| 7 | | J.D. White, and more |
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| 8 | | XXX fill in before release |
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| 9 | | |
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| 10 | | Leon Marrick's dungeon generator from O was imported briefly, but since |
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| 11 | | he wasn't around to answer questions or improve it at all, it's been |
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| 12 | | reverted (see revisions 306 and 612). Also, using the 3.0.x dungeon |
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| 13 | | generator makes it much easier to balance the object allocation changes. |
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| 14 | | The dungeon generator is scheduled for some attention sometime in the |
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| 15 | | 3.1.x series, but it's not my main concern right now. |
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| | 7 | J.D. White, Eddie Grove, Rowan Beentje, Nick McConnell, Gabriel |
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| | 8 | Cunningham, Shanoah Alkire, Alexander Philips, mikon, Antony Sidwell, |
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| | 9 | and all the alpha- and beta- testers who downloaded the game, |
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| | 10 | sometimes in an extremely shaky state, and played it anyway. |
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| 60 | | |
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| 61 | | |
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| 62 | | Gameplay |
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| 63 | | -------- |
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| 64 | | |
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| 65 | | * Remove autoscum. (#365) |
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| | 56 | * Preserve mode has a sensible description again. |
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| | 57 | * Try and differentiate the level feelings more. |
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| | 58 | * Add the moderately well-tested "lazy movement" patch which allows a |
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| | 59 | movement delay to be set, during which it is possible to choose a |
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| | 60 | second direction. This means that up and left in quick succession |
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| | 61 | can be translated to an actual diagonal. This may improve some |
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| | 62 | people's laptop playing experience without resorting to the |
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| | 63 | roguelike keyset. |
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| | 64 | * Add bigscreen support to the self-knowledge screen. |
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| | 65 | * Make inscriptions like "!k!k!k" prompt multiple times again. (#492) |
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| | 66 | * Make monster XP and native depth always known, even without |
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| | 67 | kills. (#596) |
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| | 68 | * Rejig social status a bit. |
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| | 69 | |
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| | 70 | Gameplay changes |
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| | 71 | ---------------- |
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| | 72 | |
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| | 73 | There are some pretty big gameplay changes. |
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| | 74 | |
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| | 75 | The object list has been reworked quite a bit. It is a bit more |
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| | 76 | varied and has less duplication. Some items have been removed and |
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| | 77 | others added. The new items have had relatively little testing and |
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| | 78 | may be gone again next release. |
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| | 79 | - The number of items that monsters drop has been reduced drastically. |
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| | 80 | - Potions tend to appear in stacks now. |
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| | 81 | - The range of food items has been reduced. |
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| | 82 | - Healing heal a proportion of wounds, not just a set value-- this |
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| | 83 | makes all the potions useful. |
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| | 84 | - Add a selection of "gain one, lose one" stat potions to replace the |
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| | 85 | old stat loss potions-- they guarantee a stat to raise and reduce one |
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| | 86 | randomly. |
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| | 87 | - The Elven Rings have a variety of healings, at the suggestion of |
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| | 88 | Timo. Also, apply some other changes from the TV-patch (r428) |
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| | 89 | - Replace the sustain {stat} rings with sustain mind and sustain body, |
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| | 90 | providing three sustains each. |
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| | 91 | - (#543) Make ammo of slay evil/venom apply to Mithril ammo too. |
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| | 92 | |
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| | 93 | Gold drops have also been reworked. By the end of the game, there is |
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| | 94 | about 3.6x less gold per drop than in any earlier version or Angband |
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| | 95 | or Moria, but the amount per drop at the beginning of the dungeon |
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| | 96 | is quite similar to pre-existing levels. You may be interested in |
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| | 97 | looking at http://rephial.org/research/avg_gold_drop.pdf for an |
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| | 98 | illustration. |
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| | 99 | |
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| | 100 | Magic mapping and detection use the same-sized rectangular area around |
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| | 101 | the player regardless of screen size. |
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| | 102 | |
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| | 103 | Birth: |
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| 95 | | |
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| 96 | | Combat: |
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| 97 | | * On shooters, slays affect rolled damage, not total damage, like |
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| 98 | | combat. Also, transfer slays and brands from the shooter to |
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| 99 | | ammunition. e.g. Cubragol is firebranded. This tones down ranged |
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| 100 | | combat quite a bit at the high end. |
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| 101 | | |
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| 102 | | Monsters: |
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| 103 | | |
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| 104 | | Monsters have only had one change, but it's not a very noticeable one |
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| 105 | | (hopefully): monster HP is specified as an average value around which to |
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| 106 | | randomise, instead of using a "12d5"-type calculation. Uniques always |
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| 107 | | have the number of HPs specified in the monster.txt file, like before. |
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| 108 | | |
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| 109 | | Pack AI for trying to confront the player in rooms was exploitable: it |
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| 110 | | was not considering open spaces created by digging creatures or |
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| 111 | | stone-to-mud, making it possible for the player to clear "safe" open |
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| 112 | | space at the side of a room. Now the pack AI tries to attack in any |
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| 113 | | open space where the player can be surrounded, not just room interiors. |
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| 114 | | |
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| 115 | | |
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| 116 | | Objects: |
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| 117 | | #310 #228 #311 #313 #316 |
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| 118 | | |
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| 119 | | There is a new object allocation algorithm, something like the Sangband |
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| 120 | | system but not quite the same. This made it possible to rebalance the |
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| 121 | | object rarities with better accuracy and knowledge of how such changes |
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| 122 | | would affect the game. |
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| 123 | | |
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| 124 | | As a result, object rarities have undergone fairly extensive changes, |
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| 125 | | especially with regard to consumables and rechargeables. Some items |
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| 126 | | have been removed, some new ones have been added, and most rarities have |
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| 127 | | been changed. There are a few quirks with the allocations as they |
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| 128 | | stand, like speed potions being abnormally common on the first few |
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| 129 | | dungeon levels. |
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| 130 | | |
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| 131 | | A selection of the most notable changes appear below: |
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| 132 | | |
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| 133 | | - Water and Apple Juice are gone. |
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| 134 | | - Various potions have a tendency to appear in stacks. |
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| 135 | | - Reduce the number of food varities in the game. |
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| 136 | | - Add a new timed telepathy effect to some items |
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| 137 | | - Make potions of CLW, CSW, CCW heal a proportion of wounds, not just |
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| 138 | | a set value. In the process, make all the potions more useful, to |
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| 139 | | the point where even CLW can be used usefully; CSW is about as useful |
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| 140 | | as the old CCW, and CCW is now only found in the dungeon -- albeit in |
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| 141 | | piles. (#313) |
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| 142 | | - Add a selection of "gain one, lose one" stat potions to replace the |
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| 143 | | old stat loss potions-- they guarantee a stat to raise and reduce one |
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| 144 | | randomly. |
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| 145 | | - Stop Broken Daggers being generated, make Filthy Rags [0,+0], and |
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| 146 | | make Broken Swords (+0,+0) by default. |
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| 147 | | - Stop fixing the flavour for slime mold juice. |
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| 148 | | - The Elven Rings have a variety of healings, at the suggestion of |
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| 149 | | Timo. Also, apply some other changes from the TV-patch (r428) |
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| 150 | | - Bad potions (confusion and the like) have a more damaging effect than |
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| 151 | | good potions when thrown. This is like a lazy version of potions |
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| 152 | | actually having the proper effect on monsters they hit. |
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| 153 | | - Make torches always be found at 5000 turns, and lanterns at 7500 |
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| 154 | | turns |
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| | 139 | A small selection of other changes: |
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| | 140 | * Remove autoscum. (#365) -- really? |
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| | 141 | * Add minimum depths for each kind of trap. As such, only teleport and |
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| | 142 | confusion traps occur at dlev1. This should help some people. |
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| | 143 | * Make the rogue slightly better at combat than the ranger, based on Timo's sugges |
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| | 144 | tion. (Message-ID: <651vknF2cvjl2U1@mid.individual.net>) |
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| | 145 | * Lower the distance missile weapons can fire into the 10-14 grids range. |
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| | 146 | * Make monster arrow attacks sometimes miss. (#537) |
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| | 147 | * Some improvements to monster AI. |
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