February release! The big addition this version is shops, though on a very limited scale: Isen Dun has a shop, as does the Forest of Yew and Atua-Elar. In the next release, I'll work towards adding these randomly to dungeons, and very occasionally to the wilderness as bazaars. There are also a number of bug fixes, though thankfully nothing as crucial as in the last few versions!
Items will need a lot of rebalancing over the coming versions. If you have any feedback regarding item values, distribution, etc., I'd love to hear about that.
Shadow of the Wyrm v0.6.0 "Capirola"
- Version declared January 11, 2017. Version finalized February 3, 2017.
- More potential random names for character creation.
- Witchlings and sages now get fewer castings per level (Esran).
- Thievery is no longer a slow action - it should be about the same as
attacking. (Dallas Herrin)
- When sacrificing consumables, there are now additional checks for the
item to be accepted by a deity. It must have either a large amount of
nutrition, or have some sort of magical effect. For food, things such
as corpses, silverweed, food rations are all okay; fish and roots and
such won't meet the minimum. (Esran)
- Primary statistics (strength, dexterity, agility, health, intelligence,
willpower, charisma) are now capped at 99.
- Hungerless races like the Fae now can now mark Health when being neither
hungry nor full, but at a greatly reduced rate compared to other races -
they only get a 20% chance to mark the stat, compared to 100% for the
other races.
- When treating skins at a tannery, you can now select the ranged weapon
slot, which will allow you to create a sling. These can take on
evade/soak/resistances based on the corpse like other tanned equipment.
- The mortuary now tracks the maximum difference between a slain
creature's danger level and the player's level when that creature was
killed.
- Character info/dumps now also tracks the number of turns taken.
- Puglists now deal more damage. They deal 1d(level) from 1 to 25, and
1d(50 + (level-25) * 3) from 26 to 50. (4chan /rlg)
- When firing a branded ranged weapon with ammunition, the ammunition's
damage type becomes that of the launcher.
- Oracles get a 5% bonus on experience points when killing a creature
that has at least one status.
- Creatures now get angry at you if you teleport them.
- Added a new map, Whaling's End, at the south-most part of the world.
An ancient citadel, it has been repurposed by traders as the last
outpost at the edge of the map.
- Hrethel, the hedge wizard of Whaling's End, will trade you one of his
many spellbooks in exchange for a score of magici shards.
- There are two shops in Whaling's End: Noah and Itzchak have a variety
of goods for sale. Unpaid goods will list the total price when you
look at them. All shops have a minimum item value, so very low value
items (rocks, turnips, etc) won't be generated.
- Shopkeepers don't enjoy literal door-crashers. They also don't like
people kicking the wares, reading the wares, eating the wares,
quaffing the wares, or generally acting antisocial with regards to
the wares. In fact, they're rather unpleasant.
- Shopkeepers also look out for each other - if they see you outside a
shop with unpaid goods, from any shop, they will seek revenge.
- The total amount owing can now be seen with the "$" command. You can
pay for unpaid merchandise by chatting to the shopkeeper.
- When you buy or sell, the Bargaining skill, in conjunction with your
Charisma, determine if you can get a reduced price on a purchase or
a better price on a sale, and if so, by how much.
- Added a shop to Isen Dun (food, weapons, ammunition), Forest of Yew
(wands), and Atua-Elar (books).
- Now that money is more useful, nobles now start with more money.
- More stanzas for the epic poem.
- New creatures: Hrethel, whaler, scrimshander, shopkeeper, seadog,
swabbie, harlot.
- New items: lunch.
- Bug fixes:
- Missed comma in one of the naming options was leading to
three-syllable names like "SulTanak."
- Keys were stacking incorrectly, causing different crypt keys to be
grouped together and lose track of the lock they open. (Dallas Herrin)
- Traps without components (light traps, etc) couldn't be disarmed.
- Alcien and Rukhala weren't specified as unique (Esran).
- When deities summoned creatures around the player when angry, these
could, like regular creatures, be generated friendly. (Dallas Herrin)
- Branding was not properly adding resistances for armour. (Dallas
Herrin)
- Altars could be converted by offering items that generated no piety.
- Status effects that applied modifiers, such as blindness with evade
and disfiguration with the primary statistics, weren't having these
modifiers properly removed when the effect was undone via prayer.
(Dallas Herrin)
- The "fire through" code for archery had a bug in it that was
preventing the proper targetting of creatures at high Archery skill
values. (Dallas Herrin)
- In-game character dumps were trimming left spaces on each line.
- Doors could open and shut when there was an item present on the tile.
- Rarity probabilities weren't properly defined for the "very rare"
rarity, which is used for shops.