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New up to 1.0.0;
New classes - Monk, Berserker, Archer, Illusionist, Trickster, Death Priest. New
New races - Yeek, Maia, Dark Elf, Wood Elf, Kobold, Nibelung, Caveman. Added easy
mode, nightmare mode, astral, hide all character info mode. Added multiclassing.
Can become a new class when all current classses are level 25 or more. XP is
divided between all classes usually. Removed delay from autoroller. Changed
default settings of options. Rearranged character info screen. Hidden birth option.
Can specify in p_info.txt which missile weapon each race prefers. Added info on
races in birth.txt. Added info on classes in birth.txt. New items - mattock,
wooden club, giant club, large hammer, hand axe, knife, great scimitar, leather
sandals, spiked leather boots, silk gloves, wizard hat, wooden shield, fur cloak.
New amulets - hold life, brightness, intelligence, resist electricity,
regeneration, telepathy, persistence. New rings - res fear, res conf, res disen,
extra attacks (was intelligence), lightning. New devices - rod of satisfy hunger,
rod of force bolt, rod of force ball, staff of dispel undead, staff of detect
undead, staff of detect animals. New scrolls and potions - scroll of protection
from undead, potion of telepathy, scroll of dispel evil, scroll of restore piety,
potion of cancellation (remove most conditions), scroll of mass identify, potion
of amnesia. New ego-items of magery/holiness/illusion/death, which sustain and
increase relevant spellcasting stat, and decrease chance of spell failure.
Combined rings of sustain ability - now they are Str+Dex, Int+Wis and Con+Chr.
Amulets and rings of teleport can be activated for phase door, rings of aggravation
can be activated for remove fear, and rings of acid/flames/ice/lightning can be
activated for temporary resistance to the relevant element. Can now enchant
rings/amulets with enchant to-hit, to-dam, to-AC if relevant. Rods show how many
more turns are left till they can be used again. Staff of Holiness also restores
piety. Scrolls and staffs of darkness no longer blind the player. Changed format
of melee weapons and missiles from (2d5) (+5, +5) to (+5, 2d5+5). Staff of Cure
Light Wounds (1d8) changed to Cure Medium Wounds (2d8). Armoury now sells Soft
Studded Leather. Temple sells Death books (for Death Priest). Alchemist now sells
Scrolls of Identify. Magic Shop sells Illusion books. Quality of items in
Black Market depends on recall depth. Added Quiver slot. Increased priest weapon
penalties from -2 to -10. Ranger no longer gets access to Magic Missile - starts
with missiles anyway. Study display shows how many more spells can be learned.
Priest uses Piety, Mage and Illusionist use Mana. Gloves and armor affect failure
rates of spells rather than mana. Split up cumber_armor into cumber_armor_wizard
and cumber_armor_priest. Armour encumbrance is 300 for magery/illusion and 400 for
prayers. Cumber_gloves only affects sfail of magery/illusion. Silk gloves do not
penalize spellcasters. Chance to cast spells is decreased if player is stunned,
berserking or hallucinating. When priests fail to recite prayers, damage WIS
instead of CON. Added effect of persistence. Feather fall prevents player being
thrown around by gravity. Added timed effects of stealth, res nether, res
disenchantment, sustain body (str/con/dex), telepathy, protection from undead, and
protection from animals. Added timed effects of aggravation, teleportitus, no
teleport, fast digestion and amnesia (occasionally forget where you are). Added
timed lite and timed regeneration. Added an effects counter - how many times have
I used each (magic) effect. Added option to display effects list at tombstone.
Most timed effects are now shown on player flag list on character info screen.
If below level 50, show XP needed to advance to next level. Cumulative lite.
Multicolored messages. Updated monster memory. Added info on commands in
playing.txt and commands.txt. Tombstone shows levels attained in all classes.
High score list shows that player was multiclassed, does not show classes yet.
Info screen rearranged, now shows all classes, as do file dumps. No more support
for old savefiles. Humans, Yeeks and Maia can have 4 classes, Half-Elves,
High-Elves and Dunadan can have 3, everyone else is limited to 2. Cannot
multiclass with a non-recommended combination of race and class. Player is always
informed about level changes in XP gaining/losing messages. Experience draining
usually affects the class which has the highest level. Effects which restore
experience affect all classes. Experience is divided between all available classes
when using unid-d items, killing monsters and drinking potions of XP. Attributes
are only affected by class bonuses of the first class chosen. HP are calculated
using the class which would give the most HP. Use class which gets most blows to
calculate how many blows the character gets. Use class which gets fastest psuedo-id.
For skills, use best skill (out of all classes). Activations of devices which look
at player level look at the highest level. Mana and Piety regenerate regardless of
which class is active. Archer bonuses are gained regardless of which class is
active. Gains class intrinsics regardless of which class is active. Priest and
archer penalties affect player regardless of which class is active.
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