After no releases in February (since I had a late January release), it felt like time to get another build out there. So, I'm releasing v0.4.8 - a pretty good balance of useful and useless, flavour and mechanics.
Win7+/WinXP builds:
http://www.shadowofthewyrm.org/downloads.htmlFull release notes:
Shadow of the Wyrm v0.4.8 "Carulli"
- Version declared January 23, 2016. Version finalized March 3, 2016.
- Out-of-view features no longer disappear - these are remembered
(Avagart).
- Added support for special days, with messages being displayed when that
day arrives.
- New special days: Alari, Festival of the Midwinter Moon; Halingsdaeg,
Celebration of the Ascension of St. Haling; Demonstide, Day of Defeat of
the Unholy Hordes; Coma, Night of Heavenly Death; Edelmas, Ancient Day
of Slaughter; Solstide, Festival of the Summer Sun; Dragonsday, Rout
of the Old Dragon Lords; Reaving, Celebration of the Harvest; Elfenwael,
Death of the Fair Folk.
- Adventurers now start with skill in Cantrips (Darcy Faires).
- Creatures now have a chance of finding foragable foods on overworld
maps. The chance of finding these is seasonal: roots can always be
had, but are fewer and rarer, while berries are more plentiful, but can
only be found in the fall. Fiddleheads are the curled fronds of ferns,
and are only available in the spring. The chance of a particular
random overworld map of having foragables is based on the player's
Foraging skill.
- Created a Windows XP-compatible release build configuration (Legend).
- The game now checks to see if it has write access in the main
directory, failing out if it does not.
- In preparation for eventual Unix builds, added the player's user name
to the high score entries.
- When resting, each turn now adds a "." to the resting message, to give
a visual indication of how long the player has rested.
- Added a new island off the coast of the Stonewall ruins. This is the
basis for a quest from Twille in Atua-Elar.
- Beefed up Goblincrusher a little bit.
- Additional logger functionality.
- New tile types: sewer complex (shown on the world map), and sewer
(individual tiles within a sewer complex).
- Sewer complexes have a chance to generate on field tiles. They are
generally rare, being generated even less often than keeps. However,
pretty much any non-unique can be found in sewers.
- Created an infinite sewer complex north-west of Aeschburh. Made the
infinite dungeon even deeper. Added a new unique, Cadlind, in Isen Dun
to tell the player about the existence of these places.
- Rovers now start with either a woodsman's axe or a briar axe.
- World generation now sets a maximum depths on dungeons and sewers.
There is always at least one 50-level structure.
- Tiles can now have engravings. For dungeon and sewer complexes, added
engravings, when applicable, of a creature whose danger corresponds to
the maximum depth of the dungeon.
- Reduced the depth of the dungeon on little island from 50 levels to 25.
- Wearables (weapons and armour, rings, amulets, etc) are now identified
when equipped.
- Added an "auto curse" flag that sets an item's status to cursed when
the item is equipped. Set the following items and artifacts auto-curse:
withering ring, Crown of Tyranny, smouldering black plate mail "Terror",
eldritch greatsword "Apocalypse", stumbling ring.
- Next to the Chronicle in the rectory in Isen Dun there is now a book
describing the world's special days.
- Winning characters are now mentioned in the high scores.
- The message displayed after winning is more descriptive.
- After winning, the player now has the option to keep adventuring. The
winner flag is always set regardless of the choice, so that quitting
later still yields a winner in the high scores (kraphead).
- New items: roots, berries, kelp, History of the Kell Empire, briar axe,
fortified dwarven wine, elven brandy, goblin moonshine, imperial dagger
"Amagari", withering ring, stumbling ring, Book of Days.
- New creatures: Twille, Cadlind.
- New artifacts: imperial dagger "Amagari".
- Bug fixes:
- Blue jays were, uh, bright yellow.
- Damages were being displayed incorrectly (e.g., 1d8--10) when the
modifier portion was negative.
- Negative damages used to be possible. This is now fixed so that
the base damage (before resistances, soak, etc) is always at least 1.