変更点

Stone Soup 0.8.1 (20110612)

  • Fixes a number of crashes.
  • Fixes stair colouring on the map being wrong.
  • Jiyva's wrath won't summon giant spores, abusably by Fedhas.
  • Fixes running not noticing new items.
  • Ashenzari worshippers no longer can change armour under cursed cloaks.
  • Glyphs not present in the locale won't cause display corruption in some cases (mostly LC_CTYPE=C).
  • Fixes massive slowdown for resting felids.
  • Removes (or reduce) chances for save corruption on MacOS X.
  • Fixed Kikubaaqudgha's torment invocation not granting xp.

Stone Soup 0.8 (20110426)

Disclaimer: These are merely the highlights, not an exhaustive list of changes.
Breaks save compatibility with the 0.7 release.

0.8 Highlights

  • New game mode: Zot Defence, a tower defence mini-game.
  • New god: Ashenzari, god of divinations.
  • New species: Felids, sentient cats.
  • New spells: Malign Gateway, Tornado, Leda's Liquefaction, Summon Dragon, Summon Hydra, Darkness.
  • Removed spells: Bone Shards, Tame Beasts, Portal, Alter Self, Extension.
  • Split Enchantments into Hexes (harm foes) and Charms (self-buffs).
  • Replaced Selective Amnesia spell with scroll and book destruction.
  • Improved heavy armour.
  • Makhleb and the Shining One are no longer available as starting gods.
  • Shortened the Elven Halls.

Gods

  • New god: Ashenzari, god of divinations.
  • Fixed gods sometimes missing from the game due to some temple vaults.
  • Except for Jiyva, prayer is now only used for (piety-gaining) sacrifices. Other effects are abilities.
  • Killing monsters from god wrath doesn't give experience or items anymore.
  • Gods ignore kills of dancing weapons, ball lightning and vortices.
  • No instant divine retribution.
  • Beefed up Cheibriados' wrath; no stat boosts during Chei penance.
  • Eating with Chei doesn't give piety.
  • Cheibriados warns you when putting on boots of running or amulet of rage.
  • Armour keeps its ponderousness when melded.
  • Invoking Elyvilon's protection is now an ability.
  • Destroying weapons in Elyvilon's name is now a prayer.
  • Elyvilon allows destruction of staves.
  • Clarified Ely's healing/pacification messaging.
  • Fedhas cares about trees burnt down in forest fires.
  • Fedhas' corpse decomposition is now activated by prayer.
  • Followers of Jiyva gain food, hp and mp on jellies slurping items.
  • Jiyva no longer provides duplicate conservation and resist corrosion effects.
  • Allowed the player more control over what items to sacrifice to Nemelex (on the '^!' screen).
  • Kikubaaqudgha's invocations use Necromancy skill.
  • Toned down Kiku's mummy death curse protection.
  • Made corpses received from Kiku actually fit for reanimation; reduce number of corpses.
  • Kikubaaqudgha protects followers from ordinary mummy curses.
  • Okawaru: Might -> Heroism, increasing all weapon skills by 5, up to 27.
  • Okawaru: Haste -> Finesse, doubled combat speed (melee and ranged).
  • Okawaru now accepts kills of holy beings.
  • Sif Muna punishes destruction of spellbooks.
  • Sif Muna's miscasts don't decrease penance.
  • Trog extending your rage doesn't cause glow.
  • The Shining One no longer accepts item sacrifices.
  • TSO non-holy summon extension at most doubles the current duration.
  • Prevented starvation by Xom swapping you to a vampiric weapon.
  • Yredelemnul's prayer (Injury Mirror) is now an ability.
  • Injury Mirror can now reflect torment damage.
  • Yredelemnul accepts kills of artificial beings (golems, gargoyles).
  • Overhauled Zin's Recite invocation: much more powerful and interesting.
  • Zin protects from Hell effects, chance depending on piety.
  • Zin forbids shapeshifting spells and protects against Kirke's pig spell.
  • Zin hates monsters with mutagenic/rot corpses.
  • Spell failure while already in yellow glow angers Zin.
  • Butchering forbidden corpses asks for confirmation.
  • Some god welcome messages differ while under penance.

Character

  • New species: Felids, sentient cats.
  • Increased GDR from body armour. New GDR formula: 14 - (baseAC-2)^(1/2).
  • XP from monster kills is proportional to the damage dealt by player/allies out of total damage.
  • No chain paralysis: When coming out of paralysis, you're immune for 1d3 turns.
  • Removed Paladins, Reavers and Arcane Marksmen.
  • Removed Chaos Knight of Makhleb.
  • Split out CK/Lugonu -> Abyssal Knight, Pr/Yredelemnul -> Death Knight.
  • Overhauled Draconians, now more interesting.
  • Fixed dangerous clouds sometimes being considered safe for travelling.
  • Fixed normal mutations possibly preventing getting them as a perma-mutation.
  • Stop quick actions from letting you search faster.
  • All sources of berserk are blocked at 'Very Hungry'. Berserk automatically stops when you hit 'Starving'.
  • Remove experience pool limit; abbreviate the XP pool above 100K.
  • Stalker background changed to Transmutation-based Stabber.
  • Allow starting with a falchion for Fi and Gl, also restrict trident to these backgrounds.
  • Differentiate Ha/Ko aptitudes: Kobolds are good at Summ/Necro/Hex, Halflings at Charm/Tloc.
  • Halflings gain innate mutation resistance 1.
  • Only cancel levitation once the last equipped +Lev item is removed.
  • Nearing stat death causes paralysis, with increasing chances.
  • Allow Merfolk transformations even in water.
  • Retain talons, fangs and tail in appropriate transformations.
  • Don't allow any headgear with Horns 3 or Antennae 3.
  • Fix mutators and glowing occasionally giving good mutations.
  • Balanced some Demonspawn mutations (Demonic guardian, Nightstalker).
  • Remove Demonspawn breath mutations.
  • Adapt exclusion radius to the Nightstalker mutation.
  • New DS mutation Powered by Pain: restores MP when sufficient damage is taken.
  • Demonspawn Fire and Ice facets are now mutually exclusive.
  • Ghouls may now use food-cost abilities when starving.
  • Ghouls and Vampires may evoke invisibility when starving/bloodless.
  • Make hellfire ignore monster AC.
  • Remove map-forgetting and spell-forgetting Divination miscast effects.
  • Don't prevent blink from putting you in dangerous clouds.
  • Don't train Stealth for pacified monsters.
  • Allowed Merfolk/Kenku to blink over deep water.
  • Allowed Kenku to stop flying.
  • Apply terrain change to player when banished.
  • Brought Merfolk HP down to Human HP levels.
  • Boosted Mummy base MR 3 -> 5.
  • Make LOS reducers multiplicative rather than additive.
  • Potions/cards of experience give you a full level; similarly drain costs a full level.
  • Make stat gain mutations work for satiated Vampires.
  • Replace scroll reading penalty while brainless with 80% failure chance.
  • A wielded ranged weapon will only 'clumsily bash' monsters, no matter its enchantment.
  • Remove the satiation requirements from evokable invis.
  • Disable ghost creation/loading in wizard non-debug mode.
  • Better warning messages for form and levitation expiration.
  • Consistently abort teleportation attempts when wearing stasis or -TELE.
  • Give Ogres an extra +1 hp per level, and +3 apts in Fighting and M&F.
  • Mention dietary and drinkary habits of mummies on the 'A' screen.
  • Also meld wielded weapons.
  • Disallow wearing hats in spider or ice form; allow wearing shields in statue form.
  • Prevent ice form from picking items at the bottom of deep water.
  • Overhaul combo recommendations.

Interface

  • New tutorial, split into different maps/lessons.
  • Fix a crash when reloading a game after restart_after_game.
  • Allow item interaction from the inventory.
  • Messages for things coming into view even when not exploring.
  • Bind Tab to autofight, shift-Tab to autofight_nomove.
  • Autofight: fire at nearest enemy if wielding a ranged weapon.
  • More status lights: transformations, post-berserk fatigue, temporary resistances.
  • Timeout information for temporary resistances and see invisible.
  • New background choice layout, grouped by category.
  • Display piety on the main screen.
  • Use inventory colours for stats area and % screen.
  • New, more informative and mouse-operable skill menu ('m' screen).
  • Don't consider places next to slime walls as "safe".
  • Allow traveling across radius 1 excluded stairs.
  • Don't generate cloud autoexclusions when immune.
  • Don't prompt for cloud-excluded staircases.
  • Make i_feel_safe() smarter about critters behind lava/statues/etc.
  • Explicitly name inventory items that are getting destroyed.
  • Display ghosts' xl rank, species and background when they come into view.
  • In the console version, don't override monster colour when berserk.
  • Fix exclusion LOS not being updated properly.
  • Make shift-running respect exclusions.
  • Allow ' to auto-switch from unarmed to slot b.
  • Clear stack autopickup flag when dropping an item on top of it.
  • List prompt choices explicitly, i.e. "(y)es or (n)o" rather than "y/n".
  • Starting sub-menus: Escape brings back to main menu instead of exiting the game.
  • Don't waste turns attempting known prevented scroll teleports/blinks.
  • Inscribe item modification scrolls with "tried on foo".
  • Disallow autoexploring while berserking.
  • Don't mark level 1 upstairs and branch exits as unvisited.
  • Colours for output of Ctrl-F.
  • Re-enable highlighting of notes.
  • Colour annotations in Overview.
  • Colouring labyrinth messages.
  • Add force_more_messages for bazaar and labyrinth announcements.
  • Don't prompt for which ring to swap if one of them is cursed.
  • When enchanting an unknown piece of armour, mark it as uncursed.
  • Make the . drop/pickup selector respect quantity input.
  • '-' inverts selection instead of selecting drop_filter, and ',' selects all instead of inverting.
  • More information when missing.
  • More information when MR is effective.
  • Display on the HUD if you're both hasted and slowed.
  • Add a toggle to the discoveries screen to display _un_known items.
  • Check terrain before clouds for moveto check.
  • Don't warn about entering excluded portals.
  • Force a -more- on death.
  • Autoinscribe randarts after death.
  • Taskbar overlap is now automatically detected, and the window is placed just above it.
  • Allow setting of the window size relative to the screen size.
  • Fix Tab not working correctly in startup menus.
  • Reinitialize message window and notes for restart_after_game.
  • Don't waste a turn and/or magic when aborting various actions.
  • For local builds, mention morgue location after hiscore or when doing a chardump.
  • Extend and rearrange tutorial/hints mode command help.
  • Better feedback when canceling various prompts.
  • Split monster/feature quotes into another screen toggleable via '!'.
  • Add several missing descriptions, improve some existing ones.

Spells

  • Split Enchantments skill and spell school into Charms and Hexes.
  • Removed Bone Shards, Tame Beasts, Portal, Alter Self, Extension.
  • New spell: Passage of Golubria (Tloc 5).
  • New spell: Malign Gateway (Summ/Tloc 7).
  • New spell: Tornado (Air 9).
  • New spell: Leda's Liquefaction (Tmut/Earth 4), area slowing effect.
  • New spell: Summon Dragon (Summ 9).
  • New spell: Summon Hydra (Summ 7), summons short-lived 4-12 headed hydra.
  • New spell: Darkness (Hex 7), decreases LOS radius by 2.
  • Prevent passwalling into deep water/lava if it would kill you.
  • Fix Lee's Rapid Deconstruction not obeying some checks when destroying walls.
  • Fix casting cloud spells out of range, or on (and through) walls.
  • Teleportation interrupts Passwall.
  • Fix weapon grinding via Shadow Creatures in the Hall of Blades.
  • Animate Dead no longer animates through walls.
  • Don't prompt for casting auto-hit spells "in direction" of allies.
  • Nerf Haste: multiplies speed by 1.5 instead of 2. Same factors apply to Slow.
  • Replace Selective Amnesia with scroll of amnesia.
  • Allow forgetting spells from books, destroying the book in question.
  • Nerf sticky flame range to 1.
  • Removed slower training for magic schools; doubled xp cost for opposing schools.
  • Stop the player from vampiric draining known demons and undead.
  • Disallow Fulsome Destillation while levitating.
  • Implement a crude spell quiver. Store last spell cast.
  • Add a toggle to the memorisation screen for the spell descriptions.
  • Auto-id items of wizardry if you have spellcasting skills.
  • Enable autotargeting for Vampiric Draining and Freeze.
  • Make Borgnor's Revivification cost 2-11 -percent- of maxhp.
  • Restore casting noise for target spells.
  • Add noise level to spell description.
  • Increased claw damage for Dragon Form, also allows trampling.
  • For Draconians, Dragon Form changes into dragon of the appropriate colour.
  • Animate Skeleton works on unskeletalized corpses and leaves chunks behind.
  • Shadow Creatures summons only mobile monsters.
  • Slightly bump Orb of Destruction (IOOD) damage.
  • Allow Sticks to Snakes on staves and javelins, disallow on steel/silver stuff.
  • Allow Tukimizing staves.
  • New level 3 Air miscasts; buff Air miscasts.
  • Buff Static Discharge: Higher damage and increased chance of arcing.
  • Make Summon Butterflies require spell power for effectiveness.
  • Heavily nerf orb apportation. Chance and distance depend on spell power and total distance.
  • Make Death Channel spectrals temporary, let ally kills work too. Reduce to level 7.
  • Make semi-controlled blink random if it fails to find a location.
  • Evaporate no longer uses Throwing skill.
  • Summon Swarm monsters are always friendly; lower it to level 5.
  • While Ring of Flame is active, flame clouds are removed when you step on them.
  • Make LOS-affecting spells work through transparent walls.
  • Boost LRD damage.
  • Apportation targetting: allow cycling with +/-.
  • When apporting part of a stack, don't destroy the rest of it.
  • Don't rot while under Death's Door.
  • Death channel spectral monsters are not abjurable.
  • Merge low spell success adjectives (Cruddy, Bad, Very Poor) into Very Poor (now 5-30%).
  • Move spells around among various spellbooks.
  • Reduce the chance of any book to be replaced by Power/Wizardry from 10% to 4%.
  • Don't prompt for targeting self with clouds if you've got the matching resistance.
  • Ensure Death's Door leaves you at least 1 hp.
  • Make only heavy armour remove Ozocubu's Armour on wearing.
  • Make large rocks do extra damage with Sandblast.
  • Allow swapping to large rocks when Sandblast is memorised.
  • Offer wielding coagulated blood for Sublimation of Blood.
  • Make transformations affect stealth.
  • Don't cancel Condensation Shield when blinking/teleporting.
  • Don't hurt rC- players with condensation shield.
  • Don't prompt for unwielding weapons branded with Warp Weapon.
  • Don't let Mummies/Lichform cast Sublimation on themselves, do let them cast Passwall.
  • Reduce Haunt duration.
  • Increase Sandblast to range 2 without stones, range 3 with.
  • Boost Stone Arrow damage from 2d12 at 50 power to 3d11.
  • Change several spell levels to be more appropriate.
  • Mention glow in Haste/Invis spell descriptions.
  • Consolidate the books of Minor Magic into a single book.
  • Include spell hunger in the chardump.

Monsters

  • New monster set: feature mimics.
  • New monster set: holy monsters.
  • New monster set: spriggans.
  • New monster set: deep dwarves (in Abyss, Ziggurats).
  • Several new monsters, including silent spectre, sky beast, porcupine, fire crab, bog mummy, and a few new spiders.
  • New unique: Jory, mesmerising vampire.
  • New monster spells: Cause Fear, Drain Life, Agony, Summon Elemental, Noxious Cloud.
  • Fix a crash when looking up ghosts in the db search.
  • Fix silence working on demons, orbs of fire, etc.
  • Fix messages about monsters coming into view ignoring mislead.
  • Fix monsters being capable of spellcasting while berserk, reading scrolls while silenced.
  • Disallow various attacks on submerged monsters.
  • Fix Aizul and Mara casting through allies.
  • Fix rock worms aimlessly moving around in walls instead of attacking.
  • Get rid of mummy death curses turning potions into decay.
  • Don't give experience or items for killing monsters from god wrath or miscasts.
  • Don't make a monster coming into view leave a trail on the edge of LOS.
  • Give Asmodeus a permanent ring of flames, replace greater demon with fire summon, remove bolt of draining.
  • Give Dispater Lehudib's Crystal Spear instead of Lightning Bolt.
  • Give Geryon a reaching attack, make beasts trample.
  • Give Lom Lobon antimagic attacks.
  • Give Mnoleg blink and mutate attacks, summon eyeballs instead of greater demons, more hp.
  • Give the non-spellcasting random pan lords (10% chance) a guaranteed melee brand, and a chance of greater speed.
  • Compensate for the Haste nerf by slowing some monsters most players fight hasted.
  • Huge monsters (dragons, elephants) can trample smaller ones, shoving them around.
  • Krakens have multi-segment tentacles.
  • Spiders and a few other monsters can cling to walls which allows them to effectively bypass water and other obstacles.
  • Non-stupid monsters try to avoid slime walls.
  • Allies animating dead is okay for hungry level 3 herbivores.
  • Make monsters consider resistances along with AC for armour pickup.
  • Only allow allies to pick up weapons, armour and ammunition.
  • Boost ettins to hit as hard as dual-wielding stone giants. Move them deeper.
  • Sheep can catch fire and spread it to other sheep.
  • Polymorphed uniques may only cast spells if they can speak.
  • Better movement AI for ranged attackers, now try to regain line of fire.
  • Make yaks, death yaks, ugly things and slime creatures stick together when wandering.
  • Try to make wandering band members stick around the leader.
  • Make wandering band members path back to the leader.
  • Let band leaders displace their followers.
  • Allow friendly monsters to path to you across the level.
  • Friendlies start following you again after killing target instead of wandering.
  • Smart monsters use pathfinding to go around shallow water.
  • Monsters floundering in shallow water move slowly and fumble attacks.
  • Large monsters don't flounder in shallow water.
  • Giant monsters can walk through deep water as if it were shallow.
  • Make the royal jelly stay on Slime:6.
  • Limit number of summons from lamp of fire and fan of air.
  • Make skeletal warriors obey silence.
  • Greatly improve cacodemons.
  • Hungry ghost attack takes 25% of your nutrition.
  • Prevent confused giant eyeballs from paralyzing.
  • Make aquatic monsters chase instead of submerging if they can.
  • Friendly monsters told to 'wait here' don't follow through stairs.
  • Merged slimes split on polymorph.
  • Porkelated monsters can't cast spells either.
  • Implement snail/turtle shells; withdrawing into such a shell adds extra protection.
  • Print 'zot!' sound when a friendly monster triggers a zot trap outside LOS.
  • Make zombified monsters retain their stats (at least, HD and HP).
  • Boring beetles may now burrow along diagonals.
  • No elephants in D and Vaults, slightly reduce their frequency in Lair.
  • Remove bears, replace with grizzly or black bears where appropriate.
  • Boost monster ghouls' health and damage.
  • Monsters respect glowing when deciding whether to cast Invisibility.
  • Ugly things may mutate if adjacent to a monster glowing with radiation.
  • Make good and strict neutral monsters not choose nearby foes.
  • Disallow armour mimics from taking the forms of hides.
  • Fix monsters not getting the same bonuses from dragon hides as players.
  • Naga/serpent glyph changes. (See 'settings/071_monster_glyphs.txt'.)
  • Refactor monster vamp draining.
  • Tweak Grinder's spells, weapon, and reduce depth (6-10 -> 3-6).
  • Don't give Grinder a high-tier wand, nor Ijyb in Sprint.
  • Don't hand out pain weapons to Grinder (pain attack flavour) and Pikel (whip of electrocution).
  • Add paralysis and draining to the list of high tier wands.
  • Don't consider plants/fungi 'interesting', no matter their rarity.
  • Give every monster a globally unique id for proper attribution of clouds, poisoning etc.

Levels

  • New game mode: 'Zot Defence'.
  • Shorten Elven Halls from 7 -> 5 floors.
  • Use a random Temple map if the original temple map is no longer available.
  • Fix portal vaults not being deleted after leaving.
  • Place escape hatches in all isolated Orcish Mines bubbles.
  • Make entering portal vaults from Hell work correctly.
  • Travelling to/from the Vestibule of Hell works now.
  • Include "Ten Rune Challenge" Dungeon Sprint map, slightly tweaked.
  • New sprint map by 78291.
  • Prevent randomly teleporting into the Slime:6 loot chambers.
  • Introduce serial vaults consisting of several themed mini vaults.
  • Every random Pan vault now has a 1/9 chance of having a demonic rune in it.
  • No banishment from hell effects.
  • No more darkgrey walls/floors in Geh:7 or Gloorx.
  • Ambient noise levels for dungeon branches (affecting stealth).
  • Describe level 1 upstairs as "staircase leading out of the dungeon."
  • Don't enable cTele by quaffing Elf fountains.
  • Plain water fountains give no nutrition.
  • Fix no-cTele announcements being affected by Translocations skill.
  • Generate at most one labyrinth per game (~70% chance), at depth 10-20, never in Slime or Orc.
  • Troves aren't timed anymore, and always require an item.
  • Nerf troves: increased entry fees, reduced loot.
  • Make troves handle manuals correctly.
  • Don't generate outright useless troves for your species.
  • Timed markers get a second timer, activated on sight.
  • Extend unannounced portal timers to around 3000 turns.
  • Don't open transparent secret doors with warnings.
  • New noise propagation system, taking into account walls and doors.
  • Fix good_item gold giving ludicrous amounts.
  • Fix no traps being generated on Zot:5.
  • Reveal teletraps triggered by a monster in sight.
  • Replace hell exit stairs with portals.
  • Boost alarm trap noise to 25.
  • Two custom traps: basket of spiders, falling grate.
  • Change temple_entry_steam to mist, which doesn't block autotravel.
  • Allow vaults to specify shops, monster gods, wand charges.
  • New temple maps, many with < 12 altars.
  • Many great new vaults (entry vaults, serial, Lair/Snake branch ends, etc.)

Items

  • New items: scroll of curse jewellery, scroll of amnesia.
  • Remove scrolls of paper, rods of discovery, crystal balls of fixation.
  • Nerf the speed brand. Damage reduced to 90%.
  • Increase the guaranteed damage reduction from armour.
  • Body armour can be enchanted up to a bonus equivalent to its base AC.
  • Enchant armour scrolls don't fail because of high bonus anymore.
  • Antimagic weapon brand.
  • Disable equipment corrosion from slime walls.
  • Remove the robe of the Archmagi's experience penalty.
  • Remove wizardry effect from Archmagi, allow it to enhance Tmut/Tloc spells.
  • Autopickup weapons subjected to Tukima's Dance.
  • Disallow blowing Geryon's horn when silenced.
  • Fix breakage of blood potion stacks when partially eaten by jellies.
  • Fix randarts with unknown base type sometimes not being eligible for ?identify.
  • Fix rod pluses not being considered for ?identify.
  • Fix misleading spell descriptions on rods; display average power.
  • Disallow creation of randart demonic weapons with the holy wrath brand.
  • Fix equipping sInv artefact not reactivating autopickup.
  • Fix throwing nets becoming 'stuck' in certain situations.
  • Fix permafood being coloured brown like contaminated chunks.
  • Inscribe "was cursed" for items uncursed using ?enchant foo.
  • Fix an information leak about magic resistance from unidentified items.
  • Remove random staff ID over time: identify staff types on wield, just like weapons and rods do.
  • Give staves and rods a chance to be generated cursed.
  • Allow staves of poison to affect monsters with rPois; Olgreb is 1/4 irresistible.
  • Give the staff of death rN+.
  • Give the staff of summoning warding, sometimes abjure summons on hit.
  • Asphyxiation resistance blocks curare damage, but not slowing.
  • Poison resistance protects against curare entirely.
  • Add new chunk type that is both poisonous and contaminated.
  • Remove +AC/+EV from randarts. Fixedarts still keep them.
  • Auto-id gourmand for non-Mu non-full-herbivores (level 3).
  • Allow cancelling some scrolls without consuming them.
  • Allow (M)emorising from books on the floor.
  • Reintroduce item stat loss prompts.
  • Prompt before wearing or wielding a known-cursed item.
  • Remove misleading messages about weapon str/dex weighting.
  • Don't corrode ammo by clumsily bashing jellies with it.
  • Don't acquire manuals or sage to utterly useless skills.
  • Improve rods of striking: 1d5 -> 1d8.
  • Do proper foe checking for rod spells that are direct effects.
  • ?EWII may uncurse blowguns.
  • Remove nutrition on hit for vampiric weapons.
  • Make Evocations skill help with ball of seeing radius.
  • Disallow use of staff of channeling when starving.
  • Give missiles of flame/frost some bonus damage.
  • Add noise to missiles.
  • Make wield mass check apply to all items.
  • Tweak some cards' probabilities and effects.
  • More detailed corrosion resistance reporting.
  • Mention butchery requirement for food in corpse description.
  • Tweak blood potion descriptions to mention nutrition for non-herbivores.
  • Disable generation of missiles and bows of reaping.
  • Remove scrolls of recharging's effect on weapons of electrocution.
  • Stop the generation of racial missiles.
  • Make ball of energy stat loss now drains between 1 and 2/3 max Int.
  • Improve some unrandart weapons: add brands, more damage.
  • Improve Maxwell's Patent Armour: AC+15, +preservation ego, +MR.
  • Improve Staff of Wucad Mu: remove miscast effects except for when channeling.
  • Make potions of experience give some xp for skills as well.
  • Fix acquirement hardly ever generating "plain" crystal plates and dragon armour.
  • Make acquirement's "redundant armour" check consider things seen rather than worn.
  • Allow acquirement of non-regular shields, weighted by skills.
  • When using an unidentified potion or scroll, display its name in the message.
  • New Demon axe unrandart: obsidian axe, adds a siren-like pull to nearby monsters.
  • All weapons have min 7 delay, or better.

Tiles

  • Fix crash when searching the database for zombies.
  • Fix mouseclick travel internally using the vi keys.
  • Fix manuals being readable while berserk or "brainless".
  • Fix tooltip leaking mimic information.
  • For the message overlay, treat mouseclicks as relevant to the map (travel etc.) rather than the message history.
  • Run pngcrush in non-debug builds if installed, shaving 700KB per download.
  • Fix randomized animation of unidentified wand/missile.
  • New tile tabs for common commands and for skill management.
  • Space allowing, detach monster, spell and command tabs.
  • Automatically zoom the minimap to fill available space.
  • Generate a Windows Alert dialog on assertions.
  • Allow mouseclick movement through exclusions and stationary monsters.
  • Clicking on an enemy while wielding a ranged weapon fires at it.
  • Fix the need to click on an enemy twice to fire or cast at it.
  • Casting with ctrl+click casts the last spell if appropriate.
  • Suppress tree descriptions on mouseover.
  • Make sure mouseover descriptions are only triggered by mouse movement.
  • Ctrl-mouseclick asks for quantity for drop/pickup.
  • Add disturbance tiles for invisible monsters in clouds.
  • More helpful and less obnoxious exclusion tiles.
  • Reinstate the red haze during berserk.
  • Add species-dependent lich/statue form tiles, capable of weapon display.
  • Use poison icon for player doll, if poisoned.
  • New title screens (Denzi, Omndra).
  • Add tiles to the startup menu.
  • Remove shield tiles from various shieldless monsters.
  • New runed armour/weapon tiles.
  • Fix randart item tiles never actually being used.
  • Many great new monster tiles.
  • Improved Swamp and Lair floor.
  • New dungeon statue, blood, and Xom altar tiles.
  • Reinitialise dungeon tiles if TILE_WALL_MAX changed between versions.
  • Store vault-defined tile names in the save.
  • Overhaul tiles_help.txt.

Technical

  • No setgid installs, due to many security issues; this means no shared scores or ghosts.
  • Saves are stored in single files, with transactional protection against crashes.
  • Don't include lua chunks in save files.
  • Autosave at game start and in Sprint, to keep crashes from losing the game.
  • Internal changes to handling monsters/LOS/map/UI, merged from NetTiles?.
  • Reduce idle clock threshold, fix several bugs in measuring play time.
  • Except for public servers, ensure robustness against filesystem crashes.
  • Special and non-special unrandarts use the same generation code.
  • Reorder spell code by school and functionality.
  • Simplify ghost I/O.
  • Clean up the level generation code.

Options

  • Change the explore_stop option to use greedy_pickup_smart by default.
  • New travel_key_stop option for whether keypresses should interrupt travel/resting.
  • Default easy_exit_menu to false; make all keyhelp menus respect this option.
  • Make autopickup_no_burden default to true.
  • New console option: 'show_player_species' (default false), uses appropriate monster glyph.
  • New option: 'show_real_turns' (default off).
  • Tiles: New option: 'tile_layout_priority', for fully customizable tile tabs.
  • Tiles: Replace 'tile_title_screen' (default true) with 'tile_skip_title' (false).

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Last-modified: 2014-09-29 (月) 12:51:46 (2070d)