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Update Changelog for 0.1.0
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msearle5 committed Oct 4, 2018
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This file describes SliceHack's changes from SpliceHack and (below) the
changelog for SpliceHack.

* Release 0.1.0 'Tripe Ration'

It's now playable enough that it's my standard Nethack fix, rather
than SpliceHack. Try it! (Especially try the Alchemist sub-role.)

* The big stuff:
* Zombie Apocalypse!
Zombies are no longer boring.
They have a attack which can (with chance increasing for higher level
zombies) drain one or more points of INT. This can't kill though
brainlessness or cause memory loss - it's not the same as a mind
flayer's attack. (This is not expected to make things much more
difficult - they are slow and can be attacked from range, and you
won't have encountered many before you get a a unicorn horn.) It can
also cause confusion. (Anything describes as a zombie has this attack,
as do ghouls. Draugr and skeletal pirates are Z's but are weapon users
so do not. Nor do skeletons - they are weapon / slow-touch users.)

If a zombie kills a monster with a zombie form, it will rise again as
a zombie. Liches also have this ability, and zombies will attack any
monster which can be zombified. If you are killed by a zombie, the
same thing happens and there will be a zombie instead of a ghost in
the bones file.

A few new zombie types have also been added, to provide more targets
for zombies to attack (and add some variety).

* Sub-roles (and the Alchemist).
Sub-roles are a way to define a subset of a role which can be selected
at character creation. They take effect by changing the restrictions
(alignment, race, gender) on the role, by changing members of urole and
by containing a subrole ID which can be checked with Subrole_if and
Subrole_switch, which behave like Role_if and Role_switch. They are
intended for variations on a role which don't require a whole new role,
especially if they are to share the same Quest.

This patch breaks savefile compatibility and requires window system
support - it includes support only for curses.

The Alchemist is a variant Wizard with starting equipment biased
towards potions (especially potions of acid), along with an
alchemist's smock.

Alchemists can brew potions using recipes which involves dipping
one or more items into a potion of acid. They blow stuff up a lot
but can create any potion - limited by the availability of the
ingredients and the new Alchemy skill. It is intended to complement,
not replace, the existing potion-mixing effects which have not been
modified.

* Deflate experience levels

The previous thresholds for level gain increased fast enough that
beyond mid-levels it wasn't practical to level up through combat.
The replacement table is similar early but finishes at 1e6, not
1e8 and was made assuming that most games would include a few
level-ups, but more levels would be gained by experience than level
up. It's probably not very well balanced yet, though...


* Small changes:
* Ask for confirmation when throwing arrows (If you are throwing
arrows despite having a bow in your swap slot, this is probably a
mistake. So ask for confirmation before throwing. It uses a
paranoid_query so can be turned off.)
* Add a paranoid-confirmation late quit option.
* Add a message for avoiding lava/water (telling you how to force it)
* When a flaming or shocking sphere explodes in your face, you now get
a real 3x3 explosion - of the element, which can be resisted. Tame
spheres will also explode when they hit, and gas spores now produce
a gas cloud when they explode.
* Add the "kaboom" challenge mode, making items randomly explode.
* Amulet versus stone. (Resists stoning, stops stoning when put on,
deflects thrown rocks, gives extra damage vs stone golems, speeds
digging)
* Add the "surrounded" trouble - if there are too many monsters around
you (the number depends on how many free spaces there are nearby),
#pray can teleport you away (and if you had low enough HP that you
could have got healed, you will get that effect too.). It's intended
to catch both "surrounded in an open space" and "trapped in a dead end".
* Allow you to sit on a cockatrice corpse, and turn to stone.
* Tiger eye rings, if exposed in unarmed combat with a tiger will burn
it and do extra damage.
* Weeping eyes (not just floating eyes) are targeted by ravens
* Wizards with no spell hunger can cast when hungry
* Extra pack rats due to load don't happen to low level characters
* Add a few more items to shops
* Various YAFMs, bogus-monsters etc.
* Dwarves enjoy eating rats
* You no longer find tins that smell like cows.
* Add a woodchuck to the Oracle level
* Food poisoning can sometimes be recovered from
* Use the ISAAC64 RNG.


* Bug fixes:
* Misc bug/compiler warning/typo/etc. fixes.
* Worm teeth, crysknives and sacrificial knives don't change material
* Fix the awkward "silver iron hook" description (grappling hook)
* Fix Drakemother generation
* Fix a display bug (clumsy conduct)
* Fix behaviour of eating an amulet of nausea
* Fix "iron elven arrows" (inventory with race specific changes was
having its object type changed after the material was assigned)
* Cartomancers only get to keep cards played, not those destroyed.
* Fix livelog "Is NetHack installed correctly!" messages
* Confused scrolls of fire underwater fizzle like non-confused ones do.



************************************************************************
* Release 0.0.1 'Trident'

* Renamed as SliceHack.
* Misc bug/typo/clean-up fixes, including removing Lord of the Foocubi
references (the former Malcanthet)
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