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Changelog for version 0.2.0
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msearle5 committed Oct 18, 2018
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This file describes SliceHack's changes from SpliceHack and (below) the
changelog for SpliceHack.

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* Release 0.2.0 'Hill Giant'

The big stuff:
* Literally. You can now play as a giant.
Giants have lots of HP, and their maximum strength and constitution is
25. They have increased carrying capacity. (+100 to capacity, with the
cap increased to 1400 - that can only be reached with strength and
constitution maximized, though.) They can also wield a two-handed
weapon as if it were one-handed. They are not intended as "easy mode",
though - set against these advantages they are slow (10, vs. normal
12), have poor dexterity, intelligence and charisma and no shirt,
armor or cloak slot. This limits AC and makes it difficult to get MR
and reflection - especially for the Barbarian whose quest artifact
doesn't provide MR. They also have intrinsic hunger and aggravate
monster, and can't gain stealth from leveling up. (Other sources do
work.)

They can be Neutral or Chaotic, and play as Barbarian, Caveman, Monk
or Tourist.

Giants know something about gems - they can all distinguish glass from
valuable gems and use an uncursed touchstone as if blessed. Most can
also recognize a few types of gem. Barbarians may also have brought a
treasure with them, Cavemen might have found a pretty rock and
Tourists bring no cash but a larger pile of gems. (Monks are above
such baubles.)

They can lug boulders around and throw them, and are more effective
with their favourite weapon - a club - or in unarmed combat, in which
they have an increased chance to stun their opponent. They are more
likely to shatter their opponent's weapon with a lucky strike. They
can't however become very effective with bows, crossbows or slings
(there is no multishot bonus from skill).

Kicking down doors, digging, tearing through webs and general feats
of strength are easier for a giant. Because much of the strength
gain in a typical game is through eating giant corpses which is now
taboo - and because it would be silly if a giant typically had less
strength than a human at the same stage of the game - giants gain
more from the other sources of strength gain.


* Praying for food has now been made smarter.
The previous behaviour was to treat any prayer while Weak or worse
as a serious trouble. It will now first check your inventory for
food (and your bags, if they are accessible to you) and if there is
a significant amount you will be expected to eat that first.

Many exceptions are made - for tins (because of the delay), tripe
(which might make you sick), eggs (which might be cockatrice), and
items which are not intended as food (catnip, garlic, wolfsbane,
eucalyptus, lizards). Corpses and globs are only considered if they
won't do anything too nasty (stone, slime, poison, acid if low HP,
domestic animal, cannibalism, or tainted).

Minor features:
* Failure Eidolon is scarier. Failure Eidolon had a teleporting attack, which was
useless as the level was no teleport. Replaced it with a gremlin style
intrinsic stealing attack.
* Potions of hallucination may grant enlightenment (1/2 if blessed, 1/5 uncursed).
* Throne room kings' sceptres are of precious metal, annd may be ornate.
* Store rooms: a special room with a few boxes and random items, and some rats.
* You can get Sting by killing a spider in melee with an elven dagger.
* Wrest wish chances have been tweaked - it starts low but increases. (the idea
being to both reduce tediosity and reduce the chance of accidental wresting)
* Add a case to Popeye for chameleon meat vs. sliming (because it is reasonable to
eat a tin of deep fried chameleon to stop sliming, intending to turn into
a fiery monster. Even without poly control - it would be a slim chance but
might be the only possibility.)
* Lords as well as princes get quality arms - though to a lesser extent.
* Merfolk equipment is rustproof. Merfolk were dropping tridents which rusted when
they hit the water. This looks silly, so they have been made rustproof.
* Long worms taste spicy.
* Cursed landmines can randomly explode.
* Hallucinatory monsters, randomized names, etc.
* Artifact generation chance now depends on Luck, and Pirates get more.

Bug fixes:
* Weights for items with changed materials fixed (e.g. wood golems producing
things that were wooden, but had the weight of a different material
because they were first generated in that material and then changed to
be wood without changing the weight). This fixes corrosion also.
* When enchanting a worm tooth or reverting a crysknife, the material should change.
* Fix artifact messages (such as you get when wielding War's Sword) being seen
twice on restore - they now don't show up at all when restoring.
* There are no glass or plastic mattocks (previously this applied only to pickaxes).
* Fix "wooden shield of reflection" (shiny_materials had less than 100%).
* Zombies created by a zombiemaker's attack now become hostile.
* Magic chests are not described as being empty (their contents is unknown)
* Compile warning fixes, typos, etc.

********************************************************************************
* Release 0.1.1 'Horseshoe Amulet'

Major changes:
* Reading a scroll of enchant armor while not wearing any armor has
these effects:

Blessed As the spell "protection" cast d3 times as expert
Uncursed As the spell "protection" cast once at low skill
Cursed Nothing
Blessed confused As a blessed potion of restore ability
Uncursed confused As an uncursed potion of restore ability
Cursed confused Lose 1 point of a random stat

The existing abuse (cursed) or exercise (otherwise) of CON and STR
remains.

* Add a new amulet, the gorget. A gorget is a piece of armor worn in the amulet
slot. It has 2 base AC, is made of iron (or alternate metal material),
and can be enchanted like other armor. Like other metal armor, it
hurts spellcasting.

Small changes:
* Some random items may be generated rusty, eroded or erodeproof
* Baby purple worm vs shrieker: fight!
* Throwing a fuming potion of acid up goes boom
* Pet behaviour has been tweaked to be less predictable and less likely to kill
themselves - they don't take on such high level opponents when they are injured.
* Enchantment/charge (rne()) has been replaced by a function which models the chance
of getting it by scrolls. The upshot is that your chances are biased by Luck,
not level - and you always have some chance of getting a high +, but it's rare.

Bug fixes:
* Fix smashing glass objects in a kicked box.
* Fix an assert failure in alchemy.
* Add code to prevent an alchemical potion recipe being produced which is
impossible to make because every route to it first produces a different potion.
* Statues, containers and random objects placed in rooms will now only
be placed on ACCESSIBLE grids, so not on a tree.
* Zombie appearance fixed.

********************************************************************************
* Release 0.1.0 'Tripe Ration'

It's now playable enough that it's my standard Nethack fix, rather
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