The next release might be the largest release to date, as it becomes the first stable release, even more stuff updated than in the change log above. I'll release it when my dude who creates graphics makes the missing tiles.
Highlights:
- 5 new quests
- 8 new areas
- Multiple new objects, monsters and items
- Improved cities
- Quests indicated by speech bubbles
- Improved character creation: cultural backgrounds, new name generation, random character
- Character skills
- All spells and talents where it makes sense to be animated are animated
The final change log:
Bugs and Mistakes
* Fixed a bug where Paladin's Aura of Regeneration healed too much while resting
* Exorcism did not have a mana cost
* Fire Rain did not use Charisma as modifier
* Torches had a bugged stack, they no longer stack
* Fixed a crash with spell graphics trying to be drawn outside game map
- UI did not display correct spell damage for some spells
- Many undocumented minor and major fixes
- Wooden wall tile is correct now; had accidentally just a little wrong tile
- All magical items have purple ascii character now
- Some spellbooks were missing damages in names
General
* ASCII version is up to date with all the color values and bugs corrected
* Quest givers have speech bubble tile to indicate a quest is available
* New option to turn of gradient field of vision coloring
* New UI graphics
* Improved name selection; possibility to generate random name and see it, automatically suggests one random name, possibility to return to previous menu
* Altars are used by pressing enter next to an altar instead of dropping an item on top of them
- Resting now longer is prohibited by being at full health and mana; instead message "you wait for ten turns" is displayed, this can be used when in the future there might be quests including waiting
- Minor improvements
- Houses have windows
- Cities have roads
- Multiple new tree tiles
Tiles
* Projectile tiles now change direction based where targeting instead of single tile for every direction
- Two road tiles
- Four tree tiles
- New UI tiles
- Seven window tiles
- A lot of new object tiles
Players, Classes, Spells and Talents
* All spells and talents where it makes sense to be animated become animated
* New feature: Random character generation, only thing decided is game mode
* New feature: Cultural backgrounds: Give different starting bonuses and penalties
* Starting items doubled in count excluding gold
* Maximum attribute value from level ups is 12 instead of 10
* Two new stats: Life On Hit and Mana On Hit
* Skills are implemented; they offer bonuses to the combat styles
* Stash is implemented; player must rent a room in the Marwal Inn and then there'll be stash to be used
* Hunger values adjusted
- Diseases can be resisted
- Polymorphed targets become sheep now instead of dog
- Bard songs have now graphics
Items
* Food fills more
* Equipment can have sockets
* Gems are implemented, they can be inserted into equipment with sockets
* Changed how the potion of cure corruption works; no need for dropping, just 'use' the item
* Scroll prices greatly reduced
* Changed the tiles of mail boots and leather boots
* New item category: Cloaks, with new equipment slot "back"
- Magical weapons at smith become +2 damage instead of +1
- Chance of items being cursed raised from 5% to 10%
- Updated most of the item descriptions
- New item: Hand Axe, requires 3 Strength, carried by Dark Ones and found in the first 4 floors
- New item: Sabatons, requires 5 Strength, found in the ruins
- New items for quests: Shovel and pickaxe
- All magical items are colored purple in ASCII mode
- Rings can be found as a loot
- Changed the capitalization of items
Maps
* New area: Shepherd's Farm
* New area: Ankhegs' Nest
* New area: Eastdale
* New area: Eastdale Tower
* New area: Rubonite Mine
* New area: Marwal Graveyard
* New area: Witch Coven
* New area: Labyrinth of Lazarin
* Location of Undershire changed to the other side of the river
* Location of Castle Undershire changed to the other side of the river
Quests
* New quest that gets unlocked when player reaches Catacombs; given by farmer in Marwal Inn
* New quest that gets unlocked when player reaches Caverns; given by guard captain Marwal
* New quest that gets unlocked when player reaches Ruins; given by smith in Marwal
* New quest that gets unlocked when player reaches Hell; given by cleric in Marwal
* New quest that becomes part of the main quest
* The end of the main quest becomes a lot more interactive
- Changed little how the mushroom quest reward potion works: it is a single potion with same function as attribute raise when leveling up
- Quest log in journal is paged to 10 quests displayed per page
Monsters
* Adjusted hit chances of some monsters, low level monsters had too high accuracy and some high level monsters had even lower accuracy than some lower level monsters
- New monster: Ankhegs; ranged burrowing monster
- New monster: Hellrider; melee skeletal dog riding demon
- New monster: Hellspawn; randomly ranged or melee demon
- New monster: Ghostly Miner; melee undead
- New monster: Witch; caster human
- New monster: Fire Elemental
- New monster: Ice Elemental
- New monster: Earth Elemental
- New monster: Air Elemental
- Three new bosses