I have tested this version more than the past few versions, so it should have considerably less bugs.
changes since 1.0.98:
Fixed Bugs:
- fixed: Darkvision STILL lets you see invisible. (thought it was fixed before, but now it's really fixed..)
- fixed: weapons with the DANGER flag never hit yourself (but still have "sometimes hits yourself" in the weapon description).
- fixed: randarts get sentient alignments way too often and can have both good and evil alignments at the same time.
- fixed: thrown weapon randarts get flags which are only any good if you can wield them.
- fixed: The spells of some monsters summoned by the call help spell have wrong behavior.
- fixed: force stack command for staffs doesn't remove random extra ego stuff
- fixed: some monsters' hit dice don't work (the ones with 200d3 kinda stuff). They end up with much less than they should.
- fixed: multiple attack throwing weapons work now
- fixed: burst of light spell now works as it should
Information / Interface stuff:
- now asks which ring to replace when wielding a ring.
- potion of self knowledge now reveals exact level of corruption and luck.
- hide_squelchable option defaults to ON
- detect traps now detects traps on adjacent chests
- chance of magic item success is displayed in item description
Cool Features:
- NPP-style quiver added!
- slays/brands have partial stacking: (+25% added to x3 multiplier)
- added grab attack for owlbear and a few other monsters
- ability to target monsters in walls
- new room types: empty vaults (including some room designs in vault.txt which aren't used for real vaults) ..for dungeon veriety.
- gauntlets of throwing added which give a multiplier to thrown weapons (like they were being shot from a bow). This ability can also be added to egos which get a random power.
Effects of effects and what they affect:
- magic item difficulty separated from native level (except for activatable artifacts). Also, the lesser DSMs are easier to activate now.
- trying to use an empty staff/wand that you already know is empty doesn't take a turn. Same goes for rods which are charging.
- nexus now has approprate effects on monsters
- TUNNEL diggers/weapons do extra damage to HURT_ROCK monsters
- polymorph should be much less dangerous now (usually doesn't heal). Polymorph spells/wands are also more likely to work now.
- chance based on (clevel + luck + device skill) for wand damage to get a boost (not too big a boost)
Misc tweaks / improvements:
- MOVE_BODY monsters usually wake up the monsters they push past
- quarterstaffs are double weapons (easier to get multiple attacks), also a couple other double weapons added. Priests and druids get a bonus with quarterstaffs.
- gave stat potions a second allocation line so they'll keep appearing as you go deeper
- objects in rubble can be found by searching without digging up the rubble. This is done so people like me don't feel like we have to dig up every pile of rubble.
- static resistance added (for drain charges) (included in random resistances). NOTE: This is not complete protection like disenchantment resistance is, it only makes it less likely to happen.
- In an earthquake, a durable object may become buried in granite instead of breaking.
- ..several other minor tweaks which I won't go into detail on.
Download link:
(I'm experimenting with using this free file hosting site so I don't have to bother pav with every update.)
EDIT: dl link updated for 9/9/09 update.
changes since 1.0.98:
Fixed Bugs:
- fixed: Darkvision STILL lets you see invisible. (thought it was fixed before, but now it's really fixed..)
- fixed: weapons with the DANGER flag never hit yourself (but still have "sometimes hits yourself" in the weapon description).
- fixed: randarts get sentient alignments way too often and can have both good and evil alignments at the same time.
- fixed: thrown weapon randarts get flags which are only any good if you can wield them.
- fixed: The spells of some monsters summoned by the call help spell have wrong behavior.
- fixed: force stack command for staffs doesn't remove random extra ego stuff
- fixed: some monsters' hit dice don't work (the ones with 200d3 kinda stuff). They end up with much less than they should.
- fixed: multiple attack throwing weapons work now
- fixed: burst of light spell now works as it should
Information / Interface stuff:
- now asks which ring to replace when wielding a ring.
- potion of self knowledge now reveals exact level of corruption and luck.
- hide_squelchable option defaults to ON
- detect traps now detects traps on adjacent chests
- chance of magic item success is displayed in item description
Cool Features:
- NPP-style quiver added!
- slays/brands have partial stacking: (+25% added to x3 multiplier)
- added grab attack for owlbear and a few other monsters
- ability to target monsters in walls
- new room types: empty vaults (including some room designs in vault.txt which aren't used for real vaults) ..for dungeon veriety.
- gauntlets of throwing added which give a multiplier to thrown weapons (like they were being shot from a bow). This ability can also be added to egos which get a random power.
Effects of effects and what they affect:
- magic item difficulty separated from native level (except for activatable artifacts). Also, the lesser DSMs are easier to activate now.
- trying to use an empty staff/wand that you already know is empty doesn't take a turn. Same goes for rods which are charging.
- nexus now has approprate effects on monsters
- TUNNEL diggers/weapons do extra damage to HURT_ROCK monsters
- polymorph should be much less dangerous now (usually doesn't heal). Polymorph spells/wands are also more likely to work now.
- chance based on (clevel + luck + device skill) for wand damage to get a boost (not too big a boost)
Misc tweaks / improvements:
- MOVE_BODY monsters usually wake up the monsters they push past
- quarterstaffs are double weapons (easier to get multiple attacks), also a couple other double weapons added. Priests and druids get a bonus with quarterstaffs.
- gave stat potions a second allocation line so they'll keep appearing as you go deeper
- objects in rubble can be found by searching without digging up the rubble. This is done so people like me don't feel like we have to dig up every pile of rubble.
- static resistance added (for drain charges) (included in random resistances). NOTE: This is not complete protection like disenchantment resistance is, it only makes it less likely to happen.
- In an earthquake, a durable object may become buried in granite instead of breaking.
- ..several other minor tweaks which I won't go into detail on.
Download link:
(I'm experimenting with using this free file hosting site so I don't have to bother pav with every update.)
EDIT: dl link updated for 9/9/09 update.
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