Author Topic: Triangle Wizard R 5.02 Released!  (Read 3827 times)


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Triangle Wizard R 5.02 Released!
« on: March 08, 2009, 04:49:26 PM »
Patch R 5.02 Notes:

-Maximum creatures allowed in dungeon is now 75 instead of 50.
-You can now turn shaded walls on via the gloval_settings.tri file. It is now on by default.
-Press ALT (or SHIFT) + U to create a character dump. A dump is automatically generated upon death. Press ALT (or SHIFT) + C to delete the character dump file.
-Game will no longer crash when going to the Tomb screen while there in noone in your tomb.
-Thaumaturgic shrine will no longer stack power ups.
-Persistant invisibility will not briefly reveal you anymore during the recast phase.
-Persistant spells can no longer be nullified when two creatures overlap.
-Persistancy now keeps original spell level.
-Dweomer Casters receive much less score from having spells (since they gain them for free). This avoids having Dweomer Caster characters with a huge score in low levels.
-Dweomer Casters can now pick up regeneration powerups for Magic Missile and Dweomer Thief again.
-Dweomer Casters can no longer buy regeneration powerups in stores.
-Spiked walls are more random in appearance.
-Nymph Dweomer Casters can no longer regenerate spells on the first level.
-Added several new classes (thx Sealer ;)).
-Spell selection via letters will no longer require you to scroll past the same spell multiple times after rearranging letters.
-Using letter selection will no longer let you select spells which you don't have.
-Projectiles can no longer penetrate walls when those walls are being visited by a creature that can walk through walls.
-Added the Gnome as a playable race.
-Cerebremancers now also start with Anarchy.
-Creature information now also shows active effects.
-Fixed a minor bug involving shattering.
-Added Dragon Emulator class (thx. Planeswalker!)
-Fixed a major bug involving friendly buff spells cast upon dying.
-Toxic water can now contaminate or dillute nearby water or toxic water over time.
-Made the tail of the Cyclone Blast larger.
-Electrical damage does 25% more damage to creatures near water.
-Electrical damage does 50% more damage to creatures submerged in water. (i.e. non swimming creatures).
-Fire damage does 50% less damage to creatures in water.
-Being in water will douse fire. (i.e. remove the burning effect).

Pretty major stuff in this "minor" patch....wall shading, new classes, new race, character dumps....tis coming along people!   8)

Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training