Changeset 196
- Timestamp:
- 06/19/07 14:15:00 (1 year ago)
- Files:
-
- trunk/changes.txt (modified) (7 diffs)
- trunk/lib/help/308.txt (modified) (3 diffs)
Legend:
- Unmodified
- Added
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- Modified
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trunk/changes.txt
r161 r196 5 5 Quite a number of people have been involved in this version, and thanks 6 6 must be given to Hugo Kornelis, Pete Mack, Marco K and Frank Palazzolo, 7 Christer Nyfalt, Leon Marrick, Antony Sidwell, Andrew Doull, Kenneth 8 Boyd, Iain McFall, Kiyoshi Aman, and Brendon Oliver. 7 Christer Nyfalt, Leon Marrick, Andrew Doull, Kenneth Boyd, Iain McFall, 8 Kiyoshi Aman, and Brendon Oliver. 9 10 Special thanks go to Antony Sidwell for setting up the new website, and 11 to Yendor for hosting the issue-tracker and source code repository. 9 12 10 13 Changes from 3.0.6 are now sectioned, because some people will care about … … 22 25 - New splash screen. 23 26 24 - Steam Mecha class added (may be a bit hard to play right now). 25 26 - The Ey/Un-style knowledge browser has been imported. 27 - The Ey/Un-style knowledge browser has been imported. You can set 28 autoinscription settings through that browser now. 27 29 28 30 - Mouse support a la FAangband added, but nowhere near as advanced or … … 38 40 - new option: always pick up things matching an item in the inventory 39 41 - experience to next level always displayed until clev50 40 - macros/visuals/colours are now accessible from the options menu. 41 42 - Sangband-style object handling added, which makes it much easier to 43 sift through things in the dungeon. 42 - macros/visuals/colours are now accessible (only) from the options 43 menu 44 45 - Sangband-style object handling, which makes it much easier to sift 46 through things in the dungeon. 44 47 45 48 - Item squelching support, EyAngband-style. Instead of being … … 53 56 as "squelch" depending on the feeling you get when you first ID them 54 57 in that way. These categories are much broader than those found in 55 other variants; if you want a less coarse selection, give me a shout 56 and I'll see what I can do. 58 other variants; complain if necessary. 57 59 58 60 Worthless items and emptied chests are automatically inscribed with 59 61 "squelch", saving some micromanagement. 60 62 61 - Ego-lanterns now exist, despite existence not being a predicate. 62 There are four brands, and you'll know when you find one; there's 63 - Two kinds of ego-light added. You'll know when you find one; there's 63 64 no ID required to figure out if your lantern is special or not. 64 65 … … 66 67 67 68 - Amnesia (the monster attack) is now a timed effect (a la confusion), 68 and has a real gameplay effect , that lasts 25 turns:69 and has a real gameplay effect: 69 70 - casting/praying and zapping rods has a 1 in 3 success rate 70 71 - reading scrolls, using staves and aiming wands has a 1 in 4 success … … 72 73 73 74 Potions of Healing, *Healing* and Life are the only three things which 74 will get rid of amnesia early. In the future, maybe eating mushrooms 75 of hallucination will cure it... 75 will get rid of amnesia early. It's probably not balanced right yet. 76 76 77 77 78 78 Minor visible changes 79 79 --------------------- 80 - Added echo to macro trigger entry. 80 - Allow weapons and armour to be damaged instead of destroyed by 81 inventory damage effects, thus making swap weapons more viable. 81 82 - Browsing books now displays information about the spells therein, if 82 83 requested. As part of this, move spell names/descriptions/locations … … 123 124 is inspired by (but not derived from) Hengband. 124 125 - Prompt for overwriting savefiles. 126 - Added echo to macro trigger entry. 125 127 - Restore some pre-Ben flavour text. 126 128 trunk/lib/help/308.txt
r160 r196 4 4 PLEASE READ THIS, EVEN IF YOU DON'T READ ANY OF THE REST: 5 5 6 All gameplay options are now only alterable at birth. Be careful when importing savefiles to make sure that the AI and scumming options are as you want them for the entire game! 6 All gameplay options are now only alterable at birth. Be careful when 7 importing savefiles to make sure that the AI and scumming options are as you 8 want them for the entire game! 7 9 8 10 9 Since the manual is being updated wholesale for the next release of Angband, here's a quick rundown of new features in this version of the game: 11 Since the manual is being updated wholesale for the next release of Angband, 12 here's a quick rundown of new features in this version of the game: 10 13 11 14 New commands … … 13 16 14 17 Display monster list ('[') 15 This command displays a list of currently-visible monsters in a one-column display on the main terminal. It was suggested it might be useful for blind users. 18 This command displays a list of currently-visible monsters in a one-column 19 display on the main terminal. It was suggested it might be useful for blind 20 users. 16 21 17 22 Command lists ("Enter" key) 18 This brings up a little window in the middle of the screen, in which you can select what command you would like to use by browsing. Useful for beginners. 23 This brings up a little window in the middle of the screen, in which you can 24 select what command you would like to use by browsing. Useful for beginners. 25 19 26 20 27 Gameplay changes … … 23 30 This release carries a few gameplay changes. 24 31 25 Ego-lanterns now exist, despite existence not being a predicate. There are four brands, and you'll know when you find one; there's no ID required to figure out if your lantern is special or not. 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. 26 35 27 Amnesia (the monster attack) is now a timed effect (a la confusion), and has a real gameplay effect, that lasts 25 turns: 36 Amnesia (the monster attack) is now a timed effect (a la confusion), and has 37 a real gameplay effect: 28 38 * casting/praying and zapping rods has a 1 in 3 success rate 29 39 * reading scrolls, using staves and aiming wands has a 1 in 4 success rate 30 40 31 Potions of Healing, *Healing* and Life are the only three things which will get rid of amnesia early. In the future, maybe eating mushrooms of hallucination will cure it... 41 Potions of Healing, *Healing* and Life are the only three things which will 42 get rid of amnesia early. 43 32 44 33 45 Interface changes 34 46 ----------------- 35 47 36 There are now only three main option menus, comprising of 31 options in total. Some are new ("use_sound", "pickup_inven"), some mean different things ("query_floor"), but most are the same as they were. 48 There are now only three main option menus, comprising of 31 options in total. 49 Some are new ("use_sound", "pickup_inven"), some mean different things 50 ("query_floor"), but most are the same as they were. 37 51 38 The obscure macros/visuals/colours commands have been moved to the main options display. 52 The obscure macros/visuals/colours commands have been moved to the main 53 options display. 39 54 40 There's a random name generator for character names now, though I don't vouch for the quality of the names. Scroll names have a distinctly different character now, too, and should generally be pronounceable, should you be the kind of player who likes to read things out loud when you use the "read" command. 55 There's a random name generator for character names now, though I don't vouch 56 for the quality of the names. Scroll names have a distinctly different 57 character now, too, and should generally be pronounceable, should you be the 58 kind of player who likes to read things out loud when you use the "read" 59 command. 41 60 42 Sangband-style object handling makes a visit to Angband, making handling items quite a bit less tiring. Also, with the introduction of a "Pick up things matching the inventory" option, you can be sure not to miss valuable potions! 61 Sangband-style object handling makes a visit to Angband, making handling items 62 quite a bit less tiring. Also, with the introduction of a "Pick up things 63 matching the inventory" option, you can be sure not to miss valuable potions! 43 64 44 Item squelching has been added; the implementation is closest to that of EyAngband. Instead of being automatically destroyed, items are instead marked with the inscription "squelch" (if there is no already existing inscription), and all items in your inventory and on the floor inscribed with this will be destroyed if you press '!' at the "destroy" command. You can set individual squelch settings for only those items which do not get pseudo-ID'd. For those that do, you can choose to mark things as "squelch" depending on the feeling you get when you first ID them in that way. These categories are much broader than those found in other variants; if you want a better selection, give me a shout and I'll see what I can do. 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". 45 75 46 Worthless items and emptied chests are automatically inscribed with "squelch". 76 The stores work quite differently from how they used to; buying and selling 77 should be more streamlined, and the stores react to bigscreen at last! 47 78 48 The stores work quite differently from how they used to; buying and selling should be more streamlined, and the stores react to bigscreen at last! 49 50 There is some rudimentary mouse support, which is only really useful for pathfinding across the dungeon. In the town, it tends to take non-obvious paths to the end location, but for the next release, we should have a real pathfinder. 79 There is some rudimentary mouse support, which is only really useful for 80 pathfinding across the dungeon. In the town, it tends to take non-obvious 81 paths to the end location, but for the next release, we should have a better 82 pathfinder.
