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-
- You get a warning for spells or prayers beyond your strength.
-
- Inventory commands (wear, wield, xchange, take_off, drop) now always
- take one move each. If anything significant happens during that move,
- like a monster moving somewhere, the screen will be redisplayed.
- Inventories are displayed in the top-right corner of the screen, to minimize
- the number of characters that must be redrawn afterwards, makes the game
- much more playable on slow speed modems.
-
- When selecting items or spells, you can select with a capital letter to
- print a description and confirm you really want that one.
-
- You can now associate counts with commands. The '?' command shows you
- the possibilities. In rogue command mode, simply type in the number.
- In this mode, numbers are no longer simple commands.
- In original moria command mode, enter a '#' to start a count.
-
- There are options (set with the = command) to display weights in
- an inventory, to highlight mineral seams, to ignore open doors
- while running, etc.
-
- Monster memory: use the / command to access info about a monster after you
- have seen/killed at least one of them. This can also be accessed from
- the look 'l' command.
-
- Can enter control characters with two keystrokes using ^ key, useful for
- noisy phone lines? or stupid terminals?
-
- 'M'ap command shows reduced size map. 'L' allows you to scroll around entire
- map. The 'L' command also will now center the character on the screen.
-
- Look 'l' views all objects in an arc in the specified direction, or specify
- '5' and it will look in every direction.
-
- Can change your speed in wizard mode.
-
- New field in status line, used for rest/paralysed/searching/repeat counts.
-
- News field in status line shows speed.
-
- Can die of starvation.
-
- If carrying too much weight, you will be slowed immediately, the amount slowed
- depends on how much over the weight limit you are.
-
- Can not circle monsters by moving in a diamond pattern.
-
- High level monsters have a chance of ignoring your bash, and they also have
- a chance of recovering immediately even if stunned. You can not bash the
- Balrog.
-
- Can abort rest/repeated command by hitting any character.
-
- Every duration affect prints a command when it wears off previously
- resist_heat and resist cold, and perhaps others did not.
-
- New find/run algorithm which is much better than the old one. Also,
- better handling of dangerous conditions that occur during repeat commands/runs.
- An attack will always stop a repeated command and find/run mode.
-
- Can inscribe names onto objects. Some inscriptions are automatic:
- an empty wand/staff is inscribed 'empty'. An object which is used, but its
- use does not identify it is inscribed 'tried'. Cursed objects are inscribed
- 'damned' when identified as cursed. If you detect an object is enchanted,
- it is inscribed 'magik'.
-
- Scrolls have their titles removed after being identified. Scrolls/potions
- from the store/dungeon can stack after the dungeon item is identified.
-
- If you curse/damage a special object, such as a Holy Avenger sword, it
- will lose its special property.
-
- Will automatically save the game correctly, if a HANGUP signal is received,
- i.e. dropped dialup connection, the network crashes, etc. The save file
- is not a panic save, instead the program plays the game for you (i.e.
- pretends that you are hitting ESCAPE) until it is safe to save the game.
-
- Better handling of inventory/equipment lists, i.e. you can drop items
- in the equipment list, can identify items in the equipement list, etc.
-
- More consistent monster definitions, i.e. creatures with frost attacks
- always take extra damage from fire (except those that also have fire
- attacks), and many other fixes.
-
- One source for the UNIX/IBM/Atari ST/Mac/VMS versions, should make keeping the
- micro versions up-to-date much easier. The game is smaller and hopefully
- faster. Savefiles are now relatively machine independent, they should
- transport from one mini/micro to another without any problems.
-
- If you are hallucinating, ^R won't help.
-
- Bows can have a pluses to damage. These pluses only apply if you are
- using the bow to fire the appropriate type of missile (arrow/bolt/etc).
-
- Can haggle incrementally in the stores, i.e. can increase bid by 10
- by typing +10, similarly -10 will decrease bid by 10.
-
- Beeps if invalid character entered at most prompts.
-
- Can type ^R at any time to refresh the screen.
-
- Armor/weapons show their base AC/hit/dam values in their name.
-
- Any of RETURN (^J), LF (^M), SPACE, or ESCAPE can be typed at -more- prompts.
-
- When droping a group of items, you have the choice of dropping only one,
- or all of them.
-
- There is a small chance that a player will notice that there are unidentified
- magic items in the inventory. The chance is larger if the item is in the
- equipment list.
-
- Object distribution has been changed so that when you are deep in the dungeon,
- there are many more high level objects created than low level objects.
-
- Monster distribution changed so that when you are deep in the dungeon,
- you will meet many more high level monsters than low level monsters.
-
- Additional spikes make a door harder to open, in a progressively decreasing
- sequence, that is, the more spikes you add, the less effect each additional
- spike has.
-
- When a stat changes, all abilities/etc that depend on the stat will immediately
- change. For example, if you CON increases, then your hit points will increase,
- if your INT/WIS increases then your mana will immediately increase and you
- will immediately learn new spells/prayers. This makes the Grape Jelly trick
- completely unnecessary, and, in fact, it will has no effect.
-
- Spell/prayer letters never change, i.e. if you know the second spell of a book,
- it will not be referred to as spell 'a' if you do not know the first spell.
-
- When haggling, if you have reach the final offer much more often than you
- haven't, then the store will give you the benefit of the doubt and go
- directly to the final price. The exact formula is (good > 3*bad + 20).
- Two sets of numbers are kept for every store, one for buying and one for
- selling.
-
- When wielding a weapon that is too heavy, the to hit penalty will be shown
- by the 'C' command.
-
- It is harder to hit monsters when you can't see them.
-
- Perfect stealth is impossible now.
-
- Save files are now encrypted.
-
- Slay monster items are now slay animal. The previous slay monster item
- did not work as stated by the documentation, fixing it to work reasonably
- would have made it too powerful.
-
- If picking up an item will slow you down, you are asked if you really want
- to pick it up.
-
- Spells work differently now. You no longer learn them automatically when
- you gain a level. Instead, 'Study' appears in the status line when are
- capable of learning new spells. Use the 'G' command to actually learn
- the spells. The 'G' command can be used anytime that you are eligible to
- learn new spells, as for example, after quaffing a restore intelligence/wisdom
- potion.
-
- The object naming routines are completely rewritten. This makes the program
- much smaller. Also, too-long names will no longer cause a crash or error,
- they will be silently truncated as necessary.
-
- You can not attack an invisible/unlit monster in a wall by merely moving
- into the wall, instead you must tunnel into the wall. Since moving into
- a wall is a free turn, people could take advantage of this while fighting
- invis monsters by checking all of the walls first.
-
-