Changeset 282

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Timestamp:
07/04/07 21:27:13 (2 years ago)
Author:
takkaria
Message:

Update docs for 3.0.8pr2.

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  • trunk/changes.txt

    r243 r282  
    1212to Yendor for hosting the issue-tracker and source code repository. 
    1313 
    14 Changes from 3.0.6 are now sectioned, because some people will care about 
    15 low-level changes, and others won't. 
     14Changes from 3.0.6 are now sectioned, because some people will care 
     15about low-level changes, and others won't. 
    1616 
    1717All gameplay options are now only alterable at birth.  Be careful when 
    18 importing savefiles to make sure that the AI and scumming options are as 
    19 you want them for the entire game! 
     18importing savefiles to make sure that the AI and scumming options are 
     19as you want them for the entire game! 
    2020 
    2121 
     
    3939  - a large number have new default settings 
    4040  - new option: remaining HP changes the colour of the '@' sign. 
    41   - new option: always pick up things matching an item in the inventory 
    4241  - experience to next level always displayed until clev50 
    4342  - macros/visuals/colours are now accessible (only) from the options 
     
    4746  through things in the dungeon. 
    4847 
    49 - Item squelching support, EyAngband-style.  Instead of being 
    50   automatically destroyed, items are instead marked with the inscription 
    51   "squelch" (if there is no already existing inscription), and all items 
    52   in your inventory and on the floor inscribed with this will be 
    53   destroyed if you press '!' at the "destroy" command. 
     48- Item squelching support. 
     49 
     50  This can operate in one of two ways.  If you prefer your squelchables 
     51  hidden, then turn on hide_squelchable, and whenever you find an item 
     52  which matches your squelch settings, it will be dropped but not 
     53  destroyed.  This means that you can unsquelch it by changing your 
     54  settings later if you so desire. 
     55 
     56  If you prefer squelch to just help automate item destruction, then 
     57  you can press '!' at the "destroy" prompt to destroy all squelchables 
     58  on the floor or in your inventory. 
    5459 
    5560  You can set individual squelch settings for only those items which do 
     
    5964  other variants; complain if necessary. 
    6065 
    61   Worthless items and emptied chests are automatically inscribed with 
    62   "squelch", saving some micromanagement. 
     66  Worthless items and emptied chests are automatically squelched, 
     67  saving some micromanagement.  All item destruction now takes 0 
     68  energy. 
     69 
     70  When objects are compressed, gold and squelched items are the first 
     71  to be destroyed. 
    6372 
    6473- Two kinds of ego-light added.  You'll know when you find one; there's 
     
    6978- Amnesia (the monster attack) is now a timed effect (a la confusion), 
    7079  and has makes you forget how to read scrolls/pray/cast spells one 
    71   time in two. 
    72  
    73   Potions of Healing, *Healing* and Life are the only three things which 
    74   will get rid of amnesia early, but it goes away within a few turns. 
     80  time in two.  Fewer monsters now have the attack, too. 
     81 
     82  CCW, Healing, *Healing* and Life are the only things which will get 
     83  rid of amnesia early, but it goes away within a few turns. 
    7584   
    7685- Defined potions of life, healing, *healing*, augmentation as 'good' 
     
    8695  requested.  As part of this, move spell names/descriptions/locations 
    8796  out into a new file, spell.txt.  (Hugo Kornelis) 
    88 - Arrow keys are now distinct from the numeric movement keys, and because 
    89   of this you can now edit text at prompts in game properly.  Supported 
    90   on Windows, Mac (untested), and curses.  If you get it working for 
    91   anything else, please send the patch! 
     97- Arrow keys are now distinct from the numeric movement keys, and 
     98  because of this you can now edit text at prompts in game properly. 
     99  Supported on Windows, Mac (untested), and curses.  If you get it 
     100  working for anything else, please send the patch! 
    92101- Resizing the game window automatically updates its contents, on 
    93102  platforms which support this. 
     
    154163  been rewritten and contains much less cruft. 
    155164- Timed player modifiers (blind, confused, etc.) are now kept in an 
    156   array, rather than being seperate variables in p_ptr.  This simplifies 
    157   a *lot* of code, and makes it trivial to add new effects.  The majority 
    158   of the work was done using sed scripts. 
     165  array, rather than being seperate variables in p_ptr.  This 
     166  simplifies a *lot* of code, and makes it trivial to add new effects. 
     167  The majority of the work was done using sed scripts. 
    159168- Use a new autoconf/automake system, called OMK. 
    160169- Removed Lua. 
     
    167176  lot of cruft, use C99 types when available,  
    168177- Clean up file locking, move file handling functions into z-file.c, 
    169   remove usleep() function, add a "portable" directory scanning interface 
    170   (works on Windows and Unixes at the moment), and my_fexists(). 
     178  remove usleep() function, add a "portable" directory scanning 
     179  interface (works on Windows and Unixes at the moment), and 
     180  my_fexists(). 
    171181- Use the safer string handling functions much more; the only use of 
    172182  the "unsafe" built-ins are in the various main-* files. 
     
    203213  having played a game this reboot.  (Thanks to Leon Marrick.) 
    204214- Add platform-specific ifdefs to readdib.c and main-ami.c. 
    205 - Allow ^S without freezing the game on the console.  (Hallvard Furuseth) 
     215- Allow ^S without freezing the game on the console.  (Hallvard 
     216  Furuseth) 
    206217- Mouse support on RISC OS. 
    207218- Sort out licences for the various fonts distributed with the game. 
  • trunk/lib/help/308.txt

    r196 r282  
    3030This release carries a few gameplay changes. 
    3131 
    32 Ego-lanterns now exist, despite existence not being a predicate.  There are 
    33 two brands, and you'll know when you find one; there's no ID required to 
    34 figure out if your lantern is special or not. 
     32Ego-lanterns now exist.  There are two brands, and you'll know when you find 
     33one; there's no ID required to figure out if your lantern is special or not. 
    3534 
    3635Amnesia (the monster attack) is now a timed effect (a la confusion), and has 
    3736a real gameplay effect: 
    38  * casting/praying and zapping rods has a 1 in 3 success rate 
    39  * reading scrolls, using staves and aiming wands has a 1 in 4 success rate 
     37 * casting/praying and reading scrolls fail 1 time in 2. 
    4038 
    41 Potions of Healing, *Healing* and Life are the only three things which will 
    42 get rid of amnesia early. 
     39CCW, Healing, *Healing* and Life are the only four things which will get rid 
     40you of amnesia early. 
    4341 
    4442 
     
    6361matching the inventory" option, you can be sure not to miss valuable potions! 
    6462 
    65 Item squelching has been added; the implementation is closest to that of 
    66 EyAngband.  Instead of being automatically destroyed, items are instead marked 
    67 with the inscription "squelch" (if there is no already existing inscription), 
    68 and all items in your inventory and on the floor inscribed with this will be 
    69 destroyed if you press '!' at the "destroy" command.  You can set individual 
    70 squelch settings for only those items which do not get pseudo-ID'd.  For those 
    71 that do, you can choose to mark things as "squelch" depending on the feeling 
    72 you get when you first ID them in that way.  These categories are much broader 
    73 than those found in other variants.  Worthless items and emptied chests are 
    74 automatically inscribed with "squelch". 
     63Item squelching is added; see the changelog for more details. 
    7564 
    7665The stores work quite differently from how they used to; buying and selling 
  • trunk/lib/help/option.txt

    r160 r282  
    3434    if you target locations on the ground, unless you clear them when done. 
    3535 
    36 ***** <always_pickup> 
    37 ***** <query_floor> 
    38 Pick things up by default                     [always_pickup] 
    39 Display things before picking them up         [query_floor] 
    40      When "always_pickup" is on, the game assumes you want to pick up 
    41      any object you encounter.  If "query_floor" is off, you pick up objects 
    42      automatically.  Otherwise, you are shown a list and prompted to pick up. 
    43  
    44      When "always_pickup" is off, the game assumes you want to pick 
    45      things up selectively.  If "query_floor" is off, you get a one-line 
    46      description of the object or pile.  If "query_floor" is on, you see a 
    47      full list, including weights.  In either case, you can start picking 
    48      things up by typing "g". 
    49  
     36***** <pickup_always> 
     37***** <pickup_inven> 
     38Always pickup items                           [pickup_always] 
     39Always pickup items matching inventory        [pickup_inven] 
     40     If pickup_always is on, all items are always picked up, providing it is 
     41     safe to do so.  If pickup_inven is on, then items matching those in your 
     42     inventory are always picked up. 
     43 
     44***** <pickup_detail> 
     45Be verbose when picking things up             [pickup_detail] 
     46     If this is off, you get a one-line description of the objects or piles on 
     47     the floor after the other pickup options have acted.  If this option is 
     48     on, you get a full list for more than one item, including weights. 
     49 
     50     In either case, you can start picking things up by typing "g". 
    5051     When standing still, you are never charged extra time for picking 
    5152     up objects.  When walking, you always take a second partial turn to