What's new in 0.76.65 since the last update (ver. 0.68.65):
Major Improvements:
- New Spells: Finger Candles, Blinding Flash (for monsters, too), Blur (for monsters, too), Scare, Wither (for monsters, too), Control Undead, Control Diabolic, Colour Spray (for monsters, too).
- New Magic Items: Bottle Imp, Boots of Speed, Magic Satchel, Bag of Holding, Bottomless Backpack, Malachite Ward, Lucky Coin, Phylactery of Faithfulness.
- New Mundane Items: Satchel, Lamp Oil, Blinding Light Trap Kit, Pomegranate, Passion Fruit, Mango, Dragon Fruit, Fig, Pear, Cherries, Plum, Parsnip, Coconut, Cabbage, Leeks, Cooked/Uncooked Goose, Hsing-sing Toxin, Gold Pan.
- New Potions: Sleeping Draught.
- New Map Tiles: Iron Wall, Glyph of Ruination, Frigid Water, Rope Ladder, Rusted Door, Stone Door, Fragile Web, Web, Spider Filled Web, Secret Compartment, Stalactites, Cave Columns.
- New Booby Trap: Sand Trap.
- New Armour Enchantments: Imposing/Intimidating/Fearsome.
- New Weapon Enchantments: of Anxiety/of Fear/of Terror.
- New Jewellery Enchantments: Priest’s/Bishop’s/Saint’s, Believer’s/Cultist’s/Zealot’s.
- New Events: Still Winds, Sinking Feeling, Bad Hair Day, Nothing Comes To Hand, Third Eye Blind, Mundania, Rock Block, Keeping It Real, Silent Graves, Guttering Flames, The Force Is Not With You, Infernal Strike, Devotion, Festering Wounds.
- Added in monster morale and the possibility for monsters to flee, as well as conditions to make this more or less likely. Made Imps, Wyverns and Kobolds Cowardly.
*New Religion System:*
- Allowed selection of player Religion.
- Introduced individualized Divine Attitudes for all the deities, gave them things of which they approve and disapprove, and made it possible for the player’s standing with each god to fluctuate based on his or her actions.
- Tied chance of successfully praying at Shrines and Altars to Divine Attitudes.
- Tied reaction of an appearing god or goddess to a percentage roll based on their Divine Attitude, rather than a completely random outcome.
- Made certain actions inherently Good or Evil, and tied this to the attitudes of certain gods.
- Made the casting of a few certain spells anger Good or Evil gods (while not being inherently good or evil as an action).
- Created Faith system, and allowed the player casting of Miracles, based on chosen Religion.
- Fully implemented the miracles for Allumas (Alluman Ritual, Ambuscade, Caprice, Destiny, Fate, Gambling with the Goddess, Fortune Smiles, Instant Karma, Luck in Battle, Second Chance, Shower of Gold and Unpredictable Outcome).
- Fully implemented the miracles for Baloraasin (Act of Destruction, Baloraasin’s Rage, Create Ghoul, Create Vampire, Defile, Desecrate, Glyph of Ruination, Ruin, Soul Hunt, Stunning Blow, Tool of Destruction, Unholy Strength).
- Fully implemented the miracles for Dorallas (Aspect of Badger, Aspect of Eagle, Aspect of Hare, Divine Knowledge, Dorallan Influence, Dorallas’ Light, Entangling Vines, Identify, Plant Growth, Recharge, Speak with Animals, Summon Serpent).
- Fully implemented the miracles for Feighmorias (Angel’s Grace, Bless Armour, Blessing of Feighmorias, Exorcism, Hear No Evil, Marginal Protection, Protection of Feighmorias, Purity, Resist Fire, Transcend, Ward Off Evil, Warmth).
- Fully implemented the miracles for Fivriaskus (Ascend, Bolster, Crystallize, Fair Fight, Fivriaskan Judgement, Nullify Spells, Peace Ballad, Reform, Retribution, Stone Meld, Stone Sight, Stone Skin).
- Fully implemented the miracles for Hornas (Arms of Hornas, Attack, Ballad of Violence, Battle Harden, Battle Rage, Flesh of My Enemies, Hone Weapon, Hornan Hammer, Punish Weakling, Sharpen, Striking, Summon Orcish Champion).
- Fully implemented the miracles for Lastaviark (Bane of Hornas, Battle Plan, Body and Soul, Call Forth Champion, Holy Quest, Lastaviark’s Blessing, Lastaviark’s Hero, Perseverance, Polish, Prepare, Rally, Shelter).
- Fully Implemented the miracles for Maleviak (Acid Spray, Bestow Curse, Cause Blindness, Conjure Trap, Immolate, Insect Plague, Maximum Toxicity, Nausea, Pestilence, Sadism, Scourge, Wracking Pains).
- Fully implemented the miracles for Pantos (Commune, Destroy Mind, Detect Spirituality, Dismissal, Mad God’s Whim, Other Worlds, Pantosian Curse, Pantosian Map, Perpetual Knowledge, Reverse Status, Self Actualization, Unbalance).
- Fully implemented the miracles for Talltioward (Apathy, Envy, False Pride, Glamour, Gluttony, Greed, Hell Gate, Hubris, Lust, Shackle, Surrender Will, Temptations of Talltioward).
- Fully implemented the miracles for Vestonis (Boon of Vestonis, Call Yorick’s Trunk, Conviction, Create Shrine, Gain, Prayer, Reclamation, Reincarnation, Release, Vestonian Gift, Vestonian Protection, Vestonis’ Forge).
- Fully implemented all miracles for Tsen Tsun Vie (Coagulation, Energize, Mend Abrasion, Purify, Reveal Curse, Revile the Mutant, Remove Disease, Resurrection, Revitalize, Summer Rain, Total Renewal, Welcoming Waters).
Minor Improvements:
- Added clarifications to queries of Incense and Incense of Meditation.
- Made it so that you won’t be affected by Slide Traps and Spike Bottomed Slide Traps if you’re Flying.
- Made Mine Cart speeds no longer tied solely to level, but influenced by level, so it’s possible, though unlikely, to encounter Fast Moving Mine Carts on early dungeon levels, and possible, though unlikely, to encounter Slow Moving Mine Carts on deep dungeon levels. Also, mine carts change speeds each time they emerge now, so waiting for the next mine cart might or might not provide an easier opportunity.
- Made Mine Cart speed actually influence the frequency with which the mine cart moves on the map.
- Made auto-walk cancel as soon as any Event is enacted.
- Added sound effect and text pop up in the Situation Panel explaining what’s happened when you first discover that a Damsel is a Succubus or an Object is a Mimic.
- Made Spreading Water and Spreading Lava no longer spread through any kind of Walls.
- Made failed use of a Large Pentagram summon a Greater Demon rather than a Devil (to keep it in line with the failures for small and mid-sized Pentagrams).
- Player can now scroll through side screen lists (Inventory, Spells, etc.) to look at them, even after death.
- Standardized the queries of Wands/Staves/Rods and Scrolls to match other items (by including “Type:”).
- Standardized the appearance of good and bad effect icons along the bottom and left side of the screen, such that their placement is based on the order of their coming into effect. They also now visibly reorganize when one expires. In addition to making such icons easier to locate and keeping things neat, this also lifts a design challenge that previously existed; namely, the limitation of how many temporary effects could be added to the game based on screen real estate.
- Differentiated spells by type, with 12 “types”: Aeromantic, Aquamantic, Charm, Conjuration, Divination, Enchantment, Geomantic, Illusion, Necromantic, Pyromantic, Sorcery and Summoning.
- Changed the way Piety Skill works to take advantage of new Divine Attitude system.
- Changed the Unique Abilities of Clerics to take advantage of new Faith system.
- Lowered cost of Detect Secret Doors spell from 25 Spell Points to 5 Spell Points, to make it more useful.
- Drastically increased the length of time mundane light sources will burn, to make them more useful.
- Made use of Infernal Lamp scroll the damage caused and textually output it if your Text Prompts aren’t set to Expert. Also changed the damage it causes to Magic, to make Magic Resistance slightly more useful.
- Lowered maximum monster sight range for most monsters from infinite distance to 12 squares, to allow Stealth and items that increase Stealth to have greater effect. Also modified Stealth and these items to adjust to this new sight range.
- Lowered maximum monster hearing range for most monsters from 6 to 14 squares to 1 to 12 squares, for the same reason, and also to make Animal intelligence monsters more unpredictable. Modified Stealth and Stealth improving items to take this into account, too.
- Made sure it was possible, if uncommon, to find lower level weapons and armour at every depth, to help ensure characters forbidden from using heavier types are not stuck with Improvised versions if they lose what they have.
- Added a warning that pops up immediately on entering a new map if a Lightning Strike Event has been generated, to give you time to clear out if you want, and eliminate the cheapness of the frequently accompanying death.
- Incorporated character Religion into the high score list.
- Made Secret Detection Skill also able to detect Cave-Ins (and the new Secret Compartments) to make it more useful.
- Varied starting gear and Skills for Clerics based on their Religion.
- Raised Warrior Unique Ability to +15% combat EXP instead of +10% to make it more useful. Raised the effect of a Divine Writ of Battle to correspond.
- Added notation in query of each terrain feature with which History Skill can assist, reminding you of the % chance you have to avoid the negative effects.
- Added Mosaics to the list of terrains that History can help protect you from, to make the Skill more useful.
- Added notation to query of Rallaishan Shrine, relaying the damage you’ll take if you fail, so you don’t have to calculate.
- Made Haunts, Night Evils, Apparitions, Yetis, Air Elementals, Bogeymen, Death Spectres and Mort Prophets all deal Cold damage instead of Physical, to lend more usefulness to Cold Resistance.
- Made Spectral Cats, Vengeful Dead, Pookas, Gwyllions, Glaistigs, Blue Beasts and Amphipteres all deal Electrical damage instead of Physical, to lend more usefulness to Electrical Resistance.
- Made Shamblers deal Acid damage instead of Physical, to lend more usefulness to Acid Resistance.
- Gave Disease Resistance Skill a 5%/10%/15% chance of removing each Disease you have each time you enter a new level, to make the skill more useful.
- Allowed Thieves, Bandits, Outlaws and other such stealing monsters to snatch Silver from the Dungeon in addition to Gold and Gems.
- Increased odds of “creating” a map via Geography Skill from 10%/20%/30% to 15%/30%/45%, to make it more useful and to keep it in line with other skills that activate on entering a new map.
- Allowed Enter key or Keypad Enter key to serve as a “y” key press for purposes of answering yes or no questions in game, to allow players to use only the numpad if they wish.
- Added toggleable option in the options menu to reveal key bindings on buttons (like those that link to the various Tabs, and the yes/no/ok buttons).
- Made it possible for variable ATT ratings on monsters to display a more accurate range during queries, if that range has been modified, and to display appropriately red or green if that range is lower or higher than normal.
- Tripled the duration of a Floating Disc spell to make it more useful.
- Lowered spell point cost of Cause Disease spell from 70 to 60 to make it more useful.
- Made Wheels of Fortune 6.5 times more common, but made Gambling Skill much less powerful to preserve Gambling skill as a useful Skill while preventing it from being game breaking.
- Made Psychic Fear ineffective against monsters of Automaton intelligence, to make the spell a little less powerful, and to add an element of tactics into its use.
- Based your chance of successfully praying at Altars on the average of your relationship with all gods and goddesses in the game (instead of a flat 90%) to justify the choice of Agnostic as a religious option, and to make Piety skill slightly more valuable.
- Added denoted “Chance to set:” to all queries of Trap Kits, to save you the trouble of figuring it out.
- Made it so that, while spell casting monsters of Standard Intelligence get bumped to Genius, other monsters do not - this allows spell casting Golems to maintain their Automaton Intelligence, and spell casting animals and insects to still act appropriately. Also, took out Intelligence bump for generic monster Champions/Heroes/Legends.
- Added queryable notification in Events Tab reminding you that you’ve received the warning for lingering on a level too long, once it’s happened.
- Added behind the scenes timer into character creation to make sure you don’t accidentally skip over options by holding the mouse button down a fraction of a second too long.
- Added clarification in Situation Panel when you land blows as a result of a Second Chance effect or Lucky weapon effect. (“You magically hit” vs. “You hit”).
- Added word “Trapped” to title of queried squares where the player knows for certain a Booby Trap is present.
- Renamed Orcish Legend from “Oblar One Eye” to “Grumak Throatcutter”, because he was named long before the Shrines were introduced to the game, and shared his name with the Orcish god.
- Made monster health regeneration (for Trolls or Trows, etc.) scroll the appropriate healing numbers over the monster.
- Added descriptors of outcomes to queries of many squares with multiple outcomes, if they were lacking.
- Changed Warlord Unique Ability from a 10% chance to charm any monster on first encountering to a +10% chance for monsters to fail morale tests.
- Added ability for Grues to extinguish all nearby light sources (with new associated graphics).
- Made it possible for player or any non-flying monster to trample Luminescent Mushrooms.
- Made Detect Secret Door Spell also allow you to pass through Secret Doors and open Secret Compartments without resorting to an Intelligence test, to make it more useful.
- Gave Hobgoblin Chosen, Orcish Elite Warriors and Trollish Chosen the Fearless ability (to ensure there were others besides Automatons with it).
- Made it so if your “Hovering Cursor Reveals Dropped Items” option is set to “Yes”, hovering your cursor also lists any corpses in the square. It will now also list any broken vehicles there.
- Made small cross symbols appear in any squares with dead monsters, if you’re viewing the full Map.
- Varied graphics for Rubble to keep things visually interesting.
- Tweaked the finding of Gold, Gems and Silver such that in hoards (where you find twice as much or more treasure than usual), it is now possible to find odd numbered quantities, instead of only even.
- Tweaked monster AI so that monsters who are already nauseous are less likely to be hesitant to expose themselves to something that can make them more nauseous. (This will hopefully help mitigate situations where nauseous monsters freeze up if in areas surrounded by stench generators and therefore keep getting re-nauseous).
- Added new graphic for Examined Tapestries to visually differentiate.
- Tweaked a few spellcaster names (“Gwyllion Priest” became “Gwyllion Priestess”, since they’re female, and some redundant names dropped the opening portion of the name to fix them – so no more “Lich Lich Lord”, “Vampiric Vampire King”, or “Draconic Dragon King”.
- Renamed the old Rings and Amulets “of the Priest/Bishop/Saint” to “of the Shaman/Physician/Healer” since this more accurately reflects the property of the jewellery now that Religion proper has been introduced.
- Brought the pleasing of Vestonis, Allumas and Grogorian in line with all other gods, by specifying how you pleased them in the Situation Panel text output, if it was through the use of incense, prayer beads, etc.
- Allowed Detect Secret Doors spell to affect Secret Compartments as well, to make it more useful. Also, magic objects that cause Secret Doors to glow, also cause Secret Compartments to glow.
- Increased penalties to hearing range for monsters with sub-animal intelligence and enforced wandering on monsters of amoebic intelligence.
- Added details to “Type” in query of all mundane and magic items.
- Standardized queries of Potions, Scrolls, Rings and Amulets to be like the query of other Objects by adding “Size” to all (even though, at present, it’s always 1) and by adding “Type” to Potions (even though, at present, it’s always “Potion”).
- Added calculated value to query of any Object, to better let player assess what to keep and what to drop.
- Made Shackles 6 times more difficult for monsters to escape from, to keep them more restrictive than Great Webs and to make the Shackle miracle worthwhile.
- Now display % chance for a monster to break its Shackles if you query it.
- Lowered spell point cost of Destroy Undead spell from 50 to 45 to make it slightly more worthwhile.
- Changed Faithlessness Event to drain your Faith instead of causing Healing spells to heal ½ the usual amount.
- Made it possible for Gemmed Walls, Gold Veined Walls and Silver Veined Walls to be created adjacent to walls of the same type, potentially allowing veins to run deeper into the earth, and only revealing the further mining options if you first mine the outer wall.
- Improved the text output of the Open Locks spell to tell you how many locks were unlocked (or that none were) to make it less confusing.
- Revamped the way all Golems work to make them less confusing. They can now be hit as usual, but have 100% Physical Resistance. Also revamped Golembane type weapons to adjust to this new system.
- Added check when you enter a square with a sleeping monster to see if you want to attack or not.
- Made Items that can be Active/Inactive list in gray when Inactive, and blue while Active (instead of just always blue).
- Lowered sale value of fishing lines and other hunting equipment slightly.
- Gave all monsters of Animal intelligence or lower at least a 33% chance of moving in a random direction each turn, to make them less predictable. This chance increases, the stupider they are.
- Made water confined monsters (like Fish, etc.) die instantly if they find themselves on dry land.
- Made it possible to instantly randomize Race, Class, Sex or Religion during character creation, without committing, so you can immediately adjust if not satisfied (though the old way of randomization remains, as well, if you prefer).
- Lowered damage caused by Infernal Lamp from 10% of your Max Health to 5%, to make it more useful.
- Increased duration of Detect Secret Doors spell from 120 turns to 360 turns to make it more useful.
- Bug Fixes in next reply