home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Info-Mac 3
/
Info_Mac_1994-01.iso
/
Games
/
General
/
MacAngband 1.0
/
Version Info
< prev
next >
Wrap
Text File
|
1993-09-07
|
6KB
|
117 lines
This file will, in the future, contain the changes, to stop the swelling
of version.hlp...
MacAngband 1.0b3:
-----------------
Save file "turn < 0" bug fixed.
Massive memory leak fixed.
Recall window improved: it doesn't recall monsters you can't see,
doesn't flicker, and updates after you kill a monster
Incorporation of PC 1.3 changes: the following are Charles Teague's
words (except where indicated)
----------------------
* Morgul's targetting code has been added. Unfortunately, I haven't
yet been able to reach Chris Wilde to ask his permission to use this,
so I cannot garantee that it will stay. If he objects, then I'll
have to take it back out. (I don't really think he will object, but
it _is_ within his rights...)
* The autoroller has been fixed twice: 1st to stop repeated messages
that "you can learn some new [spells|prayers]"; and 2nd, to properly
calculate the player's disarm skill.
* Multi-hued dragons will now change color every move; they are no
longer "LIGHTCYAN"
* There is now such a thing as boots of free action.
* Better messages are used when a monster casts a spell at you and you
are blind. No more "You blink and your eyes clear" while you're
still blind...
* Player ghost code fixed twice: 1st, ghost HP no longer wrap around
256; and 2nd, player ghost experience value fixed.
* Artifacts, once IDed, are now called "The ..." instead of "a ...".
* Some uniques that should have been evil were not; this is fixed.
* Items that were immune to acid, but not also resistant to it, could
lose AC; this is fixed.
* Elemental brand (from priest spellbook, or from Cubragol) can no
longer be used to enchant items beyond normal levels.
* The scrolls of Curse Weapon and Curse Armour now destroy the
affected item even more thoroughly. (Aren't you glad???)
* When at level 50, Exp to Adv now displays "****", like in Um55.
* Lots of places where bounds-checking was needed had it added.
* Everyone now has a very slight chance of using a wand/staff/rod, even
if their "use device" skill is too low (from Um55 code).
* Fixed display of player's gold, for values over 99,999,999. It will
still look funny if you have over 999,999,999.
* New option added to allow the player to select old-Moria-style
"always pickup without asking".
* "Balor" renamed to "Lesser balrog" to be more Tolkien-ish. Also,
"Necromancer" renamed to "Warlock" to avoid confusion with Sauron.
* Mages/rangers/rogues can wear gloves/gauntlets/cestus of agility,
without penalty to their spellcasting skills.
* The Phial, The Star, and The Arkenstone now have different
descriptions before they are IDed.
* The room lighting code should no longer leave a corner unlit.
* The "money bug" has been fixed.
* The 24 item limit at home is still there, but you won't lose any
items if you try to drop more.
* You should no longer be able to detroy stairs and shops with
earthquakes, wall building, word of destruction.
* Potions of Death can now be thrown for lots of damage.
* Spell handling code changed heavily to improve handling of monster
spell resists.
* Monsters can now be confused by bronze/gold/etc dragon breath (even
if it's from your DSM). But, BEWARE! If you breath Chaos, you can
polymorph monsters (Not uniques, and not into uniques; also the new
monster will not be drastically wimpier/tougher than the old one).
* Priest book "Godly Insights" should have had "Detect Monsters" as
its first spell. Now it does (but you'll have to drop/sell all your
existing copies, and then get a new one for this to take effect).
* When items are stolen/destroyed/disenchanted, you will be told what
item was affected.
* Word of Recall will ask you if you want to go. If you say
no, then you still use up the scroll/mana/charge.
* New rest option '&'. It acts like '*', but it waits until confusion,
hallucination, blindness, slowness, etc are all over as well as HP and
mana.
* Inventory and store iventory displays have been colorized by item
type. This makes it easier to find a particular type of item. If
you don't like it, don't worry. There's a new option added to turn
it off.
* Player HP display will now display HP in yellow if the player is
badly hurt, and in red if he's nearly dead.
* Monster lightning attacks can now destroy items, like in Um55.
* Redraw command implemented.
* If you kill a monster that's worth a lot of exp, you don't lose
extra experience points when gaining levels. I'm not sure why
Moria did it this way, but I figure that, if a 1st level player
kills an Ogre, then he deserves every last experience point.
(Actually, this is the way it works in the MS-DOS version: I took
a compromise position; instead of halving the extra experience
points every level, you gain as many levels from killing 1 monster
worth N points as you would from killing N monsters worth 1 point
each... Reasonable, IMHO - AEW)
* Telepathy allows you to see through walls, but it will no longer
locate "mindless undead". Normal vision can still see them.
* Group monsters will now appear in smaller groups if they are out-
of-depth. Conversely, they will appear in larger groups if they
are "too wimpy" for a given depth.
* Object creation code changed so that rags, broken swords and daggers,
and rusty chainmail is not considered for "GOOD" or better items.
* Also, the new spellbooks are now candidates for creation as "GOOD"
items, and Raal's/Wrath of God are candidates for creation as
"SPECIAL" items. This should make it easier to find these books.
* Potion of Berserk Strength could permanantly cost you 10 HP, if your
HP were re-calculated while it lasted; this is fixed.
* Lots of other changes from Um521 -> Um55 applied.
===================================
Incorporation of some PC post-1.3 changes/bug fixes, also sent to me
by Charles Teague:
-----------------
Targetting code bug fix
Giant pits added
Dunedain -> Dunadan (another plural/singular issue)
several miscellaneous fixes
MacAngband 1.0
First full release version; source code posted
AC display bug fixed, several very minor source code changes