It's been a while. Hi! I'm pleased to announce that I've finally finished with the new endgame content. You can now become a god-slayer. Be aware, though, it's horrifically unbalanced. The creatures are level 75+, hit like freight trains, and are monstrously unfair.
I've also enabled the Lua console (F11). It's now available in-game, not just in debug mode, so if you feel like cheating your way through it, be my guest. I appreciate any and all feedback!
I've been working on this version for a while. There have been a lot of bugs as I've refactored a lot of old code to be more general. I expect things are broken. Please report any issues you see, and don't be afraid to save scum! I'm kind of expecting that there may need to be a follow-up version in the next couple of weeks. I've caught a lot of issues so far, and fully expect there are many more lurking.
Take a browse through the changelog. You'll see that there are a lot of changes. To summarize them:
- There's a new ending/victory condition. As I mentioned, it's meant to be ludicrously tough.
- There have been some updates to combat. Counter-strikes are possible, there are new damage flags (exploding, scything), and some artifacts have been rejigged.
- Crowning has been reworked so that classes have a good chance to get an artifact from a class list, with a small chance of getting a deity-specific artifact.
So, without further ado, the actual changelog:
Shadow of the Wyrm v0.7.0 "de Visee"
- Version declared March 1, 2017. Version finalized October 23, 2017.
- New effect type, mapping. When blessed, the entire map's structure
is revealed. When uncursed or cursed, tiles will be learned/forgotten
at random.
- Fairy spirits will now also remove any negative status or spell
effects that are in force.
- New dungeon room types.
- Wet: a proportion of its tiles are water and reeds.
- Dank: as wet, but bushes, weeds, and rocky earth.
- Cave In: part of the inner portion of the room is collapsed rock.
- The identify and bless effects now re-group inventory items after
invocation, to avoid ending up with stacks of the same item that have
been picked up and identified or blessed at different times (kain).
- Added a "single_user_mode" to bypass username verification of savefiles.
This is off by default. If you want to use other people's savefiles
(passing games around, etc) turn the setting on. The username who last
saved the savefile is always maintained, so you can later turn it back
on if needed.
- The Magic skill now has an impact on how quickly a creature regenerates
AP.
- New effect type, water breathing. This allows boatless travel over
water within submerged tiles. As long as a creature has this status
it cannot drown.
- New map type, underwater. These have submerged tiles in which you'll
need to have water breathing or will die very quickly. In normal water
(non-submerged), survival is based on your swimming skill. In
submerged tiles, it's based on your Health.
- Traps can now have effects. The new monster trap has a new effect
type, monster summoning, which summons a nunber of nearby monsters,
whose danger level is between the current danger level and 5 greater.
This effect is also present on a scroll, which makes read ID-ing
potentially more dangerous.
- The mad elf, Whitebard, now drops the Ring of Aran Fee. This is
a special artifact that permits water breathing, which in turn allows
the player to talk to the little boy, Ead, in the Barrows, who with
his strange, magical powers will send the player to Telari, the
Cloudspire. These details are hinted at by Cadlind and by Kew.
- Added the ability for races to have the Water Breathing status, similar
to what already exists for flying and incorporeal. Set this for
Elysians.
- Logs now generate tidily in a "logs" subdirectory instead of cluttering
the main directory. (kain)
- Carrying now gets trained when you walk around carrying a heavy load
(kain).
- A few items in particular (spellbook of Aim, gain attributes potion)
have had their rarity set to Common, which will actually make them less
likely to generate, now, as there are many common items in their class.
- Items can now be picked up automatically by item type (kain).
- Experience points are now included in character dumps (kain).
- Casting spells now has a chance to train both the Magic skill, as well
as the individual magic category (kain).
- Traps no longer trigger when a flying creature moves into a trapped
tile, and the confirmation message is suppressed.
- New effect type, digging, which bores through rock and solid earth.
Added a wand of digging to the items in Kew's house in Isen Dun.
- Kew also has some more stuff squirreled away - he now also has a pick
axe, a healing potion, and an unstoning potion.
- Custom maps can now define a load script, which allows for running a
Lua script after the map has been created.
- Divine creatures now have the ability to fly.
- Disfiguration totals are now based on the danger level of the attack,
with statistics being reduced more heavily based on the severity of the
acid.
- Storm-shape spells can now be given a radius. When less than 1, the
storm acts as before, applying the damage to random points around the
caster. When >= 2, the storm becomes a radiant storm. Fewer points
are selected, but these become the starting point for balls with a
radius specified by the spell.
- Added Shards to spectral wizards, and Meteor to high wizards.
- Counter-strikes are now possible. The possibility is based on having a
minimum amount of Combat skill, and then the chance is based on a
combination of Combat and Dexterity. Any attack (melee, ranged, spell,
kicking, etc) can draw a counter strike so long as the creatures are
adjacent. Counter-strikes are free actions and do not affect the
counter-striking creature's action timers.
- Added a new damage type, "scything". When an attack is scything, it
has a chance to apply to creatures immediately adjacent to the one that
was originally attacked. This chance is based on the creature's skill
in the type of the scything weapon (scythes are typically spears).
- The artifact scythe "Whisperwind" now has the scything flag applied to
its damage.
- Also added a new "explosive" damage type. Explosive damage deals an
extra third of the original damage to the attacked creature, and any
creatures around it that are not the attacker.
- The artifact greatsword "Inferno" has the explosive flag, and is
available from Aurelion, Voros, Urgoth, and Sceadugenga.
- Fire bombs are now flagged as explosive. Exploding arrows have been
added, and have the flag as well. They start appearing later than
fire bombs, deal slightly more damage, and weigh less.
- Certain races (Elysian) can now take a flag to exclude them from the
list of races generated for determining pugilist slays.
- General depth-specific properties are now automatically propagated
through dungeons, towers, etc.
- Added support for "shimmering colours" which allow for tiles to change
colour from turn to turn. Applied this to the Cloudspire.
- Mining rocks can now yield iron ingots, steel ingots, and lumps of gold,
in addition to the usual chances for magici shards, rocks, and stones.
- The algorithm for determining item probabilities when digging has been
simplified. The chance specified in the tile is now the only value
used to determine if an item is generated when digging.
- Multiple types of items can be generated at once when digging (e.g.,
a rock tile could yield an iron ingot and stones).
- When digging, items now break less based on Dungeoneering skill.
- Exits on custom maps can now have an associated set of map events.
These get applied after the map is created, and are applied at
appropriate times. For the moment, the only event is "on load".
- Prayer has no effect when there are no more deities. Similarly,
interactions with altars (kicking and dropping items), pews, etc.
- Casting divine magic from memory is not possible after slaying the Nine,
although magics previously set into wands, potions, etc., remain
active.
- The minimum ammunition breakage chance has been reduced from 2% to 1%.
- Ammunition is now less likely to break if it has slays, or is blessed,
and is more likely to break if it's cursed.
- Shadow is now vorpal-flagged. Pelter has piercing.
- Taking damage from creatures at your level or higher trains Health
(Rob Ayres).
- Classes now have a defined list of artifacts, independent of the deity.
Deities have a 75% chance of giving an item from the class' list, with
a 25% chance of selecting an item from the deity's own list. This is
done to ensure that classes generally get "appropriate" artifacts
(ranged weapons for archers, etc), but with a chance of getting
something out of the ordinary.
- The Lua console is now available in release mode, if you want to cheat
your way to Great Success.
- When blind, you now "feel" something, rather than see it, when moving
on to a tile.
- Made a few changes to allow Mac builds. See README.build.macos.
- More stanzas for "Tel and Floridel".
- New species of weeds.
- New poem fragments for the title screen.
- New features: dwarf star, red giant star, supernova, black hole, pulsar,
cosmic dust, spiral arm.
- New non-playable race: Elysian (builder).
- New spells/spellbooks: mapping (Cantrips), crumble (Cantrips), dig
(Arcane), antimatter (Primordial), malediction (Mystic), divine form
(Divine), holocaust (Arcane), inferno (Cantrips), shards (Cantrips),
meteor (Arcane), absolution (Divine), annihilation (Primordial).
- New monster-only spells: wyrmfire (Arcane).
- New items: scroll of mapping, scroll of monster summoning, wand of
digging, wand of inferno, moloch armour, scythe, lump of gold, holy
mantle, exploding arrow.
- New artifacts: Ring of Aran Fee, Telarian Mail, Telarian Shield,
Telarian Helm, God-Blade, Shard of Starlight, shining amulet "Catara",
radiant amulet "Calluna", fiery greatsword "Inferno", longbow of the
Dragonlord Pelageus.
- Removed artifacts: Knife of the Long Hunt.
- New traps: monster trap.
- New creatures: drowned shade, cockatrice, The Sorceror, The Sentry,
comet jellyfish, The Worldsinger, The Speaker, nether hydra, sea worm,
mesosaur, ghost ray, megalodon, The Conjurer, The Armourer, red witch,
solarian, lavos, ekakophia, myriadon, lamia, moloch, titanic slime,
copper bird, bird of paradise, alghari, The Smith, Celeste, Aurelion,
The Lady, Vedere, Voros, The Trickster, Shiver, Urgoth, Sceadugenga,
crystalline being, seraph of the highest heavenly order, gabar of the
book and the holy sword, knight exemplar, paragon of the twenty virtues,
trio of shining silver dragons, howling fury of first love lost,
luminous angel, saint who moves in perfect grace, pulsating mass of
primordial ooze, cloud of murderous, flesh-eating scarabs, thunderbird
of the low steppes, hundred-headed hydra, drakkhar carrying a massive
flaming sword, early dragon of the first age, eddic crone, murder of a
thousand crows, wraith of wan and dying light, blood angel of the white
queen, nether hound, ancient shade, black ogre, cyclonic beast, dark
rider of the coming horde, teeming mass of writhing tentacles, beast
beyond the furthest star, apocalyptic hell that bears no name.
- New material types: gases, and unknown.
- Bug fixes:
- The water in Stonewall and Wintersea Keep was marked as river, and
not sea.
- When the "prompt_for_character_dump_on_exit" setting was set to
false, savefiles were not being deleted.
- Skill training messages were still being triggered when skills were
at the maximum value (kain).
- Hrimgar's quest to slay Amaurosis could not be completed if you chose
not to end your game (kain).
- Identified items now add the "lore checked" flag as well, so that
stacking doesn't break when trying to add to an item the creature had
originally (kain).
- Moving on to a new tile was inconsistent as to whether a message was
displayed about items. Standardized this code so that it should be
called for all the various types of movement (kain).
- Inventories in dug tiles were maintaining the inventory type of the
previous tile, meaning that items could be dropped and lost on open
ground.
- Creatures could be generated in mid-air, causing them to immediately
plummet to their death.
- If the player was killed and then damaged again, it would trigger
multiple DYWYPI-type messages.
- Incorporeal weapons were not being described properly with the "W"
command.
- Lumps of gold (which are the raw material for the Jewelry skill)
were defined, but weren't set to a valid danger level, and so never
appeared in-game. These should show up, now. Sorry, anon. (4chan
/rlg)
- Damage resistances less than 0 (e.g., -0.35) were not acting as zero
multipliers in damage calculations, allowing characters with massive
resistances to still take damage. (4chan /rlg)
- Fixed a crash when trying to create an animation when a creature was
killed without having an FOV map (immediately after spawn but before
its first action).
- In certain cases, the calculated speed for a creature could be 0 or
less, which can cause infinite turn loops when the creature is the
player.
- Internally, there was a system of "additional damage" where you could
hypothetically deal 1d6+1d6 damage. This was really buggy and
basically never worked. It was used in the context of ranged combat,
which has been updated to just add the number of dice from the
launcher to the dice from the ammo when calculating the damage.
- Helm of the Heavens wasn't flagged as an artifact.
- ActionCost wasn't being fully initialized, leading to odd behaviour
some of the time in release mode.
- Fixed a crash related to ammunition reduction.