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Announcements => Traditional Roguelikes (Turn Based) => Topic started by: getter77 on May 17, 2012, 03:07:49 PM

Title: Chengband (Now at v0.0.138)
Post by: getter77 on May 17, 2012, 03:07:49 PM
This is a fork of the roguelike dungeon adventure game, Hengband.

The purpose of the game is to defeat the dreaded Serpent of Chaos. You may play a variety of races including elves, hobbits, dwarves, half giants, half trolls and even various undead races. You may play a variety of classes including hack and slash warriors or spell wielding mages. The game is littered with powerful and rare artifacts to assist you on your challenging quest. But the road is long. The enemy's forces have grown numerous and fester in the deep. Perhaps death awaits you? Perhaps glory? Are you up for the challenge?

http://code.google.com/p/chengband/
Title: Re: Chengband (Now at v0.0.97)
Post by: getter77 on May 17, 2012, 03:12:17 PM
v0.0.97 and back a ways.  Really, the dev progress has been especially vigorous, if out of the limelight, as demonstrated by the massive amount of earlier changelogs I didn't arbitrarily post prior to this 0.0.9x generation.

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Release notes for 0.0.97

    Mauler Tweaks
        Tweaked starting skills. For lighter 2h weapons, they can only become Skilled and begin Unskilled. For shooters, they begin Unskilled.
        Dispel Magic now removes Killing Spree and, more importantly, Slay Sentient.
        Monsters will now always try to dispel Slay Sentient
        Anti-magic no longer disrupts Mauler talents.
        Terror Mask no longer generates with AFC for Maulers (Note: This code executes when the object is created. If you found Terror Mask in an earlier version and then upgrade, it will still have the AFC).
        Character Dump now knows about Death Force and boosts displayed damage accordingly.
    Object Tweaks
        Boots of speed are now much more common. Also, the ratio of speed boots to other types of ego boots is level dependent.
        Brand and Ringil are now only +5 speed. You might not want to upgrade if you currently have these (although you can simply edit the pval back to 10 in your copy of a_info.txt if you disagree with this change).
    Rand-art Tweaks. Power is up a bit, as is the randomness. In other words, you might find end game stuff early again. Its hard to gauge power based on anecdotal evidence, so I've written a bit of code for gathering data. If anybody wants to take a look, you may do the following:
        (Optional) Turn off the play record options for artifacts. (= R record_fixed_art and record_rand_art). This will slow things down alot if you don't.
        In Wizard Mode, use the Jump to level command to jump to desired level (Ctl+A J). This is the level that stuff will be generated on.
        Use the Ctl+A 6 wizard command. You will be prompted to generate replacement artifacts are not. Replacements score the original and try to generate something at least half as powerful, so you will get better results (This mimics playing with rand_arts turned on). Warning: This might take a few seconds, depending on how fast/slow your computer is relative to mine :)
        Open up ~/lib/user/Arts1.txt and have a look. I generate 30 copies of each possible artifact. If you aren't doing replacements, then the original artifact just determines the object type.


Release notes for 0.0.96

    Device Power now applies to artifact, ring, amulet and DSM activations.
    Psion tweaks to fail rates and some high level powers.
    Replacement artifacts now keep the weight of the original.
    New Class: The Mauler

Release notes for 0.0.95

    Psion Tweaks:
        Adjusted damage from Mana Thrust and Energy Blast. Energy Blast now does full damage to all monsters hit by the ball.
        Ego Whip does more damage and the Monster Health Bar now indicates when a monster is being whipped.
        Ego Whip no longer does initial damage on casting. Instead it will affect the foe for up to 5 of its actions until a saving throw is made.
        The Psion character dump now accurately reports casting costs when wielding a wizardstaff.
    Slingmaster's Painted Target now only grants 95% accuracy. A miss resets the target so you will need 3 additional consecutive hits to repaint.
    Demigod Tweaks
        Artemis starts as Beginner in all missile weapons, can Master any missile weapon, and begins life with a short bow and some arrows.
        Hades gets another point of Con and Free Action.
    Fixed cavalry bug ... Riding a pack member off the current level was causing an access violation.

Release notes for 0.0.94

    Crimson won't be generated in 0.0.92 and 0.0.93. Fixed. Changed rarity from 150 to 250 which is near the limit. If you see "The Unkown Artifact" in your list of artifacts, well, that was Crimson :(
    Tweaked object valuation code. Negative AC on armors was being ignored. Negative plusses to hit and damage on weapon was decreasing the scoring weight, but broken swords and other junk was still being valued positively. Junk is now junk again.
    Blood Knigths/Magi are no longer biffed when healed by vampiric weapons and the Infernal Deal. (Note: Vampiric drains on the other hand are still reduced by 50%) (Also Note: Mutations biff the effectiveness of vampiric weapons ... This is from Hengband, but I'm not sure anybody ever realized this!)
    Summoned monsters are treated like breeders with regard to xp and drops. That is, once you kill 800 the xp starts being reduced. Once you kill 1200, they no longer drop loot.
    Ignore max monster depths when the player summons (e.g. Summon Manes stops working fairly quickly since Manes are restricted to L40 max).
    Immunities are now easier to get and can even be found at the top of the Dragons Lair!
    Rand-art rings, amulets and lights may (rarely) pick up spell power.
    Fixed bug when generating replacement artifacts for the top 3 rings of power. Occasionally, you would get a Gruesome Software bug for these 3 artifacts.
    Mutation scumming is now more difficult.
    Tweaked potions of polymorph so they are less likely to do nothing on quaffing (i.e., often a mutation would be granted and then immediately removed).

Release notes for 0.0.93

    New Class: The Scout

Release notes for 0.0.92

    Restored Ambidexterity and Evasion to original design.
    Several artifacts are now more rare (Crimson, Thorin, Eternity)
    Stop Time capped at 6 actions for the Time Lord, 5 actions for the Mindcrafter (Spell Capacity potentially breaks the old code).
    Updated status bar to indicate when time is stopped.
    No monsters follow on Rewind Time (Pets included!)
    DROP_GOOD is yielding too many stat potions. 1 in 3 odds changed to 1 in 7. (Clarify: The 1 in 7 is the odds that a stat potion is allowed for consideration in the drop. It still needs to be generated normally thru rarity/depth).
    The town Weaponmaster's Compare Weapons service now accounts for vorpal when displaying all damages (and correctly considers the 3 uber vorpal weapons).
    Rangers are now Wisdom based casters. As such, they no longer choose which spells to learn.

Release notes for 0.0.91

    Fixed up demigod birth menu so that arrow keys work.
    Sacred Vitality biffed a bit.
    Olympians are no longer human.
    Monks and Forcetrainer gain retaliation.
    Reworked Life realm. Cause Light Wounds, Cause Medium Wounds, Day of the Dove, Cause Critical Wounds and Alter Reality replaced by Regeneration, Fasting, Sustaining, Cure Mutation and Transcendence, respectively. Ultimate Resistance no longer grants sustaining/hold life.
    Frakir back to normal, and now Frodo gives levitation.
    Tonberries get a (lame) birth description. They are now small.
    Tweaked Runesword feeding (untested)
    Athena talents (-5% fail, -1% min, no sp on fail) now work for Time Lords and, presumably Mirror Masters as well. Athena talents also work for innate powers (like Peerless Tracker).
    Weaponsmiths can only enchant ammo to (+10, +10). This compensates for being able to enchant everything else to (+20, +20).
    Adjusted pricing calculation to consider darkness lamps.
    Monks get slightly better AC bonuses for not wearing armor.
    Goosed Olympian Artifacts: Poseidon gets slay evil; Athena decreases mana consumption and is blessed; Apollo is (+5).
    Polearm Masters get boosts to Knockback, Piercing Strike and Reaping.

Release notes for 0.0.90

    Frakir now gives levitation
    Create Artifact no longer reduces the plusses of the object (e.g. A diamond edge (+32, +32) won't become (+29, +29)).
    Samurai's Boomerang now handles equippy characters correctly
    Spell Power restored to original 1/13 rather than 1/20 per point.
    Nature's Wrath attack spells now slightly more deadly.
    Added "No Selling" birth option.
    DROP_GOOD can now drop stat potions.
    Decreased room sizes a bit.
    Short Bow now shoots slightly faster.
    Short Bow and Light Crossbow ranges increased from 8 to 10.
    Fixed bug with Piercing shots (Snipers) and Bouncing Pebbles (Weaponmasters). When artifact ammo strikes a foe, it sticks to the monster and should cancel any piercing or bouncing effects.
    Added some New Artifacts
    Staff masters can now specialize in Three Piece Rods.
Title: Re: Chengband (Now at v0.0.98)
Post by: getter77 on May 20, 2012, 11:39:52 AM
v0.0.98

Quote
    -Hera Demigods now get +2 Wis (We previously had Str(Ares), Int(Athena), Dex(Artemis), Con(Hades) and Chr(Aphrodite))
    -Birthing a demigod now displays stat and experience adjustments.
    -High Mage spell power adjusts class stats (+1 Int, -1 Str/Dex/Con). These now display in the Class Column rather than the Mod Column in the Character Dump.
    -Mauler's Death Force now charges based on Weapon quality (Benkei costs 3, a Heavy Lance 4, Nyoi-bou 7 and Iron Ball 12).
    -Object Changes. One of my goals is to make ego items interesting enough so that players don't simply destroy all objects in search of artifacts. Another goal is to attempt to address the Too Much Junk (TMJ) problem. As a result, game balance may be off a bit starting with this release.
        New Easy Auto-Destroyer Option: leave_excellent. Turned off by default. When turned on the auto-destroyer will abort destruction of an object registered for auto-destroy, provided the object is unidentified and excellent. The object gets inscribed "{Excellent}". Normal destruction ('k') will not check this option. Use at your own discretion, but the number one culprit for ignoring egos stems from the tedium of the current pseudo-id/identify system. There comes a point were wading thru mountains of objects is too cumbersome, and requiring the player to pick up objects one at a time and rest for a feeling is just nuts.
        Added Gloves of the Berserker as rare as Genji. They grant extra blows and resistance to fear, but come with -(10+d15) penalty to hit and -(10+d15) penalty to ac. They can not have their ac enchanted. They grant 1d2 extra attacks and have +(10+d8) bonus to damage. Extra attacks only apply to your leading weapon.
        The lame guantlets (Paurhach, Paurnimmen, Pauraegen, and Paurnen) are no longer so lame.
        Tweaked rings of power and added a new artifact ring.
        Replaced Scrolls of Fire, Ice and Logrus with new stuff.
        New ego armors and shields.
        Egos have depth information, including a min level and a max level. Egos can spawn outside their depth range, but at increased rarity.
        Object kinds now have a max_depth field. I was fairly aggressive in setting limits for objects that I consider to be junk, using these baseline item statistics. Please let me know if you really miss finding Apple Juice on DL99 and I can add it back :)
    -Reworked drawing code in main-win.c. Its possible I've introduced some bugs, so keep your eyes out for display anomalies! Also, I removed the menu options for drawing a background picture (Anybody use this? Seriously??)
    -Added command Ctl+L to center the player on the map. Try using the macro (Shift+5 doing a run 5 never really worked anyway, but having it center the map is very convenient):
Title: Re: Chengband (Now at v0.0.99)
Post by: getter77 on May 27, 2012, 11:50:43 AM
v0.0.99

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1. New Race: The Doppelganger
2. Extensive work on Spoilers.
        -Races are done.
        -Classes are still in progress.
        -Spell spoiler descriptions default to player descriptions, which usually don't spoil much. Given the hundreds of spells, this will be a long time work in progress.
3. Fixed resize bug for "list windows". They should now draw correctly after a resize.
Title: Re: Chengband (Now at v0.0.100)
Post by: getter77 on June 16, 2012, 11:51:23 AM
v0.0.100

Quote
    -I broke Armor pricing in 0.0.98 (e.g. Armor of Resist gives a base price of 6k rather than a more reasonable 32k). Fixed.
    -Doppelganger Tweaks:
        *The Doppelganger will lose their form whenever they rest to regain hp or sp. However, if they rest for a set number of turns or if they are confused, or if they rest for recall to kick in, then they keep their form. (Doppelgangers do not regenerate hp or sp while transformed, so this is purely for ergonomics).
        *When mimicking a Human or Demigod, the Doppelganger may choose their powers the first time only. From that point on, their choice is remembered and will be applied automatically when choosing this form. Also, note that the Human choice and the Demigod's first choice coincide, so that the Doppelganger may only choose to special powers, not three.
    -Spell Experience: You may no longer spam spells for experience (i.e. Casting spells thousands of times for no purpose other than gaining experience to bring down casting costs and fail rates).
    -Kobolds are now 90% xp rather than 55%. Yeeks and Snotlings can now duke it out for weakest race.
    -Monsters and Pets no longer follow on Teleport Level or on Alter Reality. However your mount (if any) will follow.
    -Blood-Knights gain the ability "Cauterize Wounds" at L30.
Title: Re: Chengband (Now at v0.0.101)
Post by: getter77 on June 25, 2012, 11:36:46 AM
v0.0.101

Quote
-Ents now move thru trees without penalty.
    -Fixed bug with Android xp for items with a negative value (e.g. Cloak [1, -1])
    -Ironman Quests get reinforcements.
    -Daggermaster Shadow Stance now consumes energy when attacking monsters in a wall. Shadow Stance is disrupted if you enter the forest (just like Ninja's Quickwalk)
    -Moving into a locked door will repeatedly try to unlock (but running or shift moving still won't ... I haven't figured that code out yet).
    -Store discounts always show as item inscriptions, even if the player also inscribes.
    -Monster memory now learns about the revenge aura (e.g. Tonberries or Atlas)
    -Apollo's extra light now works even without equipping a light.
    -Named pets now get short names. Rather than "Your kobold called Captain Kobold" they describe as simply "Captain Kobold".
    -New Item: The Dragon Fang. It is a rare blade that picks up resistances like dragon armor, but might also pick up elemental slays. The Daggermaster may specialize in this weapon.
Title: Re: Chengband (Now at v0.0.102)
Post by: getter77 on July 08, 2012, 11:31:13 AM
v0.0.102

Quote
-Poseidon Demigods now melt armor with archery.
-Destruction now has a notion of 'power'. Staves and spells are somewhat weak forms of Destruction, but scrolls work really well.
-Protection from Evil has been redesigned. It now works less effectively than before early on, but it can be a useful spell the entire game. In fact, you can even repel the Serpent's blows, though probably not as often as you might like.
Title: Re: Chengband (Now at v0.0.103)
Post by: getter77 on July 19, 2012, 11:43:22 AM
v0.0.103

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    -Fixed bug with Android missing starting oil (sometimes). If missing, this causes inventory corruption since the counter code uses to track the number of items in inventory is out of sync, though I'm not sure what all the effects of this bug might be. For sure, it will prevent you from picking up a last item when you still have one slot remaining.
    -Brand's Crossbow gets extra plusses since it is only +5 speed these days.
    -Master Tonberry gloves are now very rare, though you may still get them from the unique (sometimes).
    -Kill Evil on rand arts is now more rare.
    -Falcon Sword rand arts toned down a bit.
    -Divine Intervention toned down. Max damage is 650 rather than 750 and stasis effects are biffed.
    -Daemon Blood curse now does 500 damage instead of 600 (since the curse effects are now mostly beneficial to the player).
    -Elven cloaks of Thievery might get as high as +3!
    -Weaponsmiths can't enchant harps, rune swords or berserker gloves. If they drain slaying essence from berserker gloves, this no longer removes the negative to hit penalty.
    -Tonberry melee bonuses split when dual wielding.
    -Shovelmaster's Bury Dead now cures afraid status after L15 (since it gives heroism!)
    -Permanent walls and mountains boost Shovelmaster's AC just like regular walls.
    -Armors that grant extra attacks now split the bonus when dual wielding. So berserker gloves +2 will only grant +1 attack to each hand if dual wielding. Also, Shiva's jacket will only grant an extra blow to your leading hand if you are dual wielding.
Title: Re: Chengband (Now at v0.0.105)
Post by: getter77 on July 22, 2012, 11:50:10 AM
v0.0.105

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-Yikes! 0.0.104 crashes if you kill Farmer Maggot or Lion Heart. (Divide by zero for monsters of level 0). Here is an emergency fix! Sorry about that ...
    -Imps may eat normal food ... again.
    -New ego amulet.
    -Doomcaller loses -50 AC and regains -5 Con. I added Vampirism as well.
    -The Blood Mage may don Stone Mask with impunity.
    -Object counts no longer displayed unless in wizard mode.
    -Speed randomness reduced a bit.
    -Warrior character dump now displays Resist Fear (L30)
    -Added my next installment in my "Save the Egos" campaign. It should be obvious once you get deep enough.
Title: Re: Chengband (Now at v0.0.106)
Post by: getter77 on July 24, 2012, 11:48:08 AM
v0.0.106

Quote
    -Archons may eat normal food ... again.
    -Mimic Golems (Craft) may eat staves or wands, just like regular golems (untested).
    -Demigods and Tonberries are now slain by the Death Scythe.
    -Necromancer Touches can now trigger Monster Confusion.
    -Necromancers now get prompted before touching their pets.
    -Bloodrip now feeds much less often. Also, Bloodrip won't feed if you are in the Big Map Mode for the Wilderness. BTW, this will kill you (eventually), so be careful if you haven't upgraded!
    -Shields of Resistance no longer get an extra high resistance, though they might still pick up Poison resistance.
    -Added Rings of Weaponmastery (I'm trying to move the balance of melee power from quantity to quality, and these should help).
    -Tweaked the way the leave_excellent option works since there is still too much junk!
        With leave_excellent turned on, whenever you try to destroy an excellent object, the object gets automatically pseudo-identified as excellent, and then the game re-checks your preferences to see if you want to keep it. (Some players may find leave_excellent objectionable, so it is not the default behavior of the game).
        I added the line '~ego' to the default pickpref.prf file. This instructs the automizer to keep all ego items when the leave_excellent option is on. I know most people keep their own pickpref files and don't use what I push, so you probably want to add this line.
        You could subsequently decide you only care about some excellent objects. For example, '~ego boots' or '~ego weapons' or '~ego bolt' or '~ego katana'. You should get the idea ...
    -Weaponmasters now have "favorite weapons" for the automizer. I made this only be their subspeciality weapon, however, not every weapon in the group.
Title: Re: Chengband (Now at v0.0.107)
Post by: getter77 on July 28, 2012, 11:40:45 AM
v0.0.107

Quote
    -Warriors no longer get +1 attack at L40.
    -Rings of Extra Attacks removed.
    -Rings of Weaponmastery now described by id.
    -Rings of Power lose plusses to hit and damage but gain something else (No fair upgrading if you found one in an older version!)
    -Dragon pact warlocks get a multiplier of 4 rather than 2 for computing blows per round.
    -Potions of Giant Strength are now twice as rare.
    -Fleshed out Wild Talent talents:
        Added Bless at L3
        Detect Evil at L7 now runs off Wis
        Added Burning Strike at L17
        Added Cure Critical Wounds at L23
        Added Polymorph Demon at L37
        Added Clairvoyance at L43
        Added Hide in Mud at L45
        Added Building Up (aka Giant Strength) at L47
        Added Polymorph Colossus at L47
        Added Force Branding at L50
Title: Re: Chengband (Now at v0.0.108)
Post by: getter77 on July 31, 2012, 11:35:53 AM
v0.0.108

Quote
    -Nenya now displays properly.
    -"It retaliates!" messages suppressed (i.e., Monsters need to be visible).
    -Fixed number of attacks bug for (Crusade) weapons. Diamond Edges and Diggers could get +5 attacks or +4 attacks, for example.
    -"Inner Feature" rooms make a stunning come back.
    -Deep jelly pits are no longer Memory Moss infestations. Beware!
    -Fleshed out Wild Talent talents:
        Create Food (L13) replaced by Teleport To.
        Added Resist Environment (L23)
        Added Touch of Confusion (L25)
        Added Eye for an Eye (L45)
    -New Monster surprises.
    -Rings of Spell Power/Capacity no longer generate. Amulets of Spell Power can get more powerful, though.
Title: Re: Chengband (Now at v0.0.109)
Post by: getter77 on August 07, 2012, 11:48:23 AM
v0.0.109

Quote
    -Beautified Magic-Eater character dump.
    -Major reductions to extra attack weaponry. Some got compensations, some did not. Apologies if your favorite got biffed :)
    -Diamond Edges now resist becoming egos (6 in 7).
    -Weapons of Slaying are now less likely to double damage dice for big weapons.
    -Monks and Force-Trainers now benefit from Mana Branding or from gear that grants elemental slays (This is hugely powerful, so I may retract it later. Note that Mana Branding never worked for Monks in Hengband! Also, note the slay is not the normal 2.5x but a bit less.)
    -Monks max at 7 blows rather than 8.
    -Mauler's Slay Sentient is now only 2x.
    -Giant Strength no longer gives Maulers 4 max blows.
    -Fixed Lonely Mountain bug: After picking up the reward, you couldn't choose the next quest until you left the town and came back.
    -New monster surprises.
    -Pack AI change: The pack leader will now always attack if next to the player, rather than wasting turns trying to surround the player.
    -Draconians get poison resistance at L30 rather than L35.
Title: Re: Chengband (Now at v0.0.110)
Post by: getter77 on August 22, 2012, 01:44:07 PM
v0.0.110

Quote
Development is on hold for a bit, but here is a patch release to fix a major bug:

    -Random quests for Nazgul are no longer allowed. This will crash the game if the quest is for more than 5 Nazgul. If you upgrade, your Nazgul qu-est should be replaced with a different monster.
    Fixed bug to disallow random quests for Unique2 monsters (e.g. Greater Cyber Angel Wyrm Demon Liches) since this would cause the same crash.

Other changes:

    -Scouts start with a Light Crossbow rather than a scroll of phase door.
    -Nature spell of Elemental Branding replaced with Ice Bolt.
    -Warlock's Empowered Blast now does 1.75x damage rather than 1.50x damage.
Title: Re: Chengband (Now at v0.0.111)
Post by: getter77 on August 27, 2012, 12:26:21 PM
v0.0.111

Well, that was a short hiatus indeed.   :P

   
Quote
-New dungeon: Icky Caves. The Icky Queen is mistress of this dungeon. Yuk!
    -New dungeon: Mount Olympus. Zeus is master of this dungeon, and you are much more likely to find fellow Olympians here as well.
    -New dungeon: The Lonely Mountain guarded by Smaug. This replaces the old Lonely Mountain quest.
    -Replaced Disintegration Ball with Throw Boulder. Monsters formerly with disintegration ball now breathe disintegration instead, which is far more deadly anyway.
    -Most giants gain the ability to Throw Boulders. Watch out! (Throw Boulder idea shamelessly borrowed from TinyAngband)
    -New dungeon: The Giant's Hall. Guarded by Utgard-Loke.
    -Tiamat is now master of the Dragon Caves
    -Yeeks are now quite common in the Yeek Caves
    -Wilderness scumming is now a bit more risky
    -Added maze levels
    -Randomized size of monster nests
    -Getting many uniques per level is now more difficult
    -Smeagol has a very small chance of dropping The One Ring
    -64 bit compiles on Linux no longer need to define L64
    -New Text Option: show_discounts. When set, object discounts will always be displayed in your inventory, even if you also inscribe the object.
Title: Re: Chengband (Now at v0.0.112)
Post by: getter77 on August 29, 2012, 12:10:13 PM
v0.0.112

 
Quote
  -Throw Boulders damage toned down a bit.
    -Archaeologist Tweaks:
        Can gain 5 blows per round with any weapon, or 6 with a favored weapon (at L40 and beyond).
        No longer gains extra blows when using favored weapons. They still gain combat bonuses for favored weapons, so they are worth using if possible.
        Excavation is more energy efficient if using a digger.
        Fighting and shooting skills are now as priest, rather than as tourist.
        First Aid costs reduced.
        Pharaoh's Curse no longer does Stasis at L50, but an extra 50 damage instead.
        Class is now 120% xp rather than 75%.
    -Rogue's Gain a new Realm: Burglary. This realm hasn't been thoroughly tested or balanced yet (Please help with ideas/criticisms) and offers the following talents:
        Picking Pockets: Get the drops of Wormtongue without killing him!
        Setting Traps: Prepare a mine field and then lure your foes to their destruction.
        Negotiating: Ask a nearby thief for assistance (for a price, of course)
        Escaping: Plenty of escapes, including panic actions that perform attacks or archery before teleporting away.
        Premier detection capabilities, including spells whose range gradually increases with level.
        Assassination: Kill a sleeping monster in a single hit!
        And much, much more.
        To compensate, Rogues no longer have innate talents of Panic Hit and Explosive Rune.
        Burglary Rogues are agents of the Black Market. That is where they may find their spellbooks in the town. Also, the Black Market offers favorable pricing terms for this subclass.
Title: Re: Chengband (Now at v0.0.114)
Post by: getter77 on September 01, 2012, 12:39:39 PM
v0.0.114/113

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114

    -Tweaked odds of maze levels down. They become more common the deeper you go (1 in 150-DL).
    -New Dungeon: The Arena. Its final guardian and reward should come as a surprise to no one. I promise, this is the last new dungeon!
    -New monster surprises.
    -The Dark Caves now rewards the 4th spellbook in your first realm.
    -More work on my "Save the Egos" campaign. Crowns of Might/Lordliness/Magi now occasionally get flavorful boosts.

   
113

-WARNING In 0.0.112 cloned monsters won't drop items, even in the Cloning Pits! Fixed as an emergency patch for 0.0.113.
    -Both Cyclops and Biclops are now +5 speed rather than +10.
    -Monster Lore regarding drops was broken by pick pocket changes for 112. Should be fixed now, except that Lore won't reflect the total number of possible drops accurately if you steal all the loot ahead of time!
    -Picking the pockets of friends/pets makes them hostile.
    -Fixed targeting bug in Negotiate.
Title: Re: Chengband (Now at v0.0.117)
Post by: getter77 on September 12, 2012, 12:30:24 PM
v0.0.117
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Release notes for 0.0.117

    -Craft HM are too gosh darn hard to start unless you pick an uber race ... Replaced Infravision spell with Minor Enchantment at L1. Enchants weapons/armor to 2 + L/5, but not higher than +5. Discounts enchanted item by 99%. (Aside: This seems rather powerful, but I'm feeling generous).
    -Craft HM are too gosh darn hard to start unless you pick an uber race ... Various golem forms increase the "multiplier" when calculating the number of blows per round.
    -Mindcrafters have no business stopping time ... That is the province of the Time Lord! They get something else instead.
    -Added new Realm specific artifacts. Each is themed after its realm, and increases the effectiveness of casting spells from that realm. 8 new artifacts in all, and just so warriors don't feel left out, they get one too :)

Release notes for 0.0.116

    -Fixed Random Quest monster bug (added in 0.0.111). quest_uniques option now functions as it should.
    -Nerfed Random Artifacts (again). This won't be popular, but it seems like every end game art is getting +4 StrDexCon which is a bit absurd. Code reverted to nearly the way it was in Hengband with regard to biasing and the number of powers, which means rand-art quality no longer depends (much) on object generation level.

Release notes for 0.0.115

    -The Arena dungeon should now be fixed. The guardian is unique so the dungeon may now be only conquered once.
    -Giant Strength toned down a tad.
    -Craft (High) Magi may gain up to 4 blows, provided they assume the correct battle form.
    -Nature Realm redesigned a bit.
Title: Re: Chengband (Now at v0.0.119 ARRP)
Post by: getter77 on September 15, 2012, 12:27:22 PM
v0.0.118/119

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    -New Fear Code. Warning: These changes are huge so there may be some playability issues!
    -Intelligence now affects experience gained.
    -Wisdom now affects rate of pseudo-id and level feelings.
    -Charisma now affects monster fear.
    -Monk "no armor" bonuses toned down to original values.

    -Fear Changes
        Fixed divide by zero bug in new fear code (I was resting near Olympians while waiting for recall to kick in.)
        Berserkers are immune to fear (since they are stuck with a 3 Chr all game and have no escapes).
    -Time Lord Changes:
        Replaced "Stop Time" with "Time Mastery." I think Stop Time made the end game a bit too easy provided you had enough potions of restore mana and were willing to use them.
        Increased duration of "Time Spurt" a bit.
        "Speed Essentia" is now L43, and can last up to 5 rounds.
        Monsters will now dispel either of Speed Essentia or Time Mastery.
    -Dave Requested Changes:
        Wisdom now has a bigger effect on saving throws.
        Psions pick best of Int/Wis/Chr when determining mana and spell fail rates.
        Psions pick best racial Int/Wis/Chr when determining racial modification to mana.

Somehow I'd not be surprised if more updates beyond 119 landed in time for ARRP this weekend.   :P
Title: Re: Chengband (Now at v0.0.121 ARRP)
Post by: getter77 on September 16, 2012, 11:57:25 AM
Yep....

v0.0.120/1

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    -Fear Changes
        Potions of Boldness now sold in town and are more valuable.
        There now exist very few means of curing fear. See here for details.
        A few more monsters gain the dreaded scary aura!
        Shooting/Throwing is now a bit easier when afraid
        Casting Spells is now a bit easier when afraid
        Fear saving throws revamped. See spoiler page for details.
        Wizard Mode now displays both player and monster fear saving throws, their odds of success, and whether or not the save succeeded.
        Scary monsters affect the player after each action only if they are in line of sight (compared to simply visible thru telepathy).
        New Fear Mechanic: Whenever the player takes damage, they might become afraid (Just like monsters!). Conversely, healing might embolden the player. Blood Knights/Magi are not affected.
        Powerful/Unique monsters get better fear resistance.
        Recovering completely from fear is now more difficult.
        Powerful monsters scare the player more effectively ... and know it!
    -Players that used to birth with a Ring of Fear Resistance now birth with a Ring of Strength +1.
    -Railgun now activates for 300 damage.
    -The Duelist XP penalty is now 150%

-Fixed fatal bug in 0.0.120.
Title: Re: Chengband (Now at v0.0.122 ARRP)
Post by: getter77 on September 17, 2012, 02:26:04 AM
v0.0.122

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    -Minor Fear Changes
        Monster fear code now uses a monster saving throw (rather than 1dX < Y). So not only will high charisma characters induce monster fear sooner (higher threshold) they will also do so more effectively.
        Player fear recovery now factors in nearby visible monsters, so it is harder to shake off your terror while facing down Gothmog, for example.
        Petrified is now 250 rather than 1000.
        Better status messages when fear is decreased.
        Monster level adjustments for fear saves now used everywhere.
    -Randart extra attack weapons now favor +1 attacks again
    -The Arena uses rubble rather than doors.
Title: Re: Chengband (Now at v0.0.123 ARRP)
Post by: getter77 on September 18, 2012, 11:46:38 AM
v0.0.123

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    -Moved Fear status display to the left near Cuts/Stun/Hunger status.
    -Using racial powers now requires a fear check.
    -Monsters are scared stiff far less often.
    -Sniper gloves are now worth more gold.
    -Randomized snotling recoil. For example, if you shoot a target 10 squares to the right, and 1 square up, most of the time you will propel only to the left, but occasionally (1 in 10), you will propel downwards as well. Previously, you would always propel left and down a square which looked a bit odd (Conservation of momentum?). Also, recoil is a bit more forgiving if there are multiple valid recoil squares.
    -Duelist Fearless Duel now only grants an easier saving throw.
    -Reworked player melee fear. A fear check is applied before every strike. If failed, the player only loses energy proportional to the number of attempted blows. Thus it is now more profitable to attempt to fight thru a bout of fear. Saving throw reduced from 5x Fear to 3x Fear, just like archery.
    -Reworked player recovery from fear. Fear can only reduce by a maximum of 3 levels (e.g. Terrified -> Uneasy) and each level of reduction requires making a saving throw.
Title: Re: Chengband (Now at v0.0.124)
Post by: getter77 on September 20, 2012, 11:58:24 AM
v0.0.124

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    -Monsters that eat player food can no longer eat eternal mushrooms.
    -Monsters scare stiff odds tweaked.
    -Arcane weapons have a pval of -1d3 rather than -1d2.
    -Craft Changes
        Restored Walk through Wall. It is now a 4th book spell, doesn't last quite as long, encourages monsters to dispel, and being crushed by rock is now much more significant.
        Removed Curing
        Whirlwind Attack is now an early 3rd book spell.
        I'm not sure anybody liked all the golem polymorphs, so they all got removed. Let's try something else instead.
        Elemental Cloak replaces Clay Golem and grants all 3 auras.
        Giant Strength replaces Iron Golem. In the interest of spoilers, this grants +10+L/2 maxhp, +4L/50 Str/Dex/Con, +60L/50 melee skills, +L/40 max blow (up to 5), and grants more favorable blows calculation.
        Weaponmastery replaces Mithril Golem (+L/23). Same as the ring.
        Immunity returned from Hengband, and replaces Colossus.
    -The Archaeologist is now a pure wisdom caster
    -Reworked Player Aura damage. For reference, monster auras scale with level as (1+L/26)d(1+L/17) so they always had a level component. Player auras were always a flat 2d6. Given the lower number of monster attacks and rampant monster immunity, I think we should increase player aura damage. I'm going with 2+(1+L/10)d(2+L/10) for a start:

Lvl    Dam    Avg
1    1d2+2    3
10    2d3+2    5
20    3d4+2    9.5
30    4d5+2    14
40    5d6+2    19.5
50    6d7+2    26

    -Lets increase monster aura damage as well. The reason is that the number of player melee attacks has been reduced. Damage formula is now (1+L/26)d(1+L/12) so the Serpent inflicts 4d9 (avg 20) damage per aura per strike rather than its previous 4d6 (avg 14).
    -Warlock Changes
        Demon Pact resistance to charge draining no longer requires a saving throw.
        Demon Pact loses Teleport Level and gains +5L/50 device power.
        Aberration Pact loses horns, beak and tentacles. Gains Resist Chaos and Create Ammo and other powers moved around.
Title: Re: Chengband (Now at v0.0.126)
Post by: getter77 on September 21, 2012, 11:48:44 AM
v0.0.126

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   -Craft's Elemental Cloak now only gives Fire Aura initially. At L25 it adds a Cold Aura and at L35, it adds an Electric Aura.
    -Camelot

    -Race/Class stat bonuses adjusted to account for new role of charisma.
    -Many monsters now drain charisma.
    -Becoming Terrified or Petrified might reduce charisma.
    -Cuts no longer decreases charisma
    -Camelot monsters adjusted a bit.
    -Killing all the Camelot Knights before facing Arthur means he will just summon regular knights.
    -Camelot Knights are pseudo-unique: There are only 10 unnamed Knights of the Round Table.
    -Shop prices determined by Wisdom rather than Charisma
    -Sorcerer and Time Lord are now Charisma casters.
    -Fearless personality now gives resistance to fear, but incurs a larger experience penalty.

v0.0.127

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    -Miscellaneous Camelot tweaks, including a new Camelot monster.
    -Defender weapons biffed.
    -Arena dungeon back to doors rather than rubble. Even with Poor stealth, it is fine this way and the rubble makes it too easy (e.g. You need to have Jack and Morgana roaming about early on for true fun).
    -Replacement Arts reworked. Don't be upset if your phial replacement resembles the original :) Sample Data (Note: Replacing powerful artifacts like Feanor can take a while (~1s for me). Let me know if this is a problem, but its hard to compete with a +15 speed standard art!)
    -Rand-art edged weapons can no longer quake.
    -Weapon scoring overhauled. Previously, Hephaestus scored at 28.8k while Grayswandir scored at 167k, which is just a tad off ;) Should be better now.
    -Added Bow Scoring
    -Artifact Torches (only Demeter) now score like other artifact lights.
    -Hephaestus bonus now applied before force brand, if possible. (Aside: Hephaestus and Force Brand both apply to shooting as well!)
    -Kutar are now 175% xp.
Title: Re: Chengband (Now at v0.0.127)
Post by: getter77 on September 24, 2012, 11:50:21 AM
v0.0.128

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   -Replacement Art Tweaks
        I rewrote the weapon scoring. The new algorithm is now highly dependent on expected damage per round. Resistances and Stats are now fairly constant across all weapons.
        Speed is scored lower for weapons to prevent replacements spamming speed on otherwise crappy weapons.
        Randart weapons now have a path for high pluses to hit and damage.
        Comboing slay evil and force branding is now much more rare.
        Randart armors now have a path for high pluses to ac.
        Immunities are now worth much much more.
        Anti-magic and No-teleport are considered assets for an amulet (so that the plain amulets price correctly). But I toned down their values to try to limit them showing up on replacement amulets.
        Fixed replacements for The Express Card and The Stick. Both Tourists and Lazy characters are worth a go with replacements on, I think. Perhaps Lazy might think twice? (For the record, I did see this once: The Stick (60d1) (+28,+30) (+3 to speed) {SpSr;ElFi|V/X*/UL} (230.6%))

-Enchanting Gear

    First the good news. The shop services for enchanting weapons, bows, ammo and armor now prompt you with a menu for how much to enchant. You may enchant up to +25 at a time (up to the max enchantment limit, of course).
    Now, some bad news: Costs are intentionally high and depend on the quality of the item you are improving. (Except for ammo).
    Now, some worse news: Scrolls of Enchant Foo removed from the town.
    Don't despair. Here is some good news: Max enchantment (excepting ammo) is now 15! And you there are no player level restrictions! So next time you find Aglarang ridiculously early you can just spam it up to (+15, +15) ... Seriously! (There might be a catch?)

-Shops now display calculated score when in wizard mode. 
Title: Re: Chengband (Now at v0.0.129)
Post by: getter77 on September 28, 2012, 11:48:26 AM
v0.0.129

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   -Starting armor cost is too high. Fixed, but now that first enchantment costs a lot!
    -Enchantment max set to 5 + L/5.
    -Removed scrolls of Enchant Weapon To-hit and Damage as well as Enchant Armor.
    -Fixed up The Icky Caves
    -Replacement arts now reveal their source upon inspection.

v0.0.130

Quote
    -Infernal Deal will no longer restore mana for Rune Knights. Instead, they get 30hp for each kill. As a compensation, any demigod Rune Knight that upgrades to this release will get to repick their powers.
    -Toned down weapon pluses on random artifacts a bit.
    -Low HP warning no longer prompts for space key if time is stopped (since the screen doesn't display the prompt, the game hangs until the player guesses to press space).
    -Added prices for various new artifacts that have activations.
    -Fixed prices for Poison Needle and Rune Sword.
    -Reduced importance of Con somewhat. Oh, its still the most important stat, but rather than contributing up to 600hp to player hp (50-75% of total hp) it now only contributes up to 500hp. Everybody now gets +2hp per level to even things out. Also, the hp boosts tail off at the high end so you can probably get by with just 18/190 or so.
Title: Re: Chengband (Now at v0.0.131)
Post by: getter77 on October 04, 2012, 11:39:57 AM
v0.0.131
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-Mount Olympus is now L90 to L99.

    If you are currently in Mt. Olympus deeper than the max, please recall back to town, walk back to Mt. Olympus thru the wilderness, and enter back at L90. When you recall again and are asked to reset the recall depth, please do so. (This is still beta software and would be hard to fix gracefully).
    If you are not currently in Mt Olympus, but have a recall point deeper than L99, please enter from the wilderness at L90, and reset your recall depth.

-Camelot monsters now only appear in Camelot (flavor).
-Runeswords can now power up on any kill.
-When calculating AC bonus from dexterity, wielding a weapon with two hands now counts as wearing a shield.
-When calculating costs from Force Brand, we now consider weaponmastery.
-Reworked Weapon Info

    This is now (spoiled) in character dumps
    This is now accurate when displaying left-hand weapon (Previous code used right hand's bonuses).
    This is now accurate for Hephaestus
    We now display average damage and the slay multipliers
    Code now handles elemental branding from (non-weapon) armor or from spells.
    Weapon Info no longer reveals slays the player doesn't know about.

-Summoning named uniques can now summon them from the current level (If, for example, the player has teleported them away).
-Body armor of High Resistance now gets an extra high resist (starts with 2 resists rather than just 1).
-Various Reflection Changes

    Monster Reflection now reflects player arrows/bolts/shots (50% of the time, or 25% if player is an Artemis Demigod). Oberon and The Serpent of Chaos lose Reflection (so Archers have a chance to win).
    Monster Reflection now reflects player bolt spells 75% (was 90%)
    Player Reflection now reflects 75% (was 90%)
    Reflection still reflects the effect, but I think I fixed a bug in the Hengband code and I also spread out the radius a bit. Reflected player arrows won't hurt the player (but may hurt another monster).

-Monk Attack Info is now included (spoiled) in the character dump.
Title: Re: Chengband (Now at v0.0.132)
Post by: getter77 on October 06, 2012, 12:06:46 PM
v0.0.132

Quote
-I've done some work with monk stunning. Uniques over L50 can once again be stunned, but it is really hard to stun high level uniques.
-Added Potions of Clarity and Great Clarity. Added Servings of Ambrosia (Mount Olympus only).
-[Melee Damage] now accounts for critical hits.
-Fear code toned down a little
-Potions of Boldness more common in town
-I taught the Compare Weapons function about the Shield Master.
Title: Re: Chengband (Now at v0.0.134)
Post by: getter77 on October 10, 2012, 11:54:41 AM
v0.0.134
Quote
    -Giant Overhaul
        Basic giants redesigned a bit (Hill, Stone, Frost, Fire, Cloud and Storm)
        Giants are now more rare and should never appear in groups or pits.
        Giant uniques no longer have friends (except Kronos)
        Giants are tougher and stronger in melee
        Throwing rocks does less damage, but there is no longer any damage reduction.
        Rocks may cut (unless resist shards) or stun (unless resist sound)
        Giants have better drops
    -Gamble Shop
        Potions and scrolls implemented. The shop is in Morivant.
        The item you win is placed in your inventory.
        If your pack is full, you lose the item, but don't pay the fee.
        Your auto-destroyer preferences are consulted so that objects you have registered for automatic destruction are not placed in your pack.

    -Warrior's Guild
        Members can enchant up to +15 for armors and weapons.
        Members get a 50% discount on enchantment costs.
        Non-members can enchant up to +12 for armors and weapons.
        Current Members: Warrior, Samurai, Cavalry, Berserker, Blood-Knight, Duelist, Rune-Knight, Weaponmaster, Mauler.
    -Archer's Guild
        Members can enchant bows up to +15 with a 50% discount.
        Non-members can enchant bows up to +12.
        (Ammo still maxes at +10)
        Current Members: Ranger, Archer, Sniper.
    -Gamble Shop
        Added Staves, Wands and Rods.
        Added Armors and Weapons.
        And for the grand finale, added Random Artifacts (for a price, of course).
Title: Re: Chengband (Now at v0.0.136)
Post by: getter77 on October 12, 2012, 11:49:19 AM
v0.0.136

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    -Summoning Changes
        Monsters no longer have infinite summons, but can only manage a limited number of monsters at a time (currently 50). This includes their entourage, if they have one.
        If a monster summon would exceed this limit, the game looks for a current summon of the correct type not currently in line of sight, and teleports it to the player. So teleporting away monster summons won't rid yourself of the danger.
        Farming summoners is no longer recommended. Eventually, the summoned monsters will stop dropping loot and you will stop gaining experience.
        Summoned monsters once again spawn with random energy.
    -Breeder Changes
        Farming is a bit more restricted. After 400 kills you no longer gain full xp. After 600 kills you no longer gain drops.
        Farming is now far more risky and not recommended.
    -Fear Changes
        Fear in the early game is no longer so deadly, especially for characters with low charisma.
    -The Town Bookstore now restocks normally.
    -Players no longer start with an extra 3dX hp, where X is their hit-dice. Upgrading will remove this bonus. (This is in response to the con change in 0.0.130. Players are getting +2hp per level from that change).
    -If disturb move is turned off, you still get disturbed whenever a monster moves with 2 squares of you (rather than getting disturbed once a monster gets a free round of attacks on you).

-Fixed up The Barrow Downs Quest.
Title: Re: Chengband (Now at v0.0.137)
Post by: getter77 on October 14, 2012, 12:19:21 PM
v0.0.137

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   -Rewrote low resistances to make double resistance less overpowering/necessary. Double resistance no longer gives 100% inventory protection.
    -Stone Skin is now +10+4L/5 to AC.
    -New Personality: Craven.
    -New Magic Realm: Armageddon.
    -Pets and Friends no longer scare the player.
    -Some minor artifact changes

v0.0.138

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    -Craft loses "Way of Genji" and regains "Living Trump". If cast on surface, this spell now always grants controlled teleport (So you no longer need an annoying period of scumming in Zul).
    -Priests and Warrior-Mages can no longer cast Force Branding.
    -Force Brand now calculates as (1.5*Slay + 1) rather than (1.5*Slay + 2). Costs of driving a force brand decreased accordingly.
    -Extra attack weapons no longer dice boost.
    -Powerful extra attack weapons limited to just +1 blow.
    -Powerful Holy Avengers can't get +1 blow.
    -Evasion is now only 25% damage reduction.
    -Death's "Resist Poison" is now "Undead Resistance" and gives Poison and Cold resistance.
    -Daemon's "Devilish Cloak" now gives Fire, Acid and Pois resistance as well as an aura of Fire.
    -Crusade's "Holy Aura" is now "Angelic Cloak" and gives Acid, Cold and Elec resistance as well as a holy aura.
    -Sorcery's "Charm Monster" is now "Stair Building". Nature will lose this spell as soon as I can think of a replacement.
    -Sorcery's "Explosive Rune" is now "Door Creation".
    -Sorcery's "Detect Items and Treasure" is now "Inventory Protection".
    -Sorcery's "Mass Sleep" becomes "Mass Stasis" at L35. Stasis and Sleep are the same thing in Chengband, the only exception being that more monsters are immune to sleep (NO_SLEEP in r_info.txt).
    -Sorcery's "Charm Monsters" is now "Device Mastery"