v0.7.3 is done! The big change this version is the basic implementation of the Hiding and Stealth skills, along with sneak attacks. A bunch of the bugs that ssteam reported are also fixed as well.
Full changes:
Shadow of the Wyrnm v0.7.3 "de Murcia"
- Version declared December 23, 2017. Version finalized January 20, 2018.
- Implemented the Hiding skill. This skill requires selection via the
Skills menu. Once selected, a Hiding check is made. If the player is
not viewed by any creatures, hiding is automatic. Otherwise, it is a
function of the type of map (hard to hide in the cosmos, easier
underground) and time of day, when above ground.
- Hiding works by removing the hidden creature from field of view maps
constructed off the real maps. Given that the game AI works off FOV
maps to determine what action to take, this effectively renders hidden
characters invisible to every creature around them.
- Most actions that have an in-game effect (e.g., picking up or dropping
items, but not checking the game version or reading help files) will
break hiding. Searching or staying in place ('5' movement) never
breaks hiding.
- Hiding is trained when you attempt to hide in a non-guaranteed
situation (ie, there are one or more creatures around).
- Other hiding advantages/disadvantages:
- It prevents the hidden creature from intimidating and performing
counter-strikes.
- The hidden creature, being hidden, gets a large evade bonus to
incoming attacks. Though most creatures will not be able to attack
hidden creatures, if a missile were being fired through the tile, or
an area effect spell casted, it would still be possible to be
attacked.
- When hiding, an extra 2x modifier is applied to any damage dealt
when attacking a creature that has not been backstabbed before.
This then sets the "backstabbed" flag on that creature, and subsequent
backstabs are not possible, even if the attacking creature becomes
hidden once again. The 2x modifier applies both to physical damage
and magical damage from spells and wands. The sneak attack multiplier
is applied on top of the usual ones for slays and phase of the moon.
- Stealth has also been implemented. When moving while hidden, the
successful use of the skill allows movement without breaking the status.
The skill is also useful when not hidden: it provides a passive, small
(~Skill/10)% chance of performing a sneak attack, assuming the attacked
creature has not already been victim of a sneak attack before. As when
the attacker is hidden, this covers all forms of attacking: melee,
ranged, and magic.
- The NPC magic AI is a little smarter. Previously, it was just checking
to see if a threat existed in a certain direction. Now, it considers
the level of all creatures in a particular direction, and will only
cast in that direction if the sum of the level of any threats is
greater than the sum of the non-threats.
- The mean amount of time for paralysis is now 3 minutes, rather than 5.
- There are two new effect types, that increase maximum HP and AP. These
have been attached to golden and silver apples, respectively. These
items have seeds, like regular fruit, and the seeds can be used to
plant trees, as usual. The "increase max HP/MP effects", when used
successfully, add to a counter on the creature. The creature can only
use the HP effect as many times as its base Health allows; likewise
with Willpower for the AP effect. If the creature increases his or her
Health/Willpower later, the maximum for the counter is increased as
well.
- Golden and silver apples can be found as regular items, but they also
grow on magical trees.
- When a "regular" tree is generated, it has a 1 in 100000 chance of being
a magical tree, which will grow golden or silver apples. These trees
can appear anywhere a regular tree would be generated.
- The look command has been rebound as 'x' (e'x'amine) instead of 'L'
because the shift key is a pain (ssteam).
- Hild now requires only 10 whiteflowers (ssteam).
- Moving outside a shop while carrying unpaid goods now requires
confirmation.
- Shopkeepers now trigger an alarm when they first see you with unpaid
goods.
- Amulets have been reworked so that their unidentified description
doesn't refer to colour. They have had colour overrides removed, so
non-artifacts should almost always appear as a bold yellow '#' (ssteam).
- Stanzas for "Tel and Floridel".
- New items: golden apple, silver apple.
- Bug fixes:
- Creature::is_affected_by_modifier_spell could return true when a
particular modifier was marked for deletion.
- Avernal bats were defined as birds and were dropping quills. Added
support for creature-level overrides of flying, and defined avernal
bats as flying animals (ssteam).
- One of the doors in the tower level of Wintersea Keep was incorrectly
placed (ssteam).
- Using unpaid wands in shops wasn't angering the shopkeeper.
- Paying shopkeepers for unpaid goods wasn't globally removing
shopkeeper aggression (ssteam).