Changeset 282
- Timestamp:
- 07/04/07 21:27:13 (1 year ago)
- Files:
-
- trunk/changes.txt (modified) (9 diffs)
- trunk/lib/help/308.txt (modified) (2 diffs)
- trunk/lib/help/option.txt (modified) (1 diff)
Legend:
- Unmodified
- Added
- Removed
- Modified
- Copied
- Moved
trunk/changes.txt
r243 r282 12 12 to Yendor for hosting the issue-tracker and source code repository. 13 13 14 Changes from 3.0.6 are now sectioned, because some people will care about15 low-level changes, and others won't.14 Changes from 3.0.6 are now sectioned, because some people will care 15 about low-level changes, and others won't. 16 16 17 17 All gameplay options are now only alterable at birth. Be careful when 18 importing savefiles to make sure that the AI and scumming options are as19 you want them for the entire game!18 importing savefiles to make sure that the AI and scumming options are 19 as you want them for the entire game! 20 20 21 21 … … 39 39 - a large number have new default settings 40 40 - new option: remaining HP changes the colour of the '@' sign. 41 - new option: always pick up things matching an item in the inventory42 41 - experience to next level always displayed until clev50 43 42 - macros/visuals/colours are now accessible (only) from the options … … 47 46 through things in the dungeon. 48 47 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. 54 59 55 60 You can set individual squelch settings for only those items which do … … 59 64 other variants; complain if necessary. 60 65 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. 63 72 64 73 - Two kinds of ego-light added. You'll know when you find one; there's … … 69 78 - Amnesia (the monster attack) is now a timed effect (a la confusion), 70 79 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 which74 will getrid 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. 75 84 76 85 - Defined potions of life, healing, *healing*, augmentation as 'good' … … 86 95 requested. As part of this, move spell names/descriptions/locations 87 96 out into a new file, spell.txt. (Hugo Kornelis) 88 - Arrow keys are now distinct from the numeric movement keys, and because89 of this you can now edit text at prompts in game properly. Supported90 on Windows, Mac (untested), and curses. If you get it working for91 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! 92 101 - Resizing the game window automatically updates its contents, on 93 102 platforms which support this. … … 154 163 been rewritten and contains much less cruft. 155 164 - Timed player modifiers (blind, confused, etc.) are now kept in an 156 array, rather than being seperate variables in p_ptr. This simplifies157 a *lot* of code, and makes it trivial to add new effects. The majority158 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. 159 168 - Use a new autoconf/automake system, called OMK. 160 169 - Removed Lua. … … 167 176 lot of cruft, use C99 types when available, 168 177 - 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(). 171 181 - Use the safer string handling functions much more; the only use of 172 182 the "unsafe" built-ins are in the various main-* files. … … 203 213 having played a game this reboot. (Thanks to Leon Marrick.) 204 214 - 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) 206 217 - Mouse support on RISC OS. 207 218 - Sort out licences for the various fonts distributed with the game. trunk/lib/help/308.txt
r196 r282 30 30 This release carries a few gameplay changes. 31 31 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. 32 Ego-lanterns now exist. There are two brands, and you'll know when you find 33 one; there's no ID required to figure out if your lantern is special or not. 35 34 36 35 Amnesia (the monster attack) is now a timed effect (a la confusion), and has 37 36 a 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. 40 38 41 Potions of Healing, *Healing* and Life are the only three things which will 42 get ridof amnesia early.39 CCW, Healing, *Healing* and Life are the only four things which will get rid 40 you of amnesia early. 43 41 44 42 … … 63 61 matching the inventory" option, you can be sure not to miss valuable potions! 64 62 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". 63 Item squelching is added; see the changelog for more details. 75 64 76 65 The stores work quite differently from how they used to; buying and selling trunk/lib/help/option.txt
r160 r282 34 34 if you target locations on the ground, unless you clear them when done. 35 35 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> 38 Always pickup items [pickup_always] 39 Always 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> 45 Be 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". 50 51 When standing still, you are never charged extra time for picking 51 52 up objects. When walking, you always take a second partial turn to
