e98fe40c65
-------------------------------------------------------------- v19.1 (August 20, 2017) -------------------------------------------------------------- Gameplay * Spells have basic/expert/master tiers instead of a skill percentage - higher tiers can be achieved by picking traits for various spell domains (e.g. "Lesser Invocation" to cast all attack spells at expert level) * Reworked the spell skill bonuses for all spells * Lowered the spirit cost for many spells * The Occultist receives halved shock for casting spells (not just from using strange items) * Spellcasting is now generally more powerful than before, and scales to be more useful by mid/late game * Darkbolt and Azathoth's Wrath do random damage within a range, instead of a fixed number * Being Blessed/Cursed affects the shock cost of casting spells, instead of the spirit cost * The spell "Healing" is now also available for the player * The potion "See Invisible" is now a spell instead * Added spell "Transmutation" (convert items) * Added spell "Subdue Weapons" - learned simultaneously as "Animate Weapons" (very cheap spell which drops all visible Animated Weapons) * Added spell "Spell Shield" - grants spell resistance until a spell is blocked (same effect as the spirit traits) * Removed Potion of Clairvoyance * The Potion of Invisibility effect ends when attacking or casting spells, and has much shorter duration * Removed the "Sacrifice Life"/"Spirit" spells * The spell "Summon Creature" picks more sensible monsters when cast by the player (e.g. a Wolf will not appear when cast at Master level) * Improved AI of player allied monsters - they are now much more active in pursuing enemies * Added trait "Stout Spirit" (before "Strong"/"Mighty Spirit") * Added trait "Absorption" for Occultists - blocking a spell restores 1d6 Spirit * Added trait "Resistant" - halved damage from fire and electricity * Mind Eaters (now called Mind Leeches) can no longer paralyze the player * The "snake emerge" and "wall crumbling" events are much rarer * "Snake pit" rooms now contains much fewer monsters (instead of filling the whole room) * Oozes have much shorter awareness duration and tend to spawn in smaller groups * Keziah Mason starts together with Brown Jenkin, instead of spending a turn to summon it when she sees the player * Monsters now attempt to detect the player by vision on standard turns, instead of on their own turns (to prevent very fast monsters from detecting the player too easily) * Ravens, Bats, and Vampire Bats no longer actively moves towards the player, but will attack if adjacent * Byakhees are slower * Ghoul characters have +10% speed and +1 natural Armor Point * "Infravision" has been changed to the ability to see in darkness instead (this means Ghoul characters can fully see in dark rooms) * Adjusted Potion of Poison duration so that it's guaranteed to be non-lethal for any non-diseased player character with full hit points * Poison damage is slower, but poisoning generally lasts longer * XP gained from Monoliths increased from 15% to 20% * Rod of Cloud Minds (which the Rogue starts with) now only requires 90 turns to recharge (or 45 with the Electrically Inclined trait) * Unidentified Rods do not display their recharge countdown - attempting to use an unidentified Rod before it's recharged wastes a turn (with the same message as if the effect is unknown), but does not reset the countdown * Removed the damage bonuses from the Marksman traits (it made ranged combat very overpowered) * Removed Armor Points bonus from Tough/Rugged traits * Added trait "Thick Skinned", which gives +1 Armor Point * Each melee trait gives +5% chance to evade melee attacks * The War Veteran starts with a Flak Jacket instead of a Leather Jacket * The base chances for bashing doors open and pushing lids are higher * Throwing knives do 2d3 damage (avg 4.0) instead of 1d6 (avg 3.5), and have +10% hit chance * Rocks no longer have a hit chance bonus, and do less damage * Increased backstab bonus for Daggers and for the Vicious trait * The Imperceptible trait is only available for Rogues * The Mi-go Electric Gun runs on Hit Points instead of Spirit, and does less damage * The "auto move" command ("e") now also stops before hanging vines * Greatly reduced the ability penalties for wearing Iron Suit, and slightly reduced the penalties for the other armors * Putting on, taking off, or dropping armor now takes multiple turns * Properties applied from monster attacks (such as paralyzation or blindness) have a certain percent chance to get applied - many attacks still have 100% chance to apply their effect, but some now have a lower chance (such as paralyzation from White Spider bites) * Paralyzation can be re-applied while already active * Paralyzed actors always have 100% speed, so that very fast monsters (such as Bats) does not immediately start moving again * Much higher chances that monsters become "wary" first, instead of immediately detecting the player * When monsters detect the player due to sounds, they pause for one turn (just like they already did when detecing by vision) * Burning no longer completely prevents reading manuscripts or casting spells - instead there is a 50% chance to fail (wasting the manuscript or spirit upon failure) * Removed the regeneration aspect from the Orb of Life * The Horn of Banishment now also works on Major Clapham Lee's summoned "Tomb Legions" * Gas masks now also protects against gas explosion traps * Insanity increments are higher than before, and randomized * Shock from carrying disturbing items reduced to 0.05% shock per turn (from 0.1%) * The Rogue background receives -25% passive shock (instead of -50%) * Reduced the penalty for each wound to -5% melee hit chance (instead of -10%), -5% dodging (instead of -10%), and no penalty to ranged attacks (instead of -5%) * The Survivalist trait completely removes the penalties to hit chance and dodging from wounds * Being Frenzied allows waiting in place (with "5" or ".") * Added some new mid/late game monsters * Weakening now causes halved melee damage, instead of minimum melee damage * Removed the Wolves from the intro level * The Rejuvenator Device causes heavy shock when used * Good properties no longer interrupt player actions when they are applied (e.g. using medical equipment is not interrupted by regaining spell resistance) Interface * Weapon names show average damage instead of dice rolls - melee weapons also show their "plus" damage bonus (not including any damage bonus from traits), e.g. "Machete 9.0 {+2} +0%" - the exact dice rolls can be seen in the detailed item description when viewing the item in the inventory * Brighter interface color scheme (some menus could be difficult to read before) * The descriptions for armors and gas masks includes their exact ability penalty values * Multiple monsters had a red "E" as symbol when playing in text mode, they now use different colors from each other * "Ornate Tombs" are now colored cyan instead (they were hard to distinguish from normal tombs) * When viewing monster descriptions ("v"), the monster's hit chances and properties are no longer displayed (only the player's chance to hit the monster) * Fixed Fire Hound projectile animation in tiles mode (a small "blast" tile instead of a bunch of forward slashes) * When walking through water or mud, more descriptive messages are printed ("I wade slowly through the knee high water") instead of "splash" or "glop" - this is to emphasise that they cost an extra turn to move through * When not wearing armor, the armor icon is drawn slightly darker than before * Ravens are brighter (they could be hard to see) * The high score list now also shows player background * A game summary text file is always stored after the game (there is no menu option for this) * You now also go to the postmortem menu after winning the game, and a game summary file is written * When browsing high scores, selecting an entry shows the game summary for that entry * The game no longer pre-loads the ambient sound effects (they are now only loaded on demand) - vastly reducing the program load time (should be nearly instant on most systems) and initial memory usage * Seeing fire on the map now interrupts actions such as waiting or using medical equipment Bug fixes * On some machines, the random number generator would have a fixed seed (apparently, the C++ std::random_device can silently fall back on this method if it cannot find a source of randomness...), resulting in deterministic map generation, etc - the RNG is now seeded with the current time instead * Fixed a bug which prevented accessing the manual ("Tome of Wisdom") from the esc-menu during a game * Fixed a bug which removed the Sentry Drone monster from the game - preventing both usage of the Sentry Drone device, and hostile Sentry Drones from spawning on the map * When Mi-go commanders dropped their armor on death, this was treated as if the player tried to unequip the armor * The "wall collapse" event could crash the game in some situations * The descriptions of "fast" monsters said that they appear to move "slowly" * Fixed some typos |
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