Features of version 0.1.0 (finished 1.11.98, not released)
Extended recall patch
Blood of Life patch (a potion that allows you to cheat death once)
Infravision mutation improves it by random amounts
Golems have better histories
Golems have -10 to speed (duh)
Mages have trouble wielding anything but daggers and quarterstaffs
Chaos Warriors have trouble wielding anything that is not chaotic.
They start with a chaotic broad sword, though.
Monks have two new techniques at higher levels (just liked their names,
I guess)
Chaos Warriors got better sensing (similar to rogues)
'great' replaces 'excellent' in many places (for consistency; the flag
is called DROP_GREAT)
Added a bunch of new monsters, mainly from Kamband (aquatic ones) - a
few are from the M&M RPG series (golems mainly). 'x' are eXtra-terrestrial
aliens; they may seem familliar, too... 950 monsters in total
Unfair monsters (mainly at low levels - too powerful or too easy to
farm)
Monsters resistant (half damage) or immune (not 0 damage, just very
little) to various types of weapons
FHotA are not undead (why should they?)
Monsters like Great Wyrm of Balance, who were both good and evil, are
now neither (it would make no sense with the lack of factual player
alignment). All paladins (except anti, of course) are good
Monster spoilers now mention the AQUATIC, CAN_SWIM,
CAN_FLY and the new flags
Neutral sex (don't ask me what's the use...)
Damage dice of arrows and weapons can get enhanced sometimes (O)
Pernament protection from evil for priests at level 50 (O)
Various classes get extra shots with various weapons (O)
Monsters harder to hit in trees, extra vulnerable if swimming (O)
"Seeker" sling bullets in place of peebles
Chaos fog as terrain (may corrupt you, so beware!)
Weird attacks (ego items only, no race has such an intrinsic) - more
deadly compared to Kam
Sanity (from Kam) - sanity draining also accompanies brain smashing,
and may be inflicted by angry deities. Low-level monsters that cause
insanity are considered unfair. Added ego-items of Insanity
Rogues can steal money from monsters (from O), adjusted this to player's
experience level
Gods (from Kam), although without sacred and hated monsters. Praying can
result in four outcomes: reward, "leave me alone", warning and deadly
retaliation. Chaos Warriors cannot worship gods (they have their patrons).
Gods code has been tweaked to make them less deadly if you neglect
to sacrifice
Thrown weapons - not fully implemented (O)
Features added in 0.1.1 (finished 6.11.98)
Golems now have their starting speed penalty based on INT. INT of 18
eliminates the penalty altogether (but no positive bonuses are possible)
Amber-specific monsters and uniques removed. Eldritch horrors and
their spawn removed (except Cthulu and his minions, hmmm...) Monster
list renumbered (849 monsters now)
Artifacts returned to their original names. Dunedain come back in place of
Amberites. "Straight Road" replaced the Pattern
"Weapons of Valinor" replaced Pattern weapons
Gods got the names of Valar. "God" replaced with "deity" to be non-sexist.
The "Elder gods" are now the Deep Ones, culminating with Cthulu opposing
Iluvatar
Luck (from S). Luck influences saving throws and item generation, as well
as the effects of praying. Luck is not generally known to the player
(even when enlightened via the potion, was fixed in 0.1.2)
Added the NOMISS, SAMESPD monster flags, HALLU,
LOSE_LUC, HUNGER
attacks (the HUNGER attack is currently not used by any monster)
Better arena levels (floor is mostly water or chaos fog)
Persistent dungeons (from K)
Black Breath (saps experience and stats occasionally, can be cured
by eating athelas). Weapons of Morgul now confer this
Hunger shown in percent on the second player info screen (actually 99%
means you're almost full, but it's called 'Hunger' for short. Sorry for
the confusion)
Features added in 0.1.2 (finished 15.11.98)
Code brought into partial conformity with Z 2.2.1
HURT_FIRE and HURT_COLD flags implemented. You will,
however, only learn
about the effects when casting a spell (not when attacking with a weapon
of Burning/Freezing)
Rings of Sustaining and Resistance
Groo is a 'T' now, since he's a troll (I presume)
You can no longer kick aquatic monsters in the ankle
Bashing an altar unsuccesfully decreases your grace (if you have any) to
prevent bashing abuse (bash, heal, bash, until the altar is converted)
Better summoning traps, spiked pits may activate the Black Breath
Spell blasts from angry deities now work correctly, but extracting
of deity name for the tombstone doesn't (you get things like 'killed
by a Player' or similar :)
Luck level can be known via the Potion of Self Knowledge, which is
*way* more common now (level 10 item), and can be bought in the
alchemy shop, too (this is a provision for future frequent luck changes
and the need for the player to check it rather regularly)
Item hitpoints (from K), only base damage rolled with a weapon is
substracted from HPs (prevents breaking of Daggers of Extra Attacks after
one round of powerful blows); for warriors, this is additionally divided
by two (making for the fact that warriors can't use much else to damage
monsters, unlike magical classes)
This means you can take around 50-100 hits with a weapon (better weapons
usually get more average hits, but the progression isn't extreme). Of
course the damage you do with those ~100 hits depends on your other
equipment and stats
Edged weapons are the best in this respect, followed by maces and
polearms. To balance this, many monsters resist swords, while polearms
can get unopposed through almost anything (including many high-level
monsters)
Scrolls of Repair, which can be bought in the alchemy shop, allow you
to wonderfully renew your weapon (this *is* magic, after all...), so
carry a supply of them just in case and check the weapon (the I key)
sometimes for signs of overuse
Tactics au ADOM, nine levels. Tactics influences AC, to-hit, to-dam,
stealth and saving throws (tactics is changed by pressing 't' at the
character screen)
New cheat option, allowing the player to be invulnerable to physical
and most spell attacks which reduce HPs
Two new wizard options: outfit the player (gives some great goodies
as inventory), and shuffle the stores. Assigned to O and S keys,
respectively
Better descriptions of skills (from J), separate description for each
rating
Added the one thing that always bothered me: spaces after each newline
when processing monster descriptions, thanks to J
Added two new quests made up by DarkGod and available in the elvish
town of Angwil
The SAMESPD flag is removed, the code calculating energy in melee2.c
having repeatedly crashed the compiled Linux binary. Strange indeed!
Features added in 0.1.3 (finished 30.11.98)
Code brought into partial conformity with ZAngband 2.2.2 (incl. the
new quests)
Scrolls of Enchant Item now work on those rings which have a pval
Scrolls of *Remove Curse* can sometimes reverse the curse on an item
(a Ring of Damage [-9] becomes a [+9]). The chance increases with
your level, and the item must be cursed (trying to reverse an uncursed
bad ring will not work)
Returned to the old code for handling destroying of inventory items. Only
weapons and armor need and will use the hitpoints now
Potion of Extra Attacks! Now guess what's this for :-) It always works
the first time, but may fail later...
The Stone of Lore no longer gives pernament light
The Weaponmaster will now give you the average damage a weapon does
Clarified a bit what the "niceness" of a god means
Stupid me! I've added the naming routine to a portion of the code which
was #ifed out at compile time, so no wonder it didn't work! Now corpses
are named properly
No unnatural corpses will be generated (no legs of snakes, arms of
potion mimics and so on)
Eating corpses confers on you effects taken both from monster attacks
and their flags. It can give you timed resistances, drain experience,
restore mana, induce unpleasant things, and many others. I added a few
new flags in RF9_ for this purpose
Corpses are now a nice present for your deity (separate body parts may
be valued less). This partially solves the dilemma of sacrificing your
best finds to please your godly patron
You can choke on food, so don't be a glutton (this has to be tuned out,
high constitution would probably help avoid death from choking) - it
induces vomitting and confusion anyway, even if you make a saving throw
Flavored attacks (ie. colorful and sometimes plain silly messages
when you hit a monster) - switched off by default
A guild for Chaos Warriors - you can buy (draw, actually) mutations or
have all of them removed for a hefty price. You can also make a chaotic
weapon from any weapon that is not an ego-item already. Like with other
guilds, those services are also available for outsiders, but for a
considerably higher price
Eol, Maeglin and Ar-Pharazon added in lieu of suspicious non-Tolkienian
uniques (all are taken from O, Maeglin is downgraded and appears at a
higher depth)
I forgot to make Morgoth drop his goodies again... now corrected. Also
removed the useless artifact drops from Amberites, and added Eol dropping
one of his famous two swords (Arunruth or Anguirel)
Weapon damage depends on player's strength and monster's AC. In extreme
cases it can take ten times as much damage as normally possible! Warriors
reduce the damage loss based on their level (not a fixed divider of 2)
Super heal spells for Morgoth and Sauron
A new 'precognition' power for mindcrafters (at level 30). Lets you
know what OoD monsters and objects are on a level, without need for
cheating. The working time is limited, so it's best to cast when changing
levels. Note: the old 'precognition' power (detecting monsters and all),
has been renamed to Awareness
Undead start out at night
Features added in 0.5 (finished 25.12.98)
First of all, fixed the dreaded "turning High Mage" bug, which, as
it turned out, appeared when using staves
Some features from ZAngband 2.2.2d added (including slower regeneration
and less vampiric draining for badly mutated characters)
Started working on the new magic system, in which fire, air and earth
based magic replaces chaos, sorcery and nature, respectively. Water
is left in lieu of trump (unfortunately). Arcane magic is also
rethought. Life and death remain unchanged
See the ../lib/help/magic.hlp file for details
Priests and paladins get a random minor god to start with, and some
starting grace (influenced by WIS)
Restored items of *Slay* /Foo/ to their vanilla glory
Roguelike command for sacrificing/god info (^O)
Fixed a bug with negative price for branding weapons in CW guild
Fixed running through and near to trees
Fixed removal of mutations (some messages were out of place)
Scrolls of Nothing can no longer be sold in shops
Fixed a stupid bug with some options not being saved
Barbarians (and only they) also get hasted when using the Berserk
innate ability. Spells and random berserking do not confer this
No sensing while berserk (by spell, mutation or racial ability)
Recharge service in towns works once per day - this is now explained
Fixed problems with some bad mushrooms being sell-able
Regularized the attacks hounds have (always 1 or 2 bite attacks and
2 claw attacks)
Smart monsters will not get scared while the player is confused
Timed blindness and confusion resistance, combined as an effect in
the Potion of Clear Mind (as requested by Chris Weisiger)
Gods will only reward you for converting altars if you're pious enough.
Unsuccesful bashing is rather bad for your alignment, to prevent bashing
abuse
Gaze and touch of death applied to some monsters (stay away from those
beholders, now...) Undead races and golems are immune
Timed ego properties of a weapon; all branding spells now use this.
Branding code is fixed to preserve to_h/to_d bonuses, if greater than
zero. The whole thing is a huge hack; the timeout value is used (basing
on the fact that a weapon should not be both artifact and ego). Damaged
items cannot be branded (or else it would be a repair spell too)
Branding in guilds will give you pernament brands, though
*IMPORTANT POINT* - you cannot sell weapons thus enchanted in shops,
to prevent making fast money!
Stoning attacks (only in melee) - you will get stoned in 5 turns (or
as much as there are given as monster "damage", but setting this
over 5 is not particularly sensible)
"Stoning bolts" as one of the Earth spells (doesn't work on uniques
and some (mostly nonliving) monsters). Other monsters may still
resist, and *you* may get hit with the reflected bolt. You have
been warned
The game reacts to phases of the moon, like NetHack. On a full moon,
your luck will always be positive; on a new moon, always negative.
On Friday 13th your luck might be very, very bad...
Mixing potions as one of the Water realm spells. The downside is that
(a) there are not very many combinations presently, (b) order matters
(mixing A with B is not the same as mixing B with A), (c) this can
be abusable to a certain extent (if you're patient enough)
Flooding area as one of the Water realm spells. Monsters which cannot
swim will start to take damage by drowning (uniques can't die by
drowning, though, but nearly all are able to swim)
This is an experimental feature, and quite buggy to boot. Monsters are
not very smart and will happily continue on drowning if they're "chasing"
you through a wall
There is a problem with monsters which don't move. Although some are
able to blink away, most (eg. mimics) will die on the spot. But you
can always kill a mimic with a missile/spell attack, so drowning it is
all too similar
"Transfer Life" is a spell that allows you to empower your weapon with
some of the effects monster attacks and properties have, via their
corpses. In the True version, brands are pernament. Note that if a
monster has, say, only one elemental attack of four, the chance of
getting it as a brand is 1/4
Corrected the graf-new.prf file, to display proper monster tiles (not
all monsters have tiles, as for now - this is rather annoying at moments)
You cannot target non-hostile monsters
A lot more monsters (including some baby/young dragons) have the
HURT_FIRE or HURT_COLD flag
When resting, your character will try to repair his wielded weapon. How
fast s/he can do it depends on their DEX
Warriors can buy a random slay/kill brand in their guild
Features added in 0.6 and 0.6b (finished 15.1.1999)
Added most of the things present in ZAngband 2.2.3 (note: the
'vanilla town' option can be requested with the -t command line parameter.
DON'T restart a game without this switch if you started one with it,
or vice versa (and I mean it! Make a batch file/script. You have been
warned)
Pet commands are assigned to the P key (^P in roguelike keyset)
Support for X11 tiles (the 8x8 ones) has been taken from Angband 2.8.3,
but is rather broken at present.
Automatic Roman numbering of your characters. When you die, a counter
of successive generations is incremented and the next character you roll
has it added to their name as a Roman numeral (for example Foo XXIII).
Some people find it a method to distinguish the 'descendants' of a
character.
This feature is #defined in config.h, and is not compiled in by default
Friendly uniques now have their own set of sayings in friendly.txt.
Most of those were contributed by D.Stage (dstage@u.washington.edu)
and Ethan Sicotte (slit@maine.com)
Variable letters and colors to represent the player, depending on
race/class (instead of the default white @)
Fixed an unwanted interference of timed ego items and their activations,
resulting in loss of ego after recharging time has elapsed
Arcane branding spell now makes timed weapons of Slaying rather than
Trump ones
Fixed Petty Dwarves' histories
Fixed Eol, Maeglin and their swords once more, to be more in accord
with actual Tolkienian narrative
Fixed a stupid bug which caused finishing of "find artifact" quests
by wielding or picking a normal weapon
Horns, beak, tentacles and the like mutations decidedly ruin your
charisma level
Beastmen and Vampires got their stat bonuses (DEX and INT) improved,
at the expense of worse luck
Fixed the Create Water spell, which produced a crash
Creating small floods with weird attacks now gets a proper description
?=/(|$# monsters no longer cry out in pain
No zero scores in the high score table
Detecting traps detects traps on chests
Detecting doors detects locked doors
Reworked some GOOD/EVIL flags on monsters (there are good dragons too now)
Three more types of dragons in dragon pits (bronze, gold, pseudo)
Dunedain are more prone to get the "resist serious damage" mutation
New Dunedain classes (ie. those not in vanilla) now have proper tiles
assigned
Pernament ESP and temporary ESP combined let you see dumb monsters
Fixed a few water spells, disabling ability to flood deep lava, stairs
and quest features
The O command always displays the god info. W is used for 'W'orshipping
(sacrificing). In roguelike keyset they're resp. ^O and ^G
Features added in 0.6c (finished 29.01.1999)
Changed the way gods are handled. Right now, you only have grace, which
increases with offerings and decreases with time (albeit very slowly)
and prayers. Different levels of grace will yield certain effects on
you; when you are pious enough, you have to find an altar and get
crowned, and get a nice (or not) artifact.
Deities were reduced to six in number, and so were altars. Altars are more
rare - roughly one in five levels, but sometimes there can be two on
a level.
Priests and paladins are likely to damage WIS (not CON) when over-exerting
from lack of mana
Vault type is printed when cheat_room is on
Some new vaults (mostly the greater ones) designed by Chris Weisiger
Scythes of Slicing are vorpal
Added the whisper/yell patch by Jon D. Boehnker (jboenhker@aol.com)
Features added in 1.0beta (finished 21.02.1999)
The player has an alignment! The good/neutral/evil nature of our @ is
directly linked to the god they worship (when changing gods they change
alignment), like in NetHack. Alignment + good charisma may cause some of
the weaker monsters (but no more than 50%) of your alignment to be created
friendly (does not apply to uniques, questors and summoned monsters)
Black breath handling is broken and will be removed eventually
Some races start with a specific alignment, some without any (marked '-')
Extensive changes to monsters' flags (also see below): coins and Q's
no longer animals, yeeks good, drastically reduced the number of evil
animal monsters
Star signs have some interesting influence on the character (not completed)
Fixed a bug with *identification* of charging artifacts
Fixed floating numbers being rounded at the beastmaster's
CTRL-V will print features (compilation options) the game was compiled with.
Mainly for me checking the ARCN state
Fixed automatic weapon repair to adjust it to player's DEX. Now you need
to have DEX of at least 13 to be able to repair anything, and even then you
have only 1/10 chance each turn to improve it by small amount (warriors
repair at double rate). The amount repaired with each try increases
exponentially as DEX rises higher. Having DEX of 18/200 or more makes all
repair checks succeed
Removed the S-Lang scripts support - no longer developed by RR
Reworked the final scoring routine. Now includes penalties (percentage
modifiers) for having mutations, except for beastmen and CW
You are no longer notified about monsters using phase door/teleport when
blind
New "metric" option allowing the game to display things in kilograms and
centimeters instead of pounds and inches
Smart monsters don't pick up cursed objects, and no monster will pick
up the corpses of its kin
Fire/plasma breaths can turn floor and most features into shallow/deep
lava, respectively. Cold/ice breaths can freeze lava into floor again
dded monsters' vulnerability to electricity, acid and poison (poison for
quylthulgs, acid for plants and some mechanical monsters, elec for
some water monsters)
RES_STON can be used to mark monsters resistant to stoning (other than
mimics/undead/constructs). Mainly needed to protect the cockatrices...
Vaults have min/max level constraints (most are without any, though).
Max level of 0 translates to max level of 127
Corrected a fatal bug with Create Water spell once again
'War Branding' spell now does actually inflate/deflate damage dice of
a weapon
Fixed a bug with number of items on floor when blind
Added skill numerical ratings beside descriptions, for easy orientation.
Added some "likely mutations", if the player is of evil alignment. Discover
for yourself :)
Lowered exp penalties for H-Giants (30%) and H-Titans (100%)
Fixed breaking random artifacts. Some (rarer) items now have the NOBREAK
flag, which means they'll never get damaged in melee.
Rings of Sustaining/Resistance fixed weight, random high resistance for
the latter
New, better rules for damaging weapons: 1) each total loss of HP results
in to_hit, to_dam, and damage dice/sides (sometimes) being reduced, 2)
after that the whole 'breaking' process starts again, 3) using a scroll
of repair will restore lost dice and change minuses to 0, if not
cursed, 4) the items are not marked as damaged in any way, they're
just slightly deteriorated (the message you get reflects this).
Fixed bug with ARCN and newly created savefiles
Yipee! At last! Away with the ugly numbers in r_info and the neccesity
of updating all your quests when renumbering monsters! Now you can (and
indeed must :) give the full name of the monster in quest data. The name
must EXACTLY match the one in r_info.txt (case is irrelevant), or else
nothing appears
Added some monsters and nice items courtesy of Paasi Huttunen
Bull Gates can no longer appear in the dungeon or outside, thus solving
problems with the M$ quest
Features added in 1.0 (finished 1.03.1999)
Completely reworked wilderness, now size 16x19. A new town, Zul, added
in the mountains of the north (courtesy of Brent ''RaBiD'' Diana)
No random quests for unfair monsters if the option is off at startup
(if it isn't, and you switch it off later getting sick of S-T Distortions,
strange things might happen if such a quest was rolled. You have been
warned)
Invisibility implemented. It burns LOTS of food, so be careful not to
starve. Invisibility spell added to Air realm. Transparency effects
implemented, similar to ADOM's.
Use of Artifact Creations scrolls can be cancelled without losing the
scroll
Greatly reduced Water spells costs/fails for mage types
Changed vanilla_town option to be asked at startup
Inventory slot (quiver) for ammo
Monsters can hit traps (quite unbalanced and buggy for now). Smart monsters
can disarm traps. Flying monsters are unaffected (not compiled in by
default)
Reworked critical hits; made maximum probability dependent on class as
well as on weapon weight/level. More types of critical hits, with
*EARTH SHATTERING* giving as many as 10 times the base damage. This gives
warriors which use heavy weapons an extra edge against tough monsters
Lowered the percentage of mountains in hilly terrain - the game hung
sometimes, being unable to find a place for monsters
Final score computation method totally reworked. See the FAQ
Tombstone will now mention death from paralyzation
You can only sign up for quest when your level is half the quest danger
level. IOW you must reach level 2 to do the first quest (Thieves' Den)
Tired of making up new player names over and over? Want to save your
high score list from monotony? The game can give your character a random
male or female name if you do not provide it yourself. Over 800 male
and 400 female names (see {m|f}_rnames.txt in lib/info).
Feel free to expand this
Features added in 1.0b (Finished 6.03.1999)
Mostly minor bugfixes: prevent spawning infinite arrows, fix trouble
recalling from wilderness, tweak a few monsters, lower cost and value
of items giving bonuses to speed, rework Wands of Striking/Storms
(appear earlier), fix metric weights in shops, fix druid quest again
Features added in 1.1 (Finished 30.03.1999)
k_info no longer needs number indexes, like r_info. However, the downside is that some objects have the same names, which leads to confusion when pre-placing objects in a quest or giving rewards. To avoid this, names of Rings, Amulets etc. of Teleportation (the bad ones) have changed. Had to move money to the beginning of k_info, since money objects start and length is defined as constants. Do not add new types of money above the basic 18. You have been warned
Added the ability to pre-place monsters in vaults, marking them with a, b... j in the order given on the M: line. Added some new 'typified' vaults.
Fixed the generation of preplaced ego-items in quests (see eg. the M$ quest for loads of junk crowns and cloaks)
Two-handed weapons; unlike Angband64, you do not gain increased damage from wielding a one-handed weapon with two hands; this is just for realism
Reworked tactics: descriptions more grammatical, modifiers shown on top line, only influences fighting/AC (to prevent warriors from getting too good save throws, especially at higher levels)
Entering level with random quest will inform you how many monsters are still there (this only applies to soft quest rules)
Startup options accesible via the = key when creating character. Unfair monsters moved there, as well as added ironperson options and damage_items
Ironpersons start with more food and light (does not apply to scrolls of satisfy hunger)
Tweaked frequency of objects in alchemy shop - ?oRepair and !oSK are more frequent, at the expense of ?oSH
Food rations in the dungeons are rarer and only appear singly (ditto for slime molds). In general, players, especially ironpersons, are forced to be more dependant on corpses (or scrolls, but these are rarer as well, see above), or spells
Fixed a bug with game crashing after recalling back to the city of Zul
Added a 'dimension door' spell for monsters (teleport to player). Monsters which have both blink and dimension door will try to 'hit 'n run', if smart
No more than seven Nazguls can be created. This does not apply to pre-set Nazguls in quests (although it is not recommended to do so)
Amulets of Anti-magic really are helpful now (generate a radius-3 anti magic sphere)
Game is able to parse 8-bit characters correctly (eg. in player names), and display date high scores according to current locale date format
Vastly expanded the number of terrain grids items may be dropped on. You will be notified about stairs and altars hidden beneath piles of stuff.
Expanded the list of uniques' crimes with over 100 entries from a list by malagigi@aol.com. Some of the are rather humorous...
Fixed bugs with many quests (thanks to Steve Fisher's inquisitive investigation of the topic
Monster recall info now makes extensive use of newlines, making it way easier to read (and find the info you need). Monsters with long descriptions, like Morgoth, may cause part of the info to be omitted, though
Player can be sensible (intrisically) to fire/cold/elec/acid. You take double damage from the appropriate element in all cases. Nothing short of complete immunity can eliminate this
Ent race added, replacing Sprites (I never liked them anyway). +5 to speed, see invis, slow digestion, sensible to fire, can grow trees as intrisic abil
Added artifact descriptions and the code that shows them during *Identify*
Features added in 1.2 (Finished 08.05.1999)
Expanded mindcrafter class, uses foci like in Psiband, has some toggled
powers that need mana to upkeep and automatically switch off if it runs out.
Monsters can be poisoned (weapon or spell). Uniques tend to recover
quickly. The poison brand now does x2 damage only (x4 against vulnerable
monsters) in compensation for that.
Secret doors can be locked (50% chance); door state is determined upon finding.
Quests may be marked as 'one-run' - once you exit them, they are no longer
available, and you get no reward (currently Thieves Den, Vapour, Orc Camp,
Spawning Pits).
Druid quest changed to chasing out a hostile necromancer, moved his hideout too.
Moved vanilla_town to the startup options screen.
If show_labels is on and items can be damaged, weapon/armour status will be
displayed in {} for quick inspection, except if the item never breaks (which
will help to quickly sort these out).
Dragon scale mails never break.
Allowed ammo to be fired from the backpack if quiver is empty.
Golems have -2 to DEX.
Chainsword now gives -2 to DEX.
Food which makes you vomit gives no nutritional benefit.
Explicitly warn the player when branding failed because of lack of
weapon wielded, but only when alert_failure is on.
Fixed game crashes when haggling, shopkeepers saying trash etc.
Inscribing an object with !! will notify you about it being recharged.
Smart monsters won't waste time slowing you over and over.
Rangers learn monster stats more quickly.
Arrows and bolts fired by monsters (but not magic missiles) may now
miss if your AC is very high compared to monster's.
Players get more mana now with an INT above 18/10, since the internal
tables have been reworked. It evens out at higher levels/INT. Especially
important for mindcrafters.
Fixed obsolete help text when choosing magic realm(s).
Now includes RR's main-com.c (a dummy interface used to dump info
about savefile on stdout, useful for running competitions).
(Chaos) Warriors actually get to pay for the branding service in their guilds.
Increased number of possible shopkeepers for each shop to 10.
Increased shopkeeper purses to 32-bit, but the maximum one is 150K
currently (BM, a very unattractive personage).
Increased guild service prices to 32-bit.
Added easy_sensing option, originally by Tim Baker.
Scroll of Hardening will make unbreakable any weapon that isn't so
already. Rather rare and costly.
Features added in 1.3 (finished 15.06.1999)
Game engine updated to match Z 2.2.5 (mostly). Two new quests
Player ghosts implemented, will drop a randart, great item or money if
slain (depending on depth)
It is possible to log game notes and your progress in a log file called
after your character's name; use the ':' command to append a note to
the file. You can also use some 'metavariables' (refer to command.txt
for the gory details)
Finally added the wand and rod stacking patches from OAngband
Revised monster-trap reactions, trap-setting monsters are immune, monsters
don't fall into traps in vaults
Changed monster, object names to start with lower case, except uniques.
Changed scroll syllabes to uppercase in exchange
Differentiated money types, adding new ones like nickel, iron or brass,
to eliminate duplicate names (problems with .prf tile assignments)
Added shafts which can move you a few levels up/down and thus greatly
reduce the tedium of diving and getting back. There will be only one
type of shaft on a level - or possibly none. Shafts can also be used
to bypass random quests
Jason Ellis and Lars Helgeland pointed out some anomalies with xp for
killed monsters
Recharging timeout of rods is now read from the object's pval
Golems have very lousy starting magic devices skill
Fixed powers info for mindcrafters
Coloured spell info displays
In inventory and equip listings, *identified* items have indices
displayed in yellow
Weapons can have more interesting properties (eg. two-handed swords are
base +3 to hit, +3 to dam)
Changed the way in which weapons are displayed (now it's like 'a mace
(+4, 2d4+2)'
Rogues can no longer backstab with 2H weapons, nor with maces and such.
That leaves light swords and spears (other polearms are 2H) for the
task
Better reactions of monsters when hit
Adapted the monspeak patch by Matt Graham
Rogues get +1 to stealth every 5 levels, monks and rangers - every 10 levels
Fixed bug with failed completed quests
Features added in 2.0 (finished 25.08.1999)
*MAJOR* rewrite and rebalancing of the game!
Game engine updated to match Z 2.2.6 (mostly). One new quest (Old Castle
by Shayne Steele)
Monsters have less HP (Morgoth has 10000) and smaller AC (Morgoth has 60,
but it's not the max)
Therefore, attacking routines are softened to rely more on skill and
less on magical to-hit bonuses. But base skills are reduced, so that
the (internal) value rarely exceeds 100 for really powerful warriors
Changed the way in which allowable weapon weight is calculated. Now it is
weighted (excuse the pun :) - 2/3 from your class allowance and 1/3 from
your STR. That makes for example priests with STR 18/140 just barely able
to lift maces of disruption, and don't you ever think about wielding Grond
without penalties!
Introduced 'scalar time' and an Elvish calendar. The 32-bit time variable
is enough for over 136 years of gameplay (a little short of a loa...). Also
added two wizard commands (+ and -) to help test the calendar (move a
year forth/back)
Also, the player has a birthday. A generous luck increase is allowed for
when the birthday date coincides with the calendar's date
Better food balance: slow digestion hard to get, rations more expensive,
scrolls of satisfy hunger rarer, service at inn hardly appealing...
Added weight to corpses, different body parts have different weight
ratios, and eating corpses confers nutritional benefit (or possibly not...)
based on weight AND current decay state
Added decaying corpses in pack/on floor, status affixed to description
Ents have better histories
Blood of Life is hopefully harder to come by (3750' base depth) and
ten times as costly, should it appear in the BM
Flattened certain bonus curves in tables.c (+ to-hit, to-dam from STR etc.)
Reduced possible bonuses to rings of: damage, accuracy, slaying, acid,
fire, ice by 5-6 on average. Same with excellent weapons and armour (sc.
random artifacts) bonuses
No more digging with weapons or bare hands! Exception: monks of at least
level 30
Treasure veins are rarer
Feanorian lamps appear around 1000' and provide pernament radius two light;
artifact lights moved deeper (Phial to 1500')
Quest number limited to 10; quests only occur between 3000 and 4000 feet
and tend to be particularly nasty; you can avoid them using shafts, though
Poison now does more damage per round the more you are poisoned. Healing
potions (except potion of life) no longer cure poison. Poison resistance
doesn't fully protect against poison in 1/3 cases (1/9 if double), but
if resisting the poisoning is reduced by 6/6+d6 (50-87%). You still take
the equivalent physical damage (except from breaths)
Allowed each game item to have different bonuses (or penalties) to
player stats via a S: line; the old STR...CHR flags are still needed
By a mismatched W: line, corpses could appear on floor and in monster drops,
often flagging the level as special... the current corpse handling is like
stuffing dirty socks under a bed, but it works most of the time
Cursed items cannot be activated
Reorganized part of the status line to display various conditions like
bless, protevil, timed infra, timed invis etc.
Moved preserve, maximize and autoscumming modes to startup options
Added the 'fractal caves' patch by Steven Fuerst; makes dungeon rooms more
convoluted, if bizarre. Fractal caves are optional
Added the 'labyrinth rooms' patch by Mark Kvale (later integrated into
SF's patch)
Upped intrisic ability damage for imps, klackons and kobolds, as well as
for the spit fire/acid mutation
Moved some options around because the fifth set grew out of its size
Added confusion, poisoning and stunning to show up on monster health bars
Added multiple bolts and balls (randomly showered) to possible spell forms.
Changed the spells Fiery Shower (Fire), Call the Abyss (Water) and High
Voltage II (Air) to use them (some artifact activations, too?)
Bug fixed: amount of rooms generated was not randomized
Bug fixed: unwearable amulets
Bug fixed: unbreakable weapons were breaking
Bug fixed: Pisces sign had no effect
Bug fixed: HURT_FIRE and HURT_COLD displayed no message
(Obscure) bug fixed: easy_disarm and easy_floor were colliding with each
other
Finally (?) squashed Klingsor quest bugs
Features added in 2.01 (finished 16.09.1999)
Added the grid flag system from Pernband to f_info.txt.
Fixed problems with leftover CRs in text files.
Decaying corpses in floor stacks are now handled properly.
Gave main gauches a small AC bonus, reflecting its shield-like purpose.
Chaos blades, BDSMs and CDSMs give resist confusion.
Added a new Ironman option to always generate 'arena' levels.
Updated the 'fractal caves' patch by Steven Fuerst (two new random vault types).
Features added in 2.02 (finished 6th November 1999)
Codebase updated to Z 2.3.1 minus nightmare mode (you're not playing
GSNDooM!). That includes conical breaths and Tom Morton's fake
artifacts patch,
Added a new main-gcu.c from Angband 64, including sound (*.wav)
support and a much better approximation of console colours.
Varying weapon and missile skills for each class (daggers, swords,
hafted, axes, polearms, 2-handed (swords), slings, bows, x-bows,
throwing).
Object and monster flags are now 64-bit, doubling their capacity.
Some former 2H weapons are now 'could-2H' weapons. It means that if
you use such a weapon and a shield, all damage you do in melee will be
halved.
Pack monsters how have a 'number of appearing' as an XdY roll, which
progressively reaches the maximum as you go deeper.This leads to a
dungeon that is a little bit less crowded.
Added resistances to gravity, inertia and force. Typically for
mindcrafters.
Added cold and fear aura to objects, fear aura to monsters.
Open levels may be filled with dark chasms where there are no
corridors.
Fixed slowed/hasted monsters a bit.
Fixed FORCE_DEPTH to disallow the monster on any level but its base
one; fixes Sauron/Morgoth problems (especially in ironperson mode).
Water breaths added for some monsters (water hounds should NOT cast
water bolts!).
Added the random name generator from Cth and made a shot at
providing Entish names.
Added 'the foul and ancient stat curse' to some objects...
'Gate' type spells have explanatory messages.
Changed some of the quest rewards to be more useful.
Weapons of life au Pernband, BUT considerably weakened - they now
add from 5% to 50% to your max HP.
Simplified the character screen and threw out the three 'Ben' table
modes. In anticipation of all the new item flags, there's no place to
show everything... Also redesigned the three remaining screens, so
that there is more place for player flags.
Bug fixed: rings of stealth are now useful.
Bug fixed: monsters can no longer walk on chasms.
Bug fixed: quest monsters can't be cloned any more.
Also there is support for double monster alignment (evil vs. good and
chaotic vs. lawful), but r_info wasn't updated yet except for town
people.
Features added in 2.03 (finished 20th December 1999)
Game engine mostly matches Z 2.2.8.
New system for traps and all the traps originally found in A/64
(some have no effect yet).
Monster recall uses colours for some parts.
Six new and terrible curses to offset the advantages of powerful
items. Can also appear on random artifacts, but permacurse and
TY_CURSE have been made rarer. Suggested by Luc French on
zangband@onelist.com .
New flag system for corpses, neater eating effects, corpse info is
included in monster spoilers (courtesy of Ed Cogburn).
Prices of food items made less stringent & new item types added.
Undead races also get slightly better nutrition from corpses.
Also cut down the price of rings and amulets of SD.
Dragon scale mails have had their recharge time decreased tenfold.
Fixes to quest and vault files (including a wrong monster name in
the 'Unholy altar' thematic vault).
Features added in 2.1 (finished 21st February 2000)
Real polymorphing with useable monster abilities. Unbalanced? You
tell me. Polymorph staffs and traps.
Scrolls of super genocide make you the master of life and death of
entire races. At least until you polymorph into a genocided one.
Made monster spell flags 64-bit, adding room for 96 new spells.
DooM monsters from Zce and associated spells.
Added 256 colour support to -mx11 and -mxaw. Not #defined by default
(warning: DON'T use -mgcu after you have compiled it in!)
Colours changed for -mgcu, the terminal patch by KJ is no longer
necessary.
Added panel centering on player.
Less powerful vorpal blades (this one from Z).
Features added in 2.11 (finished 1st March 2000)
Auto-destroying objects extends to objects on floor.
Fixed the 'humans have been genocided' message to be more generic.
Ten new vaults by CW.
Fixed monsters not being extinct properly.
Fixed monsters remaining extinct and traps remaining indentified
when the same savefile was used again.
Fixed pointer problems when eating; removed all gods and alignment
code. This was never stable anyway...
Made the GHB unique. This was not strictly necessary since it has
the NOPOLY flag, and also UNFAIR, but it finally eliminates the chance
of a GHB pit (don't start telling me you love 'em!).
Known bugs
Items which weigh 0.1 lb do not show up properly when metric measurements
are on (the last digit is surpressed, leaving 0.0(5)).
Luck has to be improved. Luck sustain item flag added but not used (hobbits
have their luck sustained intrinsically, though).
When stoned, you have some turns to attempt to recover, but stoned
monsters die instantly.
One player reported problems with entering the bookstore. This hasn't
been replicated so far.
If you're playing a class with two elemental realms and use a spell
which conjures a spirit/elemental, only one of your classes will
be used (in the order air, fire, earth, water). Eg. if you have
Air and Water spells and summon an elemental from the Water book,
an air elemental will appear.