(Terse version of RGRA post, please pardon the double posting)
Zaiband is a V3.0.6 fork. Download from http://www.zaimoni.com/zaiband/ .
User-visible changes in Zaiband 3.0.7:
- trap generation is somewhat more intelligent.
- autoinscriptions that block actions only work once, no matter how many of them there are. !* is still cumulative with action-specific blocks.
- projection paths (arrows, bolt spells, etc.) have been adjusted. Knight-move ambush still works, but the hockey puck corridor won't. The easier trick shots are automatically handled. There probably are a few bugs where invisible squares can be hit by careful choice of position targeting, but I haven't checked for them carefully.
- the reasonable bolt and summons checks in monster AI have been disconnected from the smart_monsters option. [They, at least, are working.]
- discounts have been eliminated.
- player noise is now generated when the player does something. A single central check is made, and if the player made noise it is applied to
all monsters that should be affected. Aggravation, being more mystical, happens when the monster is processed.
- options eliminated
** forced true: fresh_before, allow_quantity, expand_list
** forced false: fresh_after, stack_force_costs
Zaiband is a V3.0.6 fork. Download from http://www.zaimoni.com/zaiband/ .
User-visible changes in Zaiband 3.0.7:
- trap generation is somewhat more intelligent.
- autoinscriptions that block actions only work once, no matter how many of them there are. !* is still cumulative with action-specific blocks.
- projection paths (arrows, bolt spells, etc.) have been adjusted. Knight-move ambush still works, but the hockey puck corridor won't. The easier trick shots are automatically handled. There probably are a few bugs where invisible squares can be hit by careful choice of position targeting, but I haven't checked for them carefully.
- the reasonable bolt and summons checks in monster AI have been disconnected from the smart_monsters option. [They, at least, are working.]
- discounts have been eliminated.
- player noise is now generated when the player does something. A single central check is made, and if the player made noise it is applied to
all monsters that should be affected. Aggravation, being more mystical, happens when the monster is processed.
- options eliminated
** forced true: fresh_before, allow_quantity, expand_list
** forced false: fresh_after, stack_force_costs
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