diff --git a/Changelog b/Changelog index 5f734c43b..7f93b7632 100644 --- a/Changelog +++ b/Changelog @@ -3,6 +3,119 @@ 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)