diff --git a/Changelog b/Changelog index 7f93b7632..61b73ae84 100644 --- a/Changelog +++ b/Changelog @@ -3,6 +3,140 @@ This file describes SliceHack's changes from SpliceHack and (below) the changelog for SpliceHack. +******************************************************************************** +* 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