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eychanges2.txt
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2000-12-19
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Changes from 0.1.4 to 0.2.0:
## General Changes ##
- Changed savefile format, to produce smaller savefiles. EyAngband 0.2.0 will NOT read
older savefiles.
- New class: The bard. The bard is a mediocre fighter, but he gets a whole new kind of
magic. Instead of learning and casting spells from spellbooks, the bard uses musical
instruments. The bard has to wield a musical instrument in order to cast spells from it
(the bard gets a special MUSIC slot that is unavilable to other classes). Each music
instrument has a plus ranging from +1 to +5. This plus is added to the bard's charisma,
and in addition, it determines which spells the instrument offers. The bard does not
have to learn spells - he can cast any spell that's available to his level and the level
of his instrument. The bard's mana and fail rate are determined by his charisma.
Musical instruments can be bought and sold at the general store, which only offers a
limited selection of +1 instruments - better instruments must be found in the dungeon
(or black market). Finally, the bards get a special "lore" ability, which makes
identify act as *identify* on artifacts for them (they have a command of history and
legend and know all about the artifact from its name).
- Switched to using (a modified version of) the randart code from angband-a291. Names.txt
is now a seperate file found in "libs\files".
- Added a disease status, which causes slow atrophy of the player's stats and slows
regeneration, and might cause temporary blindness or confusion.
- Character display changed - there is now a display of current "effects" (poisoned,
blessed, etc.), the item properties page has been expanded for all the new flags,
and a display has been added for current weapon flags. Also, in the item flag
display, a "*" column has been added which displays temporary effects ('+' for
normal effect, '*' for immunity, and 'x' if it can combine with a permanent
resist for a double resistance).
- When looking/targetting monsters, you now get more useful descriptions of their current
condition ("wounded, afraid" instead of just "wounded", for instance).
- Monster behaviour when character is invisible changed - it will not prevent all
spellcasting if the character is unseen, just spells that affect the player. So
turning invisible won't stop a monster healing itself.
- Monster conditions changed:
- Uniques are no longer necessarily immune to confusion, sleep, fear, or stunning,
though they have a better chance of resisting.
- "Stunned" monsters have a chance of moving/attack/or casting a spell. However,
their spell failure rate is increased.
- Monsters can be "blinded", in which case they will act as if the player is
invisible, and will be limited to innate attacks and breath attacks.
- Monsters can be "bleeding", in which case they will lose some hp every turn
(the amount lost depends on their max HP).
- Monsters can be "poisoned", in which case they will lose some hp every turn
(the amount lose is independant of their max HP).
- Monster can be "calmed". A calm monster will not attack and will only cast
spells that heal itself or let it escape. The rate of recovery from calmness depends
on the players charisma - the higher the charisma the slower the monster will recover.
If the monster is hurt it will automatically recover, and also if it is aggravated.
- Ctrl-Q now gives you a description of your current quest.
- Reorganized the options:
- Changed the catagories for many options.
- Birth/Difficulty options now a submenu.
- During character creation, you can only access the birth/difficulty options.
- Removed unused/redundant options: "show_choices", "show_details", "disturb_other",
"alert_hitpoint", "verify_special", "dungeon_stair".
- Added "verify_leaving_quest" option.
- Added "carry_heavy_query" option, which prompts you before picking up something
that would slow you down.
- Added a birth option ("birth_random_hp") that when turned off creates characters
with non-random hitpoints (from Oangband 0.5.0)
- All AI options now birth options; "smart_monsters" and "smart_learn" no longer
optional, while both "flow by" options are now on by default.
- The option "easy_open" has been renamed "easy_direction"
- The default values for several options have changed.
- You can now access help from the option menus (but not from the actual option
screens).
- Re-arranged the resistances:
- Resist fear renamed "bravery" (RES_FEAR flag became BRAVERY).
- Resist blindness renamed "no blindness" (RES_BLIND flag becmae NO_BLIND).
- Added resist water (RES_WATER). Reduces water damage and makes you immune to it's
stunning/confusing effects.
- Added resist disease (RES_DISEASE). Reduces disease damage and makes you immune
to getting the diseased status.
- Added resist time (RES_TIME). Reduces time damage and makes you immune to it's
draining effects.
- Added resist mana (RES_MANA). Reduces mana damage.
- Spells modified:
- Mages get a news spell (in [Sorcery and Evocations]) - "Blind Monster" which attempt to
blind a single monster.
- Rangers get a new spell (in [The Lore of the Hunter]) - "calm animals" which calms
all animals in LOS.
- Priests 2 new spells:
- in [Purifications and Healing] - "Holy Peace" which calms all non-evil
creatures in LOS.
- in [Chants and Blessings] - "Cure Disease" which rid the caster of all disease.
- Priest spell "Turn undead" moved from [Chants and Blessings] to [Exorcism and
Dispellings] but otherwise not changed.
- Priest spell "Teleport self" is now identical to mage spell of same name.
- [The Necronomicon] gains a new spell - "Unlight Area".
- Experience drain attacks changed - now instead of causing xd6 + 2% of total exp damage,
they just cause a variable percentage drain, which makes them more dangerous against
high level characters and less against low-level characters.
- When creating a character, you can now press "!" in class selection to get a random
class including illegal combinations ("*" allows only legal combinations).
- Cleaned up and re-arranged the code; many things are now in different place than they
used to be.
- Tweaked quantities of quest monsters somewhat. In addition, you will no longer recieve
quests for breeding monsters, nor for monsters that can't move.
- Fixed the hitdice for angels and demons (this was a bug) - demons now have 10-sided dice
(same as humans), angels 9-sided.
- Added new shopkeepers. Also, the minimum purse for the weapon and armour shops raised
to 10000, and the minimum purses for all the general shop shopkeepers raised (to allow
for the new magic lanterns and music instruments).
- When tweaking an item in debug mode, you can now change timeout.
- Added some variation in the player histories for half-orcs, angels and demons.
- EyAngband no longer requires the existance of the unused "lib\info", "lib\pref" and
"lib\bone" directories in order to run.
- Rewrote help files, at some points incorporating portions of the Oangband help files,
and the auto-squelch FAQ.
## Item Changes ##
- Added new item flags (in addition to the resistances mentioned above):
- MANA - the item adds pval*10 to maximum spell points.
- HEALTH - the item adds pval*10 to maximum hit points.
- IGNORE_DISEN - the item can not be disenchanted (NOT intrinsic in artifacts).
- DRAIN_ITEM - your other equipped items have a random chance each turn of being
disenchanted, unless you have disenchantment resistance.
- WOUNDING - a weapon with this flag causes cuts to monster.
- TERROR - a weapons with this flag increases the chances of monsters running away.
Undead creatures are only affected if the weapon also has SLAY_UNDEAD.
- BRAND_VENOM - a weapon branded with venom cause extra damage and poisons monsters
that are not immune.
- BRAND_LITE - a weapon branded with light causes extra damage and might blind monsters
that are not resistant to light. Monstes vulnerable to light get even more damage and
a higher chance of blindness.
- BRAND_DARK - a weapon branded with darkness causes extra damage and might blind
monsters that are not resistant to darkness. Monstes vulnerable to darkness get even
more damage and a higher chance of blindness.
- SLAY_PLANT - the weapon causes extra damage to plants.
- SLAY_CHAOS - the weapon causes extra damage to chaotic creatures.
- LITE1, LITE2, LITE3 and LITE4 - used for determining the radius of light sources.
- Renamed the old LITE flag GLOW to separate it from the new LITE1-4 flags (see above).
- New items: Mushroom of cure disease, Potion of disease, Potion of cure disease,
Spiked Leather Boots, Silk Gloves, Fur Cloak, Wooden Shield, Ring of Bravery,
Ring of Resist Disease, Ring of Resist Disenchantment, Ring of Mana, Ring of Health,
Amulet of Unmagic, Amulet of Resist Time, Amulet of Hold Life, Amulet of Power,
Lantern of Fearlessness, Lantern of Intelligence, Lantern of Wisdom,
Lantern of Brightness, Blackrock sword, Blackrock Spear, Powder of Darkness,
Powder of Poisoning, Powder of Burning, Powder of Ice Blast, Powder of Energy,
Powder of Calming, Wand of Call Monster, Wand of Calm Monster, Wand of Blind Monster,
Lute, Flute, Lyre, Drum, Harp, Horn.
- New ego item types -
- Armors: of Resist Water, of Health, Robes of Mana, Heavy Armor (Blackrock Studded).
- Shields: of Unmagic, of Perfect Health.
- Crowns: of Wizardry.
- Cloaks: of Kings.
- Gloves: Silk gloves of Spellcasting.
- Weapons: of slay plant, of slay chaos, of *slay* plant, of *slay* chaos, of law,
of slay nature, of venom, of the day, of the night, of terror,
swords of sharpness
- Ammo: of slay plant, of slay chaos, (poisoned), of light, of darkness.
- New artifacts -
- Lantern of Time Reduction, The Amulet 'Heartstone', The Ring of Calfin, The ring of
Saturn, The PDSM 'Tortureskin', The Chain Mail 'Winterworn', The Partial Plate Armor
of the Underlight, The Wizard's Robes of Mordenkainen, The Robes of Brutha, The Kite
Shield 'Stormguard', The Small Metal Shield of the Thieves, The Wooden Shield of
the Elder Forest, The Golden Crown of the Archmage, The Jeweled Crown of the Fallen
Star, the Jeweled Crown of the Shadows, The Shadow Cloak 'Scarshawl', The Shadow
Cloak 'Moondancer', The Fur cloak of Thor, The Eleven Cloak of Orodreth, The Set of
Silk Gloves of Raal, The Pair of Leather Sandals of Hermes, The Hard Leather Boots
of the Long Journey, The Dagger 'Idrost', The Dagger 'Adrost', The Rapier of Dionure,
The Long Sword 'Terrorblade', the Blackrock Sword of the Guardian, The Trident of
Poseidon, The Scythe 'Reaper', The Battle Axe 'Lawgiver, The Quarterstaff of Grand
Wizardry, The Wooden Club 'Skullbasher', The Light Crossbow 'Sunstrike', The Sling
'Hellwind', The Dwarven Shovel of Glod.
- New activations for artifacts:
- RESTORE_MANA, DIMENSION_DOOR, SATISFY_HUNGER, DETECT_ENCHANT, DETECT_TRAPS, RAGE,
MANA_BOLT, LITE_BOLT, DARK_BOLT, WATER_BOLT, LITEBRAND, VENOMSHOTS, DETECT_TREASURE,
CALM_NON_CHAOS
- Light sources have been reworked:
- Refuelable lights now use timeout for their time rather than pval.
- Light source TVALs have been split between refuelable lights and non-refuelable lights
(artifacts).
- Magical lanterns are now flavoured, and need to be identified.
- Magical lanterns only give their special powers when their fueled.
- To save space on some of the longer lantern names, the turns of light display has
been changed from "(With XXXX Turns of Light)" to "<XXXX>".
- Thrown flasks (of lantern oil or oil of burning) now don't damage creatures immune to
fire.
- Several powders' powers and/or costs changed.
- Powders and food types now can appear in stacks.
- Scroll of *resistance* effects changed.
- Ego items of Elvenkind, Robes of Permanence, and Elven Cloaks can no longer be
disenchanted (note that they don't grant disenchantment resistance).
- Ammo of wounding now cause cuts (and thus are a lot more powerful). Shots can no
longer get this ego-type.
- Armor and shields of Resistance now offer a random mid-resist.
- Several existing artifacts' powers changed slightly, the base items for several altered,
and rarities/depths of several artifacts changed as well.
- Scythes of slicing now cause cuts (and are more expensive).
- Mushrooms of Unhealth and Disease now cause disease rather than outright damage. They
no longer do damage when thrown and are no longer sellable.
- Changed prices for several items (mainly rods and powders).
- Tridents are now light grey instead of yellow.
- Amulet TVAL has been changed from 40 to 41 to make room for the new light source TVAL.
- SVALs for many items changed.
## Monster Changes ##
- Many existing monsters altered:
- Many monster gained some of the new flags, whereever appropriate.
- Gremlins now worth even less EXP, and are now green to avoid confusion with manes.
- Mummies attacks now cause disease, mummies made deeper.
- Cockroaches now cause disease, cockroaches made deeper.
- Existing "mystics" renamed to monks.
- Monsters with two versions have their "group" version renamed to avoid double entries
in the monster memory: Hell Hound -> Hell Wolf, Mumak -> Pack Mumak, Novice XXXs ->
Young XXXs.
- Removed monsters: Novice hunter, Dread (single version), Carrion Crawler (group version).
- New monsters: Natural Quylthulg, Noxius Mushroom Patch, Mummified Giant, Acid Vortex,
Novice Mystic, Young Mystic, Mystic, Disease Mold, Chaos Mold, Giant Dog Ticks,
Acid Hound, Mana Hound, Greater Carrion Crawler, Noxious Jelly, Giant Tse-Tse fly,
Chaos Cockroach, Maggot Mass, Diseased Rat, Light Spirit, Giant Mantis, Time Fly,
Rabid Jackal, Rabid Wolf, Kobold Archer, Rabid Kobold, Chaos Naga.
- New uniques: Fang FarMer Maggot's Dog, Grip Farmer Maggot's Dog, The Negative Astral
Hound, The Positive Astral Hound.
- The NO_STUN keyword actually protects monsters from stunning (it used to do nothing).
- The BR_MANA flag actually causes the monsters to breate mana.
- The FRIEND, HURT_FIRE, BO_POIS and HURT_COLD flags were removed, since they didn't do
anything.
- The S_ANT spell removed, and replaced by S_ANIMALS.
- Added new attack effect - DISEASE, which causes disease unless the player is resisant.
- Standardized the breathes and resistances. There is now a separate "RES_XXX" flag
for each resistance; however, breathing something automatically includes the resistance.
(including the basic elements and poison). This means that a monster can be resistant
to something without having to be able to breathe it. Also, incorporated RES_CONFUSION
and NO_CONFUSION into one resist, and the IM_XXXX flags have been renamed RES_XXXX since
they didn't really grant immunity (note though that in general not all RES_XXXX flags
give the same degree of resistance). The monster's name no longer has any effect on
the resistances.
- Added new monster flags -
- PLANT - monster is vulnerable to weapons of slay plant.
- CHAOTIC - monster is vulnerable to weapons of slay chaos, and somewhat resistant to
chaos.
- HURT_DARK - monster is vulnerable to darkness.
- NO_CUT - monster is immune to bleeding.
- NO_BLIND - monster is immune to blindness.
- NO_CALM - monster can not be calmed.
- COMPANION - monster will appear accompanied by a unique from the same depth. Used
for creating set groups of uniques.
- Added new monster spells -
- BR_DISEASE - monster can breathe disease.
- BR_WATER - monster can breathe water.
- BLINK_TO - monster can teleport by the player.
- Renamed the monster flag BR_WALL to BR_FORCE since that's what it really is.
- Morgoth's description shortened a bit so his monster recall won't be too long.
## Bug fixes ##
- The squelch by quality menu no longer includes entries for "rings" and "amulets" (they
didn't do anything).
- You can no longer cast spells when confused/blinded or in the dark, unless you are a
Mystic and have a mystic spellbook.
- The monster memory now correctly display EXP values for demon characters.
- Fixed a bug with starting equipment (you could never get the maximum amount of any
equipment item unless it was equal to the minimum amount).
- Creeping Gems now always drop gems when they die.
- Fixed a bug where the weight carried by characters could get wierd with huge amount of
heavy objects (inherited from Vanilla).
- Fixed a bug where the wrong message would be given if you accept a quest.
- Fixed a bug where alchemy formula memory was being saved incorrectly.
- *identify*ing Ethereal DSM no longer crashes the game (thanks Victor Wang for reporting
this).
- In the adventurer's guild, you could accept choices not on the list, which can cause
weird stuff to happen.