New features
- A new door type has been added, the gate. It blocks movement but not line of sight.
- I have received a lot of help over the years. People that have assisted me in one way or another are now acknosledged in the new Credits & About screen, reachable from the main menu.
- Added a couple of items that increase the light radius
- Added two handed weapons that prevent the use of a shield
- Added items of better or worse than average quality, prefixed "Fine", "Worn", "Strong" and so on
- Introduced weapon speed to allow for different playstyles using either hard hitting and slow weapons or fast weapons that hit for less
- Some monsters can now be generated in packs
- Improved fleeing and pursuing AI behavior
- Monsters no longer step on known traps
- Flying monsters (bat, wraith and beholders) are no longer affected by traps on the ground
- Only intelligent monsters can open doors and pick locks. Stupid monsters need to rely on brute force to get passed a closed door.
- Bashing open a door varies in difficulty depending on if the door is locked, jammed, or if it is a gate
- The ranger has an increased light radius
- Hitpoints are always increased by 1 when gaining a level
- Visibility in the starting forest is no longer limited by the player's light radius
- Weapons with an added effect (Fire, Poison etc) no longer rely on the player's Magic stat when determining effect
- The bottom stats bar area is no longer taking up screen space on views that doesn't use it
- The damage from attacks and spells is now determined using a slightly skewed gaussian distribution instead of a linear
- Wands now have a limited number of charges. There is currently no means of recharging a wand
- Items are now ignored when cycling through targets
- When having an item with a beneficial effect selected in targeting mode only friendly creatures will be cycling through targets
- When having an item with a harmful effect selected in targeting mode a hostile creature is selected by default instead of starting centered at the player
- Targeting mode automatically targets an enemy if none is already targeted (previously the player was targeted)
- Minor change to the Drop one/all menu. If a single item is selected the Drop one/all will be replaced by a simple Drop command
- Damage done and taken is no longer linear. There is less probability to do max damage.
Bugfixes
- Solved a fatal bug in monster movement code that could move the monster out from the map (and crash the game)
- Ammo with a limited amount is no longer kept equipped when depelted
- Removed double "You are no longer poisoned" messages when leveling up while poisoned
- Removed double death messages when killing a creature with a ranged weapon using enchanted ammo
- Made sure that tiled levels (the dungeon and sewer) are surrounded by an impassable border of wall tiles
- It is no longer possible to go back to a finished game after killing the Goblin King
- You will now get a proper win if you return to a saved map with the Goblin King on it and you kill him
- Solved the problem with text flooding the bottom edge of a text box
- Solved a crash bug when explicitly saving a game with persistent maps, leaving the level, coming back and loading again
- You can no longer save scum chests. A chest will always contain the same item, no matter when you open it
- You can no longer save scum scrolls of enchants. The result of a particular scroll of enchant applied to a particular item will always give the same result
- Solved a potential problem when dropping parts of a stack of items or when cloning a monster
- It is no longer possible to resist magic cast by yourself on yourself (for instance resisting own teleports)
- Damage caused by displacement/knockbacks no longer reduce max hitpoints
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