Hi - new monthly release. Lots of mostly smaller changes this month, with a number of tweaks courtesy of kraphead's rampages through the endgame.
Download:
http://www.shadowofthewyrm.org/releases/ShadowOfTheWyrm-Win-0.4.4.zipHere goes:
Shadow of the Wyrm v0.4.4 "Domeniconi"
- Version declared November 3, 2015. Version finalized December 1, 2015.
- Firing through an occupied tile is now possible, when that occupied
tile is not the terminal tile on a particular path. The check is
based on the maximum of the defending creature's Awareness, and the
attacking creature's Archery.
- Added "seeds" to certain food items (apples, cherries, etc). When
a creature eats these foods, he/she "spits out" the seed onto their
own tile. This seed is its own item and will eventually be used to
allow planting of trees.
- Added some guards to a few of the Lua API functions so that they
wouldn't do anything while the player is on the world map.
- Created a new character, Nama, who like Idem can be found at Wintersea
Keep. Nama records the true name of things, and allows the player to
change his or her name.
- Improvised weapons now deal 1d2 damage, plus a modifier based on
their weight.
- Evade nerf part 1: half the attacking creature's level, rounded down,
is now used for all physical and magical to-hit calculations (kraphead).
- Evade nerf part 2: there was already a check in place for automatic
misses; now there is also a check in place for automatic hits, though
the chance of the latter (2%) is less than the former (5%).
- HP regeneration is now based on not only on the multipliers associated
with the creature's tile and feature, but also on the creature's
Health score. There is a hard minimum of 4 minutes to regen 1 HP
in-game.
- Similarly, AP regeneration now takes into account the creature's
willpower score (akeley).
- The naming screen now shows the selected race/class combination, as
well as the selected deity. Typically the user will know these, but
may not depending if a random generation option was chosen.
- The welcome screen now offers an option to create a new, randomized
character. Random selections are also possible from each of the
sex, race, class, and deity selection screens (akeley).
- Conducts are now worth points (100 per conduct per level), not just
bragging rights after winning (kraphead).
- Added brief class descriptions to character creation (Mateusz Logowski)
- Dropping a seed in a tile with a hole now plants that seed, and if the
map is not permanent (e.g., it was a randomly generated field, forest,
etc) then the map becomes permanent and links up to the world map.
The planted tile will transform into a tree of the appropriate type at
some point in the spring of the following year. Planting is currently
100% successful when planting on overworld maps (a tree always grows
the following year), and 0% on other map types (dungeons, caverns, etc),
though this may change in future.
- Digging on a water- or air-based tile is now impossible.
- Good and neutral deities now very strongly dislike the consumption of
undead corpses.
- Idem now only shows you the items in your inventory that are not
identified.
- Item enchantments were way too powerful. Instead of using a uniform
random number from 1 to (danger level/2), the algorithm is now
mostly Poisson-based, with a typical mean of (danger level/8). This
is likely to be tweaked again in future releases.
- For generated NPCs, set AP to be half the base HP, if not specified.
- Spellbooks have been set to uncommon, so they should be generated much
less frequently (akeley).
- Item generation was ridiculously biased towards generating common items,
as those make up the majority of items in the game. Rewrote the
item generation algorithm to generate a larger proportion of uncommon
and rare items.
- When out of depth creatures appear, there is a greater chance for
uncommon items to appear as well. Right now this results in a
preponderance of potions and spellbooks, but will sort itself out over
time as more items are added to the game.
- Humanoids now have a base chance to be carrying a small amount of
ivory pieces.
- Kicking a creature now has a chance to send the creature staggering
back (Mateusz Lagowski).
- Added a setting to always disallow moving on to dangerous tiles. Set
it to false by default - players can enable it as desired (kraphead).
- Various code cleanups and minor refactorings.
- New creatures: Nama.
- New artifacts: ruby ring "Falcon's Eye", jasper ring "Carpathos".
- Bug fixes:
- Idem's description implied that he was mobile, but he was set to
immobile.
- Altus' quest incorrectly defaulted to Christof's generic chat text
when the quest was completed (kraphead).
- Shields/etc could be used in the ammunition slot for extra Ev/Soak,
resistances, etc. Fixed this so that only ammunition adds to
Ev/Soak/resists when in the ammunition slot (kraphead).
- Puglists' unarmed damage was being applied even when an improvised
weapon (e.g., a shield) was wielded (kraphead).
- The completion function for the Caravan Master's quest referenced an
older creature ID, preventing the quest from being completed
(kraphead).
- A number of monster races (undead, dragon, etc) had their resistances
and vulnerabilities inverted.
- Ensured that piercing/incorporeal attack messages don't fire when a
creature attacks itself (kraphead).
- The code to remove items (e.g., the Exile taking the Amulet of the
Two Moons) wasn't properly handling the case when the item was
equipped in the inventory (kraphead).
- The game would crash when it encountered a "%" when trying to print
the game text, because of how the printw-type functions work. Fixed
up CursesDisplay to always change "%" to "%%" when doing string
printing.
- Fixed a bug with dates in the Isen Dun Chronicle going past the
actual in-game start date.