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From the ChangeLog: Note also that the file contains only a fraction of the changes between versions 0.430 and 0.50, since Timo Kiviluoto did not update ChangeLog during the period between January and September 2004 ----------------------------------------------------------------------------- December 10 2004 Timo Kiviluoto <holybanana@users.sourceforge.net> * Corrected a bug in the genie hostility code December 10 2004 Timo Kiviluoto <holybanana@users.sourceforge.net> * The annoying question "Do you want to ERASE..." whatever which appeared after dying if the highscore file was empty or old is now less annoying and doesn't appear unless it's really necessary December 10 2004 Timo Kiviluoto <holybanana@users.sourceforge.net> * BugFix: Very complex chain explosions caused by kicking could crash the game * BugFix: Polymorphing to Petrus in WMode crashed * Great War in Attnam is inactive * BugFix: Fleeing monsters using teleport control could try to teleport outside the level, causing a crash * You can no longer use your vital bodyparts for golem creation * Invisible creatures can no longer block light * BugFix: There was no way to use stairs covered by slime * Flying creatures no longer get stuck to slime, at least if it's not vomited at them * You can give no more commands to unconscious pets * BugFix: "Don't consume anything valuable" command flag wasn't activated by default due to an obscure problem * Increased Shirt of the Golden Eagle's AV from 35 to 40 * The player no longer autovomits on altars unless he has to or it belongs to Scabies * Removed the "temporary" comments that increased the probability of bone files being created/loaded * The veteran kamikaze dwarf of GC6 is no longer always on the downstairs; this was too nasty for those players unfortunate enough to come up from GC7 after being sucked there through a fountain * An extra confirmation is needed before the game allows the player to vomit at a neutral NPC; I've died too many times because of pressing 'V' instead of 'C' * There are no doors in UT4 now; it is a natural cave * The player is no more allowed to change the equipment of archangels * Archangels are now less invincible * Cut the time archangels exist to one tenth * Added some extra monsters to Oree's lair * It now rains blood in Oree's lair December 10 2004 Timo Kiviluoto <holybanana@users.sourceforge.net> * Broken gauntlet pic modified by Kahvi * BugFix: Killing a unicorn could crash * Great War in Attnam is active December 10 2004 Timo Kiviluoto <holybanana@users.sourceforge.net> * Fixed some minor "problems" reported by Valgrind * Thaumic bomb and empty/full dwarven gas grenades added to item.pcx by Kahvi * Adjusted the InElasticityPenaltyModifiers of broken items upwards * BugFix: No message was printed when levitation was activated, except if due to a BoL * Decreased the possibility of attribute increase and polymorph effects of fountains * Groups of monsters can appear from a fountain, not just one; the amount depends on the species and luck * Removed some obsolete commented code December 03 2004 Heikki Sairanen <first.last@tut.fi> * unconscious shopkeepers don't trade November 17 2004 Timo Kiviluoto <holybanana@users.sourceforge.net> * Science talks can now require and train charisma * Richel Decos has his own unique science talk particles November 15 2004 Heikki Sairanen <first.last@tut.fi> * small typo corrected November 12 2004 Heikki Sairanen <first.last@tut.fi> * the incompatability of old highscore files is handled like it should November 11 2004 Heikki Sairanen <first.last@tut.fi> * old highscore files incompatable November 11 2004 Timo Kiviluoto <holybanana@users.sourceforge.net> * New death messages "beheaded by X" and "killed by X's dirty attack below the belt" added * Decreased the effect of TALENT_CLEVER; I hadn't taken into account the true power of nonorganic limbs when defining it October 29 2004 Timo Kiviluoto <holybanana@users.sourceforge.net> * Corrected an annoying bug in DoEvilDeed * Every generated monster decreases the approximate monster generation interval of the level slightly, so infinite exping on one area becomes less effective over time * More messages are now generated when teleporting * BugFix: the weight of a mammoth's corpse was negative * BugFix: mushrooms were able to grunt * TypoFix: one space was missing from rusted golems' names * Changed the basic terrain materials of GC levels 6, 9, 10 and 11 mainly for clarity reasons October 22 2004 Timo Kiviluoto <holybanana@users.sourceforge.net> * BugFix: offering on the Silva's altar in UT4 crashed * BugFix: endurance exp wasn't gained if the player had a non-living bodypart and his binary was compiled with VC, due to a bug in the latter * Corrected many problems in bodypart special effect draw order * Angels might be a little more intelligent now * Gods may be a little wiser when choosing gift bodypart materials * Probably fixed an additional bug or two which I can't quite recall now October 13 2004 Timo Kiviluoto <holybanana@users.sourceforge.net> * Decreased the amount of Attnam's polar bears to one, because their shadows had a noticable negative effect to performance * BugFix: charming a tourist and leaving New Attnam crashed * Halved the speed materials spoil * Spoil and mirror item vanish messages are now more informative * BugFix: equipment slots were shown in the panel when polymorphed into a golem * BugFix: removed the stairs to not-yet-done UT5 * Webs of giant spiders are a little weaker * The big trap room of GC changed into a dwarven mine field * Monsters are no longer generated in the mine field or vault rooms * Corrected a bug in the lantern code which could prevent items on the ground from being animated if the square once had a wall & attached lantern * Fixed many problems with messages October 8 2004 Timo Kiviluoto <holybanana@users.sourceforge.net> * BugFix: items on the ground were sometimes not animated * BugFix: armor pictures were not always updated correctly when polymorphing * BugFix: polymorphing into a nonhumanoid while wearing a belt of levitation crashed * Founders.jpg added to Doc/Data * Hunters now have unique science talk particles * The body of science talk msgs ("You have a rather pleasant chat...") is now more vivid, having ten different forms * Removed the scroll of create monster; it was never used for anything sensible save abuse * The game now displays more informative break/destroy msgs, eg. "something on the ground explodes", "the slave's leather armor breaks", etc. * The game now says "xxx stabs/strikes/slashes" instead of "xxx hits" if xxx is armed; the verb depends on the weapon * Some other msgs changed, but there are still problems with these October 3 2004 Timo Kiviluoto <holybanana@users.sourceforge.net> * Some mind worms added to char.pcx by Kahvi * Corrected a rather nasty bug, which eg. made infravision useless * Enemies might retreat from invisible creatures a bit more effectively (again, there's bugs in this also; I'll fix them later) September 31 2004 Timo Kiviluoto <holybanana@users.sourceforge.net> * Fixed a typo in the anti-explosive magical field code * Added distinct break messages for wands (this probably has bugs now, I'll fix them later) September 30 2004 Timo Kiviluoto <holybanana@users.sourceforge.net> * Corrected a minor bug in characters' special effect draw order September 30 2004 Timo Kiviluoto <holybanana@users.sourceforge.net> * My sincerest apologies for not updating ChangeLog for a loooooooooong while. Henceforth, however, I wow to resume this healthful habit * Mistresses and dogs now have unique random science talk particles * For in-house testing sessions, there's now a BONUS_LIVES #define in define.dat which determines how many bonus amulets of life saving the player gets when he starts a game * Disabled the time test in the panel * Spiders' flesh and blood are now poisonous * The game no longer crashes if an NPC wearing a belt of levitation steps over another belt floating near the edge of a lake or pool * Corrected some small problems in certain god effect messages * Pets are now killed when generating bonefiles even if they have lifesaving * Corrected a typo in the standard file copyright notice (oops :) August 25 2004 Heikki Sairanen <firstname.lastname@tut.fi> * Timing works. Although fetime:: is still a bit incomplete August 20 2004 Heikki Sairanen <firstname.lastname@tut.fi> * Monsters think webs are dangerous August 20 2004 Heikki Sairanen <firstname.lastname@tut.fi> * Sophos changed to also god of handicrafts August 20 2004 Heikki Sairanen <firstname.lastname@tut.fi> * panel changes August 20 2004 Heikki Sairanen <firstname.lastname@tut.fi> * more webs August 19 2004 Heikki Sairanen <firstname.lastname@tut.fi> * webs added... atleast some fraction of them August 17 2004 Heikki Sairanen <firstname.lastname@tut.fi> * smith and tailor work with equiped items now too. * changed tailor replies August 6 2004 Heikki Sairanen <firstname.lastname@tut.fi> * blue color cursor for run mode * some typo corrected * bananapeels can be resurrected * monster portal in Oree level * X swimming here now ok August 5 2004 Heikki Sairanen <firstname.lastname@tut.fi> * bomb displacing energy field in Attnam August 5 2004 Heikki Sairanen <firstname.lastname@tut.fi> * Food added to UT * wskill with no exp that are used are shown on wskill screen July 14 2004 Heikki Sairanen <firstname.lastname@tut.fi> * Vladimir works July 14 2004 Heikki Sairanen <firstname.lastname@tut.fi> * Vladimir works better, but far from perfect July 13 2004 Heikki Sairanen <firstname.lastname@tut.fi> * Makefile corrections (couple of missing files) * Moved Polymorph command in cpp to only wizard mode compiles.. July 8 2004 Heikki Sairanen <firstname.lastname@tut.fi> * Minor correction to fountains... July 8 2004 Heikki Sairanen <firstname.lastname@tut.fi> * Added wizard mode command Polymorph (key '[') July 8 2004 Heikki Sairanen <firstname.lastname@tut.fi> * Changed license notices a bit July 8 2004 Heikki Sairanen <firstname.lastname@tut.fi> * levitating plants and mushrooms move about July 7 2004 Heikki Sairanen <firstname.lastname@tut.fi> * Vomit messages work... July 7 2004 Heikki Sairanen <firstname.lastname@tut.fi> * "You look down. You see an active mine." in the dark. no more... * Headless zombies can no longer vomit. * ?,*,|,<,>,/,\,: are no longer acceptable for names (windows doesn't like them) * ForcedVomit messages are different for mommos and dolphins * 'If player tries to apply when he has no arms, the message says that there are no items to apply.' bug corrected.. * When you don't get to the highscore list your reason of death is shown July 7 2004 Heikki Sairanen <firstname.lastname@tut.fi> * Copyright notices added to sources, headers and script Heikki Sairanen <firstname.lastname@tut.fi> * fountain test removed. sorry Heikki Sairanen <firstname.lastname@tut.fi> * Fountains can now throw player to other fountains in near levels or same level. Heikki Sairanen <firstname.lastname@tut.fi> * Leprosy improved a lot and is cureable Heikki Sairanen <firstname.lastname@tut.fi> * aclocal.m4 updates or something strange like that anyway :) <Many entries missing, sorry...> ??? Timo Kiviluoto <firstname.lastname@kolumbus.fi> <entry incomplete> * It is no longer possible to kick stones under walls * It is no longer possible to detect traps by floating over them, dropping items and checking if the total weight of the stack is greater than the items' weights' sum January 6 2004 Heikki Sairanen <firstname.lastname@tut.fi> * Now compiles in linux. The corrections are _bad_ so checking them wouldn't be a bad idea. January 1 2004 Timo Kiviluoto <firstname.lastname@hut.fi> * Corrected a fatal bug in the cloning code * Fixed a problem that caused the fluid system to run occasionally very slowly * Decreased the banana peel trap damage a little * Pressing ESC when choosing a teleport control target no longer crashes * Prevented crystals from spawning over stairs in UT4 January 1 2004 Timo Kiviluoto <firstname.lastname@hut.fi> * Corrected an extremely fatal bug in the square destruction code (it may have caused random crashes when changing levels) * Fixed a harmless light update absence bug in the cloning code * N simultaneously bought items in a shop can no longer cost more than N times one item's price (formelly this was possible since all arithmetic operations during the price calculations were rounded down) * Monsters now avoid needlessly stepping on banana peels and broken bottles * The nationality adjective "Attnamian" is now written "Attnamese" * Gear pictures are now updated correctly when an equipped item spoils * Adjusted the word order of sword names (based on our weapon expert Kahvi's opinions) * The game no longer enters an infinite loop when blood is spilled on an enner beast's groin * It is now possible to determine the leader of a team in the script * It is now possible to determine how spoiled items are in the script * Adding several identical items in the script is now more elegant * Remade the consume system: the game now handles correctly situations where the player eg. eats an iron sword with a banana flesh handle * Ikiros can now remove rust from equipment * Fixed two bugs in Loricatus's pray effect * Optimized the generation of terrains and items somewhat * Added many new features to New Attnam * Banana shop for the hungry (the products start to spoil within a few turns, though) * Priestess of Silva who offers the same services as the priest in Attnam but is cheaper * Tourist family who follow Kaethos around the town * Underground sumo wrestling arena, where the player can compete with the local sumo champion Huang Ming Pong (I will not list all the meticulous details of the associated events here) * Added two new armors which the player gets after winning the sumo fight * The banana growers now feed the sumo wrestler regularily * It now rains in the village occasionally * Lowered the player's starting money * Zombies raised by necromancers now inherit the attributes of their past lives; also their names now depend on them * Master necromancers can now sometimes raise Xinroch, if he hasn't been generated yet * Apprentice necromancers can now raise any corpse he sees as a zombie (not just an adjacent one), and masters any corpse in the level * Necromancers are now somewhat more intelligent December 16 2003 Timo Kiviluoto <firstname.lastname@hut.fi> * Adjusted the colors of menus and lists so that the selected item is more clearly visible on dark monitors * Large spider, giant spider and Lada added to char.pcx by Kahvi * Expensive camera and miniature mummy of Lenin added to item.pcx by Kahvi * Necromancer, bourgeois tourist, his wife and child, and Lenin added to humanoid.pcx by Kahvi * Necromancer graphics integrated * Two spider webs added to effect.pcx by Kahvi * Remade felist entry picture drawing system; browsing an enormous inventory (for instance after using the gain all items cheat) is now a lot faster * A small typo in the look description of neutral panicked NPCs corrected * Added a super-fast system for retrieving random pixels for which a certain predicate (say, non-transparency) is true; I plan to use a similiar algorithm for level::RandomSquare in the future * Documented stack.h/cpp and fluid.h/cpp * Added ironalloy material category which currently consists of iron, steel, meteoric steel and adamant * Iron alloys can now rust; names and strength values are affected * Rusting is now displayed graphically as random brown pixels * Added RustModifier material database member which determines the ability to rust for liquids and how easily rusting happens for ironalloys * Golems and terrains made of ironalloys can also rust * Scroll of repair can now remove rust * Renamed class human to playerkind * Rewrote the player's armor drawing code; it was probably the most horrible gum solution in the entire game * Added several item database members to control which armor pictures are to be drawn * Added (half-accidentally) support for armor picture animations * The Shirt of the Golden Eagle now gives the player an appropriate blue aura when worn * The priority map trickery which is used to determine the special effect drawing order of humanoids is now completely incomprehensible * Remade the whole fluid code: it now utilizes the full power of IVAN's material system * Liquids on ground can now cause effects to legs/other bodyparts * An arbitrary number of fluids can now cover weapons, armor and bodyparts; graphical effects added to item pictures * Fluids can now affect the items and bodyparts they cover * Removed the obsolete ContainedMaterial of weapons * Fluid is now displayed over wielded, armor and bodypart graphics for playerkinds; however I chose not to show them for other monsters since it could cause many characters to be drawn very unclearly from the user's perpective * Added a dripping animation for all fluids not on ground * Damaging a monster with a weapon now causes blood to be spilled over the item used * Dipping to solid materials is alas no longer possible; however, I haven't done this since 0.311 so it isn't so great a loss * Liquids can now exist on non-walkable terrain and affect them. For instance you can destroy walls using acid (see below). However, there is a small problem that liquids can be seen from all sides of the terrain which can be strange if it is a part of a long wall separating parallel tunnels * Fluids can now emit light (but this feature is not yet used) * A potion which breaks due to hitting an object now spills half of its contents to the next square on its theoretical line of flight * Fluids affected by paranormal gravitational distractions now land correctly on the players face, if he/she/it has one * Corpses now spill blood, not just severed bodyparts * Added acid effects which are based on the Acidicity material database member; acidous fluids cause items to break and can destroy very weak broken items, and they also tend to be very rusting * Added IsImmuneToAcid material database boolean * Dark frog blood and pepsi are now acidous * Remade the vomit system; the amount of liquid now depends on the body volume of the character and it can be targeted to adjacent squares and used as a very poor acid-based weapon * Added BloodMaterial and VomitMaterial character database members * Mommos now really attack by vomiting acidous slime, which also has a high RustModifier * Oree's vomit attack now really spills acidous blood over the player * M-color 3 of arm pictures is henceforth allocated for gauntlets; some humanoid graphics updated due to this * Zombies now spoil November 8 2003 Heikki Sairanen <firstname.lastname@tut.fi> * feio.cpp documented August 31 2003 Heikki Sairanen <heikki.sairanen@phpoint.net> * Now compiles with gcc * Added necromancers * Mushrooms inherit their stats. * Atavus gives player a banana at XMas. Banana should probably be changed to something else. August 14 2003 Heikki Sairanen <heikki.sairanen@phpoint.net> * Certain small changes to mihail so it know finds it's missing FeLib... Added instructions to create symbolic link to FeLib, if it isn't distributed for the user. August 14 2003 Timo Kiviluoto <markku.kiviluoto@sono.fimnet.fi> * Added some comments to the Febot code * Hex's new MIHAIL version added to CVS August 14 2003 Timo Kiviluoto <markku.kiviluoto@sono.fimnet.fi> * iosystem::StringQuestion now takes the destination string as an argument and returns whether the user aborted the question or not * Configuration system has been standardized and moved largely to FeLib * Added Febot engine which can be used by the Oracle of the Holy Haven of Gurus when the time comes |
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