use monster spells "blink away" and "blink closer". -* Detected secret doors now remain unknown to stupid monsters. +* Detected secret doors remain unknown to stupid monsters. * Monsters may quaff potions of might and berserk rage. -* Bears can go berserk. +* Demons spawned during the orb run will actively seek out the player. +* Berserk monsters get doubled hit points, similar to the player. +* Bears go berserk, but mindless monsters can't. * Hungry ghosts eat corpses. * Bashing plants or fungi will only train Fighting/Unarmed Combat up to level 1. -* Buff monsters' Airstrike damage. * Upgrade equipment of Sonja, Psyche and Terence. * Jessica casts Pain and is considered evil by the good gods. +* Glyph changes for minotaurs and some insects. See 052_monster_glyphs.txt. Characters ---------- @@ -111,7 +132,7 @@ Characters * 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. -* Wanderers have been overhauled and are much stronger now. +* Wanderers have been overhauled and are much stronger. * Starting stats and equipment are no longer assigned randomly. * Many status effects and durations use delay rather than turn count. * Gain of Health and Magic Points on level up is no longer random. @@ -119,20 +140,23 @@ Characters * Nerf damage reduction of the player's elemental resistances. * Distracted stabbing is more likely, but resulting damage bonus is lowered. * Fighting is noisy depending on damage dealt, weapon type and brand. -* Decouple miasma resistance from negative energy resistance; rotting - resistance now implies both disease and miasma resistance. +* Decouple miasma resistance from negative energy resistance; + rotting resistance implies both disease and miasma resistance. * Regeneration only increases hunger while regenerating. * 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, leading to decreased mulching. -* Healers now start unarmed. +* Healers start out unarmed. * Hill Orcs get good Stabbing aptitudes. * Swapped Kobolds' aptitudes for Bows and Crossbows. +* Sling-based Hunters generate with bucklers. Interface --------- +* Fix wands not prompting when fired at allies. * Add a shopping list ('$') to notify you when you can afford a listed item. -* New memorisation interface. +* 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). * Show explored depth for all branches in the overview screen ('Ctrl-O'). @@ -147,26 +171,32 @@ Interface * New lua file autofight.lua which allows auto-attacking of the nearest enemy. * Abort some teleportation attempts with -TELE without losing the turn. * Food and potions are never autoassigned to slots 'e' and 'y', respectively. +* Vampire's inactive mutations are coloured darkgrey and/or bracketed. * 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. * Allow more than 8 colours in Mac builds if the terminal supports it. * Disable autoexplore in labyrinths. * Colour experience pool according to fullness. +* Remove superfluous --more-- prompt after purchase. Spells ------ * Removed Divinations spell school. +* New spell: Iskenderun's Orb of Destruction, homing in on target. * Limit Summon Small Mammals to a maximum of two mammals per casting. * 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. * Call Canine Familiar only calls friendly canines. * Condensation Shield is more effective. * Improved Passwall interface. -* Allow Mummies to cast Summon Horrible Things, now temporary. +* Allow Mummies to cast Summon Horrible Things. * Controlled blink causes glowing. * Disintegration is really messy. @@ -180,7 +210,10 @@ Tiles * Ctrl-Left-Click: cast spell at target (monster or player) * 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. * Add some "animations" whenever the screen is redrawn. +* Vaults can specify custom tiles for features or monsters. +* Tiles can be recoloured dynamically. Code cleanup ------------ @@ -190,9 +223,10 @@ Code cleanup * Distribute code of large cc files into smaller ones. * Many new lua wrappers to make lua much more powerful in e.g. map creation. * Unique placement code has been moved to lua and is directed via uniques.des. -* Add property hash to monsters. +* Add property hash to monsters, and use it generously for various monsters. +* The documentation file aptitudes.txt is autogenerated from the aptitudes code. * Consolidate similar functions. -* Cleanup of included header files. +* Cleanup of included header files, reducing compilation time. * Unrandarts and fixedarts share the same, cleaner coding structure. * Removed some dead code. -- cgit v1.2.3-54-g00ecf