Sil 1.1 is now available.
Headline features:
* 250% more Balrogs!
* More than 20 new artefacts
* Extensive changes to special items
* Many changes to the monster list to give each type more character
Full Changelist:
Headline features:
* 250% more Balrogs!
* More than 20 new artefacts
* Extensive changes to special items
* Many changes to the monster list to give each type more character
Full Changelist:
Code:
- broke savefile compatibility - getting silmarils - it is now easier to cut out the first Silmaril - your weapon can now break on either the second or the third Silmaril - you no longer suffer the rapid attack penalties when cutting if you have that ability active - elemental damage - for pure elemental damage (breaths and things as opposed to melee with elements) - you now get your resistance before your protection roll - used to be the other way around - you have always only had a limited amount of prot for such attacks - e.g. rings of prot, hardiness, song of staying, (& shields for fire/cold) - now these sources of prot actually matter a bit when you have resistance - added elemental vulnerabilities - these are very rare, and they lower your resistance by one level - if it is a level below no resistance, you take double damage, then triple etc. - monsters - many changes, including the following... - balrogs: - added five more, giving a full complement of seven - they are rare, but *very* dangerous - giants: - lowered perception substantially - changed the colours, and flavour text and a few stats for Nan and Gilim - orcs: - improved Boldog's melee and damage by 1 - improved Orcobal's melee and damage by 1 - corrected 'Othrond' to 'Othrod' - not sure where that mistake came from! - gave him an extra 1 to melee to compensate him for the indignity - cats: - lowered cat warrior health by 2d4 (20%) - lowered Umuiyan's health by 1d4, to put him into the progression - moved Umuiyan from shortbow (1d7) to longbow (1d9) - improved the archery score of cat assassins by 2 - lowered will substantially - wolves: - minor modifications of attack and evasion to put them into a unified pattern - lowered the non-unique's health across the board (to 6d4, 8d4, 10d4, 12d4, 14d4) - increased the health of Gorthaur and Carcharoth - increased the damage of Gorthaur - lowered the armour of wargs (from [2d4] to [1d4]) - trolls: - increased health and melee slightly - lowered will and perception substantially - insects/centipedes: - unified health to 2d4 - a decrease for centipedes and dragonflies - an increase for hummerhorns - these creatures gain their defence from evasion/prot rather than health - (also worth noting: bats are 2d4 as well, birds are 1d4) - spiders: - increased the melee and damage of Ancient Spider attacks - increased the melee and damage of Ungoliant's attacks - increased the health of most late-game spiders - increased Shelob's darkness radius and damage - molds: - made violet molds half as common as before - now a quarter as common as other mold types - humans and elves: - reduced easterling archers' archery skill by 1 - improved easterling uniques' melee skill by 1 - increased Maeglin's melee and evasion - serpents: - added slightly erratic movement to all of them (25% chance) - ancient serpents - removed the elemental auras - they were a bit confusing and too easy to force monsters to take damage - now have [6d4] instead of [7d4] - do an extra 2d4 breath damage do compensate - dragons: - can no longer make you forget the map - this ability is now unique to Mewlips - valar: - increased Morgoth's will and perception after you knock his crown off - due to him taking you more seriously as a threat - and the need to challenge you! - stone creatures no longer destroy staircases if they die on top of them - Shadows and Hithraukar now pass under closed doors - Shadows no longer pass through walls - there are now no invisible wall-passing creatures! - combat - you now lose the stealth bonus against an enemy for the second/third attacks if they are woken up by the first attack - entrancement effects can no longer be 'chained' - you cannot be entranced while already entranced - you cannot be entranced if you haven't had a turn since last entranced - fixed a message bug when throwing potions - stealth - monsters can now become less alert if they are out of sight and fail a check to spot you by more than 30 - they lose a point of alertness for every point more than 30 that they fail by - they won't fall asleep though - Vanish is now implemented as a +10 bonus to this check - abilities - Vanish: see above - you can no longer get an Opportunist attack when knocking a monster back - you now stop singing a song if you remove an item which was granting you that ability - Charge has been made quite a bit weaker, and also more interesting - it was by some distance the most overpowered ability, and should still be good - it no longer doubles your weapon dice - instead, your attack counts as if you have +3 Dex and +3 Str - a bit like an opposite of rapid attack - the ideal weapon for charging will thus be heavier than the ideal for normal attacks - also charge no longer works if you are moving slowly (at speed 1) - Zone of Control, Opportunist, Flanking, Controlled Retreat - no longer work on unwary monsters or monsters during the 'truce' - as this was almost always not what the player wanted - a few fixes to Exchange Places - can no longer be done unless the creature is visible (removes exploits) - can no longer be done from within a web/pit - now triggers traps if you end up in one - Blocking now always works against all ranged attacks (fire breath, arrows, boulders etc) - thanks to Angloki for the idea - it still requires you to pass to get the bonus against melee attacks - it is also now an alternate pre-requisite for controlled retreat - fixed some oddities in the build up of the bonus to attack for Concentration - i.e. it didn't work for certain free attacks you made in the opponent's turn - now it builds the bonus by +1 if you made at least one attack since the start of your last turn - Song of Aule now gives a bonus of Song/4 instead of Song/5 - who says we're just trying to make smithing less good? - Crippling Shot now no longer works on critical resistant monsters - smithing - made forges appear a bit more regularly throughout the dungeon - this should help a lot in avoiding games with too few forges - increased the cost of the 'speed' attribute from 25 to 30 (at Psi's suggestion!) - increased the cost of stat points by 20% (the base has moved from 10 to 12) - increased the cost of damage sides by 25% (from 12 to 15) - increased the cost of brands, slays, sharpness - no longer get any benefits for putting penalties on items - it seemed cool, but just lead to them being put on Gloves of Smithing an the like - the one exception is Danger, which leads to quite a large difficulty reduction (-5) - there is now a discount of 20% on the difficulties of robes, crowns, sceptres - they now make good artefacts... - you can now make all special item types including the bad ones - the first forge is now guaranteed to be a normal forge with three charges - to avoid the temptation to start-scum - you are now asked to confirm spending points of smithing when making a masterpiece - items - fixed a bug where blowing a trumpet of blasting could *heal* you - if your protection was higher than the earthquake damage - staffs of self-knowledge now show attributes of your off-hand weapon (if any) - dropped permanent lights now glow properly (at some point this stopped working) - chest contents generation slightly simplified (more chance of jewellery now) - removed halberds - while undeniably cool, they are more a late medieval swiss weapon - there are still glaives (which are mentioned in Tolkien) and Celebrist is now one - changed the glaive stats to halfway between the old Glaive and Halberd - renamed: 'leather gloves' to 'gloves', 'leather boots' to 'boots', 'steel greaves' to 'greaves' - removed rings of attention/wrath - enough wrath items already, especially with our other changes - removed amulet of danger - same reason, and there is a new cursed replacement amulet... - removed rings of True Sight - there are enough other True Sight types - improved Mithril Helms and Mithril Greaves - now all mithril items are better in at least one combat attribute - not merely weight and ignoring acid - {special} items - adjusted the depths and rarities across the board - added several new special item types, including cursed ones - made some large changes to the special items types - changed the single type slaying items (Orc Slaying etc) - most now slay two types of monster and are named for a place - Final Rest instead has Free Action on it - note that 'of Gondolin' now refers to the orc/troll weapon - since the blades from Gondolin in the books glowed when orcs were near - the old 'of Gondolin' weapons are no more, though 'of Nargothrond' is similar - removed (Avenger) - though there is a new artefact shortsword with riposte - added a sticky curse to (Vampiric) - removed 'of Brilliance' - these were introduced before slaying weapons glowed and it is inelegant to have both - removed Boots of Slowness - just too nasty - removed Gloves of Agility - special gloves were too similar to rings - removed Gloves of Clumsiness - changed Gloves of Weakness to Gloves of Treachery - now with a nice bonus... - changed name of Gloves of Power to Gloves of Strength - added Gloves of Swordplay - to compete with Gloves of Strength - fixed a bug where some special weapons wielded from the floor wouldn't glow properly - fixed the auto-identification of lanterns of brightness when refuelling them - unified the True Sight types of helms and light sources - so identifying one identifies them all - this had slipped past me before - artefacts - added 21 new artefacts - realised that quite a few of the artefact weapons were just too crazy and toned them back - added descriptions for those artefacts which didn't have them - set Calris aflame like all good Balrog swords should be, and made other changes to it - we think it is really strong now and people are crazy not to be using it more... - dungeon - added some T-intersections in the corridors - fixed two bugs in dungeon generation which could lead to doubled and tripled doors - no rubble generated before 200 ft anymore - traps - made false floors half as common as other traps - webs can no longer be generated in dead ends - food - it is now harder to get gorged (so it can't happen unless already 'full') - the gorged effect wears off even faster - interface - added an onscreen main menu with all the interface commands - it can be accessed with (m) or (Escape) - the latter can be turned off if you find it annoying - I intend this to be the main way to access many of these commands - and in future versions I will remove direct access to some: - e.g. Colours, Macros, Knowledge, Options, ... - but not Character Sheet, Save, ... - comment on the Angband Forum if you have concerns about this - added back in the 'auto_more' option - (I still wouldn't want to use it though!) - stopped it wasting a turn when you try to pick something up and nothing is present - also improved some interface oddities surrounding 'pick things up by default' - stopped it wasting a turn when you decide not to make anything at a forge - fixed bug with being warned about dropping your shield when you wouldn't have to do so - added prompt warning you about being forced to drop your two handed weapon when wielding a shield - the object knowledge screen now displays potion/herb/staff etc types that you have seen in previous games - this is useful for the process of elimination... - fixed some interface bugs for smithing: - the name of an artefact is no longer reset when returning to the artefact submenu - selecting menu options via their letters now works properly - display - the iron crown no longer shows up multiple times in the knowledge menu - fixed some issues relating to Morgoth before and after being uncrowned - staffs now display how many times they have been used when unidentified - fixed a bug with the combat rolls window - it wasn't displaying the old info correctly in many cases - creating any object at a forge is now noted in the notes section - including the stats and weight - slight modification of messages for failing to tunnel - fixed a bug where the player would identify their off-hand weapon when their main weapon struck truly - platform specific - linux version - X11 now supports solid block walls and highlighted unwary/sleeping creatures - X11 now supports the initial menu and more user friendly loading of characters - GCU now makes the map quadrant of its virtual terms as large as possible - thanks to bron for the patch! - mac version - can now easily open savefiles generated on other platforms (e.g. competition saves) - challenge modes - all of these were buggy! - no artefact mode no longer generates monster-specific artefacts - like Spear of Boldog etc - straight down mode now works correctly - disconnected stairs mode now works correctly - behind the scenes - notes are no longer temporarily stored in 'notes files' - this should finally put an end to all the problems with these files! - fixed some potential bugs in targetting, dungeon generation, hallucination - thanks - thanks go to many of the denizens of angband.oook.cz for their suggestions and bug finding - this really does help to improve the game! - thanks also go to our wonderful beta test team - I have no idea how they played so many games so quickly
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