Professional Documents
Culture Documents
4
Features:
Make permanent walls silver.
Randomly generated resists/slays/*slays*/brands are now shown in the ego-item na
me (e.g. a sword of slays now displays as a sword of slay evil and troll).
The buttons in the object menu are better aligned.
Add menu command to open or close all extra windows.
Supress messages for squelched objects when being destroyed by a projection atta
ck.
During arena and labyrnth quests, remove the addition of scrolls of Mass Banishm
ent. For spellcasters, add a staff of the magi as a possible item for placement
.
Prevent random artifacts created as a quest reward from causing aggravation.
Improve the strength of random artifacts from quest rewards.
Bugfixes:
The screen occasionally didn't refresh during word of recall.
Typo in pit/next quest description.
Fix size of overhead map inside the overhead map window.
Fix bug with targeting while using hotkeys.
Fix crash bug during player birth creation that happened if the player had certa
in extra windows open, and the player has closed a previous game without exiting
NPPGames before starting new character.
Fix some grammer issues.
Fix name of tiles for Morgoth's special artifacts.
Fix bug with display of self knowledge output.
Fix bug when choosing from multiple chests to open.
Fix the display in the self-knowledge window.
Fix the defualt selection of Ainu/Servants of the Valar in the banishment dialog
screen.
Monsters in vaults were not holding the vault objects underneeth them.
Fix some issues with character file dumps.
NPPGames 8.0.4
Features:
Added object squelch, ego-item squelch, and quality squelch dialogs.
Add information button on object and monster window lists, so the player can get
information about a specific object/monster.
Bugfixes:
Fix a crash but when the player presses a modifier button while the rest dialog
is open.
Fix a crash bug when the equipment or inventory screen is open during character
creation.
Spellpoint color turns red too early.
Monsters would not wake up if they were attacked for zero damage (from cursed we
apons).
Spell points changed to the color red too early.
Fixed some issues with the screen refreshing.
Player ghost templates were not recorded on player death.
Ammo fired from quiver did not go back into quiver on pickup.
In store dialog, weight capacity did not update when player strength changed.
Clarified description for the etheral wall.
Features:
e as well.
New mimic monsters.
Changed some of morgoth's flags : removed teleport_to, added teleport_away and n
ative_water.
Multiplied the scale of player fame by a factor of 10.
Added Servants of the valar pits, nests, and themed levels.
Made "wakes up" and "stirs a blended monster message.
Removed redundant save of the "call hourns" timer to the savefile.
Completey revised player ghost code - should eliminate the savefile issue with M
acintosh savefiles with an active player ghost.
Added Rob Fiala as a permanent player ghost template (drew countless NPP unique
tiles for the 32x32 tileset).
Bugfix: The player ghost name was cut short to 3 letters.
Scrolls names are now made by the random name generator rather than the old "scr
oll syllable" table.
Added new wizard mode command to know everything about every object kind, monste
r race, and feature.
Updated DVG tileset to Rob Fiala (buzzkill)'s U32 Tileset.
Sorted flavors.txt, along with the corresponding flvr pref files.
Eliminated function from util.c that did not work properly on the MAC port.
Wilderness level quests.
Arena Level quests.
Major cleanup of the quest code.
Potions, scrolls, and food, including mushrooms, now have a chance of appearing
in multiple quantities.
Two new quest rewards - permanent stat increase and permanent stat augmentation.
New wizard command to give information on quest status (more info than cheat).
Quest rewards are now generated when the quest is chosen in the guild, and the p
layer chooses their quest reward from a menu after they complete the quest, rath
er than the game trying to figure out the best reward for the player.
The player may defer their quest reward if they don't see anything good, and ins
tead enhance thier next quest reward choices.
Bugfix: The character screen was not properly showing object resistance and immu
nitiy flags for the player equipment and home.
Bugfix: Normally rings and amulets were cursed too frequently.
Added 3 new spells: Meteor ball, Gravity bolt, and Lava Beam.
Added 8x8 tiles for all servants of the valar, adamantite, and all mimics.
Added two more patterns for the monster in the "pit" rooms.
Eliminate GTK and X11 ports
Added labrynth levels (from Angband 3.4).
Added labrynth quests.
Bugfix: Fix html screenshots so they wrint default ASCII when when in tiles mode
.
Monsters now can be summoned on levels where it was previously restricted, but l
imited to monsters currently on the level.
Added greater vault levels.
Added greater vault quests.
New makefile.osx.
Made cloaks of aman more common (rarity of 16 to rarity of 8).
When studying or casting, the player is now only offered books with spells they
can cast or study.
Fix multiple bugs in the randart code (reported and fixed by "runningaway")
New function for teleporting the player and teleporting away monsters.
Added new object, Faded Scroll Fragment, for use in labrynth quests.
Stat gain potions can be good or great quest rewards at the lower depths.
Added message for when a putrid flower the player cannot see fires at a player.
Bugfix: Fixed a misspelled word in the descriptions for the Servant of Tulkas a
nd Greater Servant of Tulkas.
Bugfix: Traps couldnt be disarmed if the player was standing on a disarmed chest
.
Bugfix: A throwing weapon that had been in the quiver couldn't be wielded again.
Bugfix: The jet black amulet was being shown with a blue colored tile.
Bugfix: Fixed several bugs regarding replacing a quest monster that has not been
killed by the player.
Bugfix: In the object knowledge menu, Dragon shields and Druid spellbooks now ap
pear in the right order.
Bugfix: In the object knowledge menu, a section has been added for chests.
Bugfix: The druid spell "create elements" now creates native terrain below the p
layer as well.
Bugfix: Stunned and confused monsters were prevented from walking into terrain t
hat caused them damage.
Bugfix: Keyboard navigation in the windows submenu was broken.
Bugfix: The tombstone screen was not centered properly.
Bugfix: The game could crash with more than 256 objects laying on the floor.
Bugfix: When opening or disarming 2 chests in a stack, the first one was automat
ically picked instead of giving the player a choice.
NPP 0.5.3 changes:
Reinstated the menus allowing the player to edit visuals and tilesets for monste
rs, terrain, flavors, and objects.
Many updates to the help files.
Bugfix: The store help file incorrectly indicated you could purchase an item us
ing the enter key.
Incorporated changes from current Angband that should get the extended character
s working on MAC compiles.
Object weight is shown when an object is examined.
Vault quests are now available 1/3 of the time.
Bugfix: Vault quests were still not working. This should be fixed.
Casting mass identify now squelches the whole pile, instead of just items set fo
r a quality squelch.
Items in a store marked to "keep in stock" now always have a quantity of 99, eve
n when some are purchased.
In order to trigger a buyout of store inventory, items that are permanently kept
in stock don't have to be purchased.
Fixed a typo in the no_player_ghosts option on the option screen.
When targeting, the list of floor items displays automatically with the auto_sho
w_lists option on.
Wizard mode: Added a command "M" to create 15 random items.
Wizard mode: The 'i' command is now mass_identify instead of identify.
Added descriptions for store services to the help documentation.
While in the guild, when the player examines a quest or service, the appropriate
section of the help documentation will load onscreen.
A message now displays when all forms of the remove curse spell is cast.
Removed all references and code related to the Angband borg.
Bugfix: Sometimes a single object was being picked up regardless of the pickup
and quelch settings.
Bugfix: The quest status indicator was displaying Morgoth at level 100 as the a
ctive quest insteat of the current guild quest.
Bugfix: the store_no_selling option where gold in the town was incorrectly calcu
lated.
Added birth_connected_stairs option for people who don't want connected stairs.
Added store_no_selling option where all items purchased by stores are for 0 gold
, and gold drops are 5 times more valuable.
Rogues no longer have the cure light wounds spell.
Allows the player to run through more types of terrains without being interrupte
d.
Monsters waking up from sleep are also cleared of hasting, slowing, confusion, s
tunning, and fear.
Themed levels are limited to 3 uniques per level.
Added the run command to several more floor terrains.
Re-named Medium dragon armor and shields to "mature" to be more consistent with
the dragon names.
Changed how player fame is scored and scaled to quest rewards and guild titles,
as well as the likelihood of quest reward types.
When the player is on a stronghold level, to avoid player instadeath the monster
spells "teleport player to" and "teleport player away" are disabled.
Increased extra randarts power, as well as their rarity.
Monster list is no longer hallucination-proof
Changed frequency of various powers on randarts.
Reduced frequency of lingering cloud effects (smoke, nexus clouds, etc)
Added a store service to purchase a scroll of mass banishment.
For undead themed levels, cut the number of monsters in half, and reduced the ma
x_depth of the monsters by 2.
Greatly reduced the amount of monsters that have the cloud_surround feature.
For the druid spell clear_area, the cleared area is now considered a room, so th
e light area spell will light the entire cleared area.
Knowledge screen and character screen now indicate whether the player is native
to boiling mud and boiling water.
Status screen indicated whether the player is hasted or slowed, and if they are
native or non-native to terrains.
The character screen now gives numberical values for saving throw, searching, se
arching frequency, magic device usage, and disarming.
Slightly reduced combat abilities of the rogue class.
Made the following changes for calculating critical hits from fighting:
*Replaced character level with fighting ability as a factor in calculating their
frequency and severity.
(In general, the three pure spellcasting classes (priest, druid, mage) will get
less of them, and the other 5 will get more.)
*Critical hit multipliers now increase the damage dice and sides of the weapon,
before the damage is calculated.
*For Combat Critical hits, the damage is calculated twice, and the higher value
used.
Removed the teleport_to and teleport_self_to flags from Azathoth.
teleport_to and teleport_to_player now use 150 monster energy instead of the sta
ndard 100.
Increased fame boost for level quests.
Increased the rewards for level quests.
Increased number of items generated for tailored and great quest rewards.
Greatly increased the drops from monsters in stronghold levels (including quests
).
Gold stolen by monsters is now stored in their inventory.
Changed the way the possibility for store altered inventory is calculated.
Player gets fame increase for all uniques killed, not just out-of-depth ones.
No energy is used When the player fails to attack due to being scared.
Bugfix:All Servants of valar now have treasure drops. (reported by Anssi Ramela)
Bugfix: The temporary chance of the stores selling unusual inventory now saved
in the player savefile.
Frequency of unusual inventory in the stores increased.
Fixed a type in the quests helpfile (reported by cameron)
Druid haste spell, when player is already hasted, property adds 5 to the counter
instead of 1d5. (bug reported by Pete Mack)
Certain mimics now have suceptabilities to cold and fire.
added some more flavors for rods/wands/staves/potions/jewlery
reduced chance for a randart to aggravate
Fixed a bug that caused the game to crash occasionally when a light red rune cas
t a nexus ball.
divided up the defines.h into several sub-files, such as object.h, player.h, ter
rain.h.
On the sidebar, separated quest indicator from the depth indicator.
Made the quest indicator more detailed.
Messages in color
Monster messages from projection spells displayed by race.
Stat sustains and hold life causes information to be displayed in different shad
e of green on main screen.
Wall inscriptions for the player to read.
2 new types of quest rewards - increase in max hit tpionts and increase to perma
nent speed.
Certain Monsters can fly through the dungeon.
Player can fly with the right type of magic.
Object generation history displayed with the object description (taken from EYAn
gband).
Better autoinscription support
Some code cleanup in squelch.c
Pattern substitution for inscriptions and autoinscriptions. Patterns are :all: a
nd :random:
Wall inscriptions and messages (suggested by Andrew Doull)
Improved disturbance for monsters who can pass through or kill walls
Added a quest indicator
Monster list window is sorted by monster depth now
Improved disturbance when monsters dig walls or bash/open doors
Darkness effect on the dungeon floor (example: Nazgul aura) now disturbs the pla
yer (only in LOS)
Code cleanup in project_m (removed duplicated code and mimicry code)
Increased the frequency of iron shots.
Gave the ring of tulkas combat bonuses for to-hit and to-damage.
Improved how monsters act right after they are scared.
Gold can merge with other gold while being dropped.
Updated Monster list (by Anssi Ramela)
New Druid class
Imported the UNangband terrain system.
Effects (spells that can last for a set duration)
Added most changes from Angband 3.0.6, namely:
- Renamed the artifact short sword 'Gilettar' to 'Dagmor' since that
name is mentioned for the sword of Beren in Tolkien's notes.
(suggested by Tyler Witter)
- Added a new type of subwindow for displaying the dungeon area around
the player.
- Added a new subwindow type "Display player (compact)" that displays
the left-hand-side of the main term (player stats, hitpoints, gold,
...) in a separate window.
- Added a new window type that displays the info from the status line.
- Turned the "scroll map while targetting" option permanently on.
- Identified scrolls can now look different from unidentified ones.
This allows the use of the individual scroll tiles created by David
Gervais.
- Use actual monster and object symbols instead of a list of hardcoded
symbols when hallucinating.
- Added Craig Oliver's Sound FX Patch version 1.1 that adds about 120
new sound events to the game. COding Support for this feature only.
The actual sound files are not included as the origin and conditions
of use for these sound files were not certain.
(see also http://www.chambrook.org/angband/soundfx.php)
- Scroll the map when the player is 1/4th of the visible grids away from
the edge of the map display.
- Allow the OS X version to be started from a read-only medium, for
example from a disk image or a central installation under
'Applications'. All user-specific files like savefiles, scores,
char-dumps, and saved preferences are stored in
"activates for cure wounds (4d7)", but it actually cures 4d8 points of
damage. The description has been fixed. (Hugo Kornelis)
- The "recharge item" artifact activation can now be canceled at the
"Recharge which item" prompt without draining the artifact's charge.
(Hugo Kornelis)
- The symbol for the Shield of Deflection was a light blue [ instead of
a ) like all other shields. (Hugo Kornelis)
- Reduced the price for "Raal's Tome of Destruction". (Hugo Kornelis and
Timo Pietila)
Bugs:
Fixed an error in calculating fractional experience
Some hydras did not have the animal flag.
Evil Iggy did not have the evil flag
Azathoth could be summoned by the summon demon spells.
Fixed bug where disconnected rooms can be generated.
Dragon ARmor and Shields could not be chosen to be made into an artifact.
Corrected the description to the Palintir of Westernesse, since it no longer agg
ravates.
NPPAngband 0.4.1
New features:
Player speed display color changes color if slowed or hasted.
Rogue/Brigand player ghosts only get the summon/thief spell if they are over lev
el 50.
The study notification tells the player how many spells they can gain (by Diego
Gonzalez).
Temporary resists are displayed on screen. (by Diego Gonzalez).
Added a prompt to confirm prices for potions of healing and life.
Slightly changed the price of some services.
With XP_Toggle option on, display says "next instead of "exp".
Made a player ghost template for Kurt Tannert.
Lessened the maximum depth enforcement for certain nests/pits. Came up
with a new way to enforce quests for nests/pits contain challenging types of mon
sters.
Made the nests/pit quests slightly less difficult.
Changed the configuration of a couple vaults.
Monsters on level quests are marked as quest monsters, so they don't get
affected by destruction/banishment just like other quest monsters.
On occasions where the player is prompted to enter a name for a random
artifact and does not enter anything, a random one is assigned.
Made it a little harder for randarts to have immunities.
Made randart quest rewards a little less powerful and more rare.
Made most "in-game" randarts a little less powerful.
Made the "order dungeon spellbook" service more expensive.
Only 50% of the monsters on themed quest levels are asleep.
Increased the possibility of stores carrying unusual items.
Increased the possibility of generating themed dungeon levels.
Fixed some instances where the monster list was not updated properly.
Raised the price to fireproof spellbooks.
Reduced the number of treasure drops for hydras.
Added an item "autoinscribe" feature coded by David Vestal.
Items only show up on the squelch and knowledge screens after the player
has actually seen them.
Made custom artifact rewards less likely, as well as making artifacts as
quest rewards a little less likely to be created.
Added a new, rare *Paur gauntlet with all 5 temporary elemental resists.
Made the following changes to themed levels:
-smaller levels
-less monsters
-monsters more consistently challenging
Elemental dragon armor and shields now also activate for temporary elemental
resists as well as elemental breath.
Added a color patch that supports up to 128 different colors in the game.
Added an additional 16 base colors.
Made the custom artifact quest reward less common.
Changes the number of artifact rarity rolls from 4 to 2 when doing quest
rewards (this makes artifact rewards less common as quest rewards).
Chaos resist prevents a player from getting confused.
The temple now sells identify scrolls.
Added mass identify staff, plus mass identify spell and prayer.
Added a rod of *identify* and rod of mass identify.
Assigned the stairs tilesets to up and down shafts
Changes the frequency of the various dragon scale armor ego-types.
Monster information now displays in the monster sub-window and the
player scrolls through monsters in the knowledge screens (patch provided by Cyru
s Dolph)
Added new player birth options, birth_no_store_services, birth_no_player_ghosts,
birth_no_xtra_artifacts, and
birth_no_quests for people who want a more 4gai Vanilla Angband-ish game.
Added Eytan Zwiegs increase hp when player gains levels patch.
Experience gain from monster death is re-calculated and reduces when the increas
e causes the player to gain
a level (to limit a low-level player jumping many levels when killing a quest or
OOD monster).
Made monster missile attacks (arrows, shots, bolts, boulders)
occasionally miss or bounce off the shield, and AC helps reduce damage from thes
e attacks.
Fixed bugs:
Monsters were casting spells after every melee attack.
The player ghost names of Pedro Gomez-Esteban and Diego Gonzalez were
not displaying properly.
Confused monsters who never move occasionally moved.
Potions of resistance were not giving player all 5 temporary resists.
Cleaned up the service display for purchasing dungeon spellbooks and
added the price of each book.
Hidden mimics no longer are counted in the monster display list.
Corrected the spelling of "sapphire"
Corrected the pluralized form of "swordsman" to "Swordsmen".
Themed levels had more monsters than intended due to a formula error.
Monster display window was listing hidden mimics.
Monsters holding Quest artifacts can no longer be killed by monsters
with the RF2_KILL_BODY flag.
Fixed the Tiles/graphics modes.
Re-named creeping sapphires, rubies, opals, and diamonds to fix the plural form.
Some objects without activations was displaying "It activates for " when they we
re inspected.
Spaces with monster traps were being counted as "empty" floor spaces.
Monsters pushed into a new space what had a trap on it were not being
checked to set off the trap.
In the IBM build, dead character savefiles would not load.
When the player left a vault quest level with the artifact, they could
return to the same depth before they visited the guild, and the game would gener
ate a new quest vault with a copy of the artifact.
Fixed a bug that occasionally shortened a monster name (code fix provided by Dav
id Vestal).
The cause-hunger spell was missing from monster lore.
The number of attacks indicated when inspecting a weapon was still
occasionally different than the actual blows with the weapon in some obscure sit
uations.
Fixed a typo in the description of the nightwalker.
Reduced the amount of some of the higher level coins.
Fixed a bug in the monster flow code that was causing the game to
crash on RISC-OS ports.
Resist Poison Activation was activating for resist cold.
Notetaking feature was using one file for all characters on UNIX
systems.
Down shafts were still occasionally being built one level above quest levels.
The messages about "fleeing in terror" are followed by a message that
makes sense if they keep heading straight for the player.
Fixed the description for probing to indicate it requires a target.
Made the damage for staves and rods of light 6d8, consistent with the descriptio
ns.
Fixed some inconsistent words in the quest help file.
Rings of poison and nether resistance had the same TVAL/SVAL combination.
Some of the tilesets in the Windows version were obsolete files.
Corrected the written note for when player ghosts were killed.
The object level during store object creation was wrong, mmaking
some items harder to find than they should have been.
NPPAngband 0.4.0
New features
Re-did dragon scale mail objects are dragon, medium dragon, ancient,
and great wyrn. Added dragon scale shields in addition to dragon scale mail.
The different types of dragon scale mail & shields are ego items rather than obj
ects.
Add themed levels of creatures, and quests to clear them out.
Added a quest type to clear out a pit or nest.
Modified the way quest monsters are selected.
Added a new class, brigand, with rogue combat abilities, close to warrior fighti
ng,
but no spellcasting abilities. (done by Diego Gonzalez)
Add Randarts into standard play
Built item, artifact, and ego-item databases.
Added Player Ghosts.
Add starburst rooms from Sangband. (done by Diego Gonzalez)
Added Ego item lanterns (From EYAngband, coded by done by Diego Gonzalez).
Added various store services that should hopefully help eliminate some
necessary store scumming and make gold more relevant later in the game.
Added advanced knowledge screens (from EYAngband).
Add poison immunity support in code, and poison immunity to The One Ring.
Quest level generator now factors in player level when determining monster
depth (so a level 10 character cant get a quest at 150 for a level 5 monster)
In the activation for the cloak Colluin (res acid, pois, cold, fire, elec),
and potions of resistance, now activates all temporary resists for the same
amount of same time.
Autosquelch pseudo-ID now has different settings between weak pseudo-id and stro
ng
pseudo-id/identified for good items.
Added ego-item squelching submenu (Coded by Haran Pilpel and Diego Gonzalez).
Made boots, shields cloaks, helms slightly less common, increased the rarity on
the
corresponding artifacts. (I made them more common in an earlier version, but I
overdid it.)
Made potions of Life and healing slightly less common, increased object level
where they are good items to 85. (same reason)
Added 2 squelch settings, never_pickup and always_pickup that override pickup se
ttings.
Added option when verifying to destroy an item to set item type to squelch.
Added Monster speed counters to control monster speed (slow, fast).
Monsters can get temporarily slowed by gravity and inertia attacks.
Monster shrieks work in line-of-light of monster, not player.
Added support for several new artifact activation types.
Made tunneling a much louder activity.
Changed the way quests reward types is determined, player fame is calculated,
and quest rewards are decided.
Tried to improve the teleportation spell - make it somewhat more random.
Added support for ego-items to have random immunities, random stat adds, random
slays, random kills, random low resists and random elemental brands.
Level feelings only shows up after player has been on the level for a while,
dependent on searching ability.
Known Level feelings are indicated in color of the onscreen depth indicator.
Good and regular weapons now also have a chance of boosted damage dice.
Stores gradually have better items as the player increases level.
Spell books, oil, torches, rations of food, ammunition, and certain potions/scro
lls
are never removed from the store inventory, unless the player buys them.
Stores occasionally stock out of the ordinary items.
Higher chance of out-of-depth monsters with autoscummer on.
A little more variety in the size of the small levels.
The cheat_room option no longer gives a message for every small level if the
always_small_rooms option is on.
Changed quest failure penalty to account the difficulty of the quest. The easie
r
the quest, the more of a reduction in fame.
Made the interface for the auto-roller feature more user-friendly.
You can now use either m or p to cast spells or pray.
Added toggle_xp display option so player can se how many experience points they
have left to gain the next level.
Added always_show_list option that can have spell lists, inventory, equipment, and
floor items automatically display.
The adventurers guild displays the monster symbol & color when describing a quest
.
Make boots of speed more rare.
Unless you are teleported off a level, there is a chance to fail a guild quest
when you leave a quest level (to prevent quest level scumming).
Player aggravation causes a monster to use ranged attacks a little more often.
In a vault, when creature and object are created on the same square, the monster
is now holding the object instead of standing on it. In addition, the player ca
nt
see what the object is until they kill the monster unless they have the cheat_pe
ak
option on or are in wizard mode.
Added hydra pit/nests, creeping coin pits/nests.
Added more types of hydras, creeping coins.
Added a diamond golem.
Added farmer maggots other dog, Wolf.
Made Liches more dangerous
Added targeting LOS code from ScTHAngband.
Added a new option to disturb whenever monster wakes up (for characters who have
n
regular size levels.
Cloud surround darkness effect now works properly.
Monsters spell power or spell casting percentage wasnt being displayed properly.
The random name generator eventually would start all names with an A because it
was adding probabilities to the probability tables every time it generated a new
name.
Added command (]) to pickup items from the floor regardless of squelch settings.
The damage for the bolt of draining spell now is displayed when the prayerbook is
browsed.
Fixed several inconsistencies with the player stealing calculations (code provid
ed by Thomas).
Version 0.3.4
New features:
Start menu accepts lowercase q and s at final screen before finishing player
birth.
Eliminated the Lua files.
Rogue bonuses from slings are now shown on the character screen. (code provided
by James Graves)
Added Ancient dragon pits and young dragon nests.
Weaker nests/pits no longer appear below certain levels.
Made it a little easier to get potions of augmentation (before stat gain)
and dungeon spellbooks as quest rewards.
Made all shields, boots, cloaks, and helms a little more common.
Increased damage for various dragon scale mail activations, and all dragon scale
mail now
generate cone/arc shaped breaths instead of fireballs.
A couple new files to help compiling under MAC-OS created by Thomas Castiglione.
Lowered the damage from thrown boulders 25%.
There are no longer cursed non-artifact items in chests.
The player won t fail a guild quest if a monster teleports the player off the le
vel.
The monsters are smarter about not summoning if there is no room to summon monst
ers.
+ some miscellaneous code cleanup.
Eliminated the "winds" spell attacks (they really didn t add anything to the gam
e).
Added an updated font file by Kurt Tannert.
machines.
- Use a different delay function in the DOS version that works around
the restricted 55ms resolution on Windows 2000 and XP.
Bugfixes:
Bugfix: A player could be in maximize mode with a stat greater than 3, but the s
tat is 3 due to racial, class deduction. If the stat is drained, it didn t appe
ar in the color yellow right away.
Bugfix: Some of the irregular shaped vaults were coming out distorted.
Bugfix: The number of attacks being given when inspecting a weapon was wrong som
etimes (again).
Bugfix: The show_piles, easy_floor, and mark_squelch_items display options all c
ooperate now.
Bugfix: Put all the mage spells back in the proper order in the spellbooks, alth
ough this means that
mages, rogues, and rangers have to re-learn all their spells.
Version 0.3.3
New features:
Rogues may no longer steal using the alter command.
Mana breathers no longer resist mana attacks.
Bugfixes:
Bugfix: Made some changes to make sure "¬hing" isn t produced, and if it is
produced, doesn t take up a player inventory slot if they walk over it.
Bugfix: The teleport-other spell beams again.
Bugfix: "Lash" ranged attack descriptions are properly capitalized.
Bugfix: Project_arc function now works properly (it was unused before).
Bugfix: The insult attack was givng two messages, and the punctuation was wrong.
(code fix provided by KUSUNOSE Toru)
Bufix: Gravity breaths could occasionally instakill a player.
Bugfix: Pressing "?" to view help file for birth options didn t take the player
directly
to the actual option.
Version 0.3.2
New features:
In addition to + & - , using h & l can navigate through the character scr
eens.
Pressing ? during chracter race/class selection takes you to information about t
he specific race/class
in the helpfile.
Evasive Monsters can no longer dodge magical spells and attacks.
Infravision now starts beyond the player s current lite radius.
Double resistance helps protect inventory from damage.
changed rogue dispel monsters trap to Line-of-site damage from an explosion.
Made Anssi Ramela s first winner of NPP 0.3.x, Brother Steadfast, a temple shopk
eeper.
When Rods/Wands/Staffs are drained by monster melee attack, they are usually onl
y partially drained.
Monsters can also heal their mana when draining Rods/Wands/Staffs by monster mel
ee attack
Bugfixes:
Bugfix: Fixed an inconsistency in the quest generation code when making a unique
Version 0.3.0
New features:
Added Demoband/Sangband 4gai, which includes (as done by Leon Marrick):
- The "basic code": 4GAI monster ranges, spellcasting, learning,
mana and spellpower, movement, flow, processing, terrain-handling.
- The "associated code": Oangband-style noise, monster spells, multi-hued
monsters, fewer wimpy monsters, monster polymorphing, compacting, etc.
- EyAngband-style monster lifepoint ratings (by Eytan Zwieg)
- Sangband-style monster melee attack code and town monsters,
various Sangband updates to the above,
- Some changes to randomizing functions to accomodate the above, more correct ro
unding
- New and more varied monster attack messages, some from Moria and early Angband
- smaller monster groups and escorts, careful control of nests, pits, and simila
r
- new limits on summoning level, much fewer monsters summoned
- new limits on OoD monsters, whether randomly generated, summoned, or placed in
vaults.
- arc spells and breaths for the monsters.
- Sangband project functions (this means no more hockey-stick corridors)
- Sangband update_view and line-of-sight functions
- many new types of monster resistances
- Evasive Monsters (Sangband, EYAngband)
- monsters surrounded by clouds (UnAngband, Sangband)
- True "Mimics" (Zangband, Sangband)
Note: The breath spells still do Angband-type damage, based on hitpoints rather
than spell power.
And have about the same maximums as Angband. I made some minor changes to some
breaths, such as
gravity, inertia, and time. Example: depending on whether the creature breathe
s powerfully or
not, gravity breath has different maximum HP damage, and the breath damage-per-h
p is also different.
This allows gravity wyrms to do some real damage while slightly reducing the dan
ger from gravity hounds.
Instead of reducing HP and armor class as Sangband/Oangband do, the monsters hav
e a smaller
amount of max_mana, and spell power is adjusted so the damage is similar to that
by Angband
Monsters. They do more damage in some spells than Angband, but I made the sourc
es of healing
a little more common and just a little more powerful to compensate.
Other minor new features:
Player given chance to add last words to notes file upon dying.
Made most sources healing a little more powerful and common.
Made scrolls of mass banishment and banishment more common.
Limited the types of creatures available for quests (no insects, flies, rodents,
etc...)
The "make monsters wary" code now works better, as it is based on the project fu
nctions.
Got rid of the monster.pkg and associated monster-lua files.
The other lua files are still working.
Added monster mana bar to go with the monster hit-point bar.
Changed name of staffs and rods of enlightenment to magic mapping.
Added several new potions and potion flavors.
Added separate commands for stealing (P) and setting traps (O)
aborting the alter trap command no longer takes a turn
slightly revised character screen
removed unused monster options
Made monster spell frequency based on straight percentages rather than the one_i
n_X scheme
Removed option to occasionally go down another flight of stairs
Added shafts in addition to stairs, which take the player up or down 2 levels.
Made some of the more valuable rods immune to destruction by electricity.
When re-charging, a single rod can no longer be destroyed.
In the knowledge screen, player can now view notes file
and home inventory (code provided by Jean-Pierre Hamel)
Made it slightly more likely to sleep, confuse, and slow monsters.
Some potions have affect the monster when thrown (ex. potion of confusion confus
es monster)
Two prayer changes in beginners handbook:
1) Combined find traps and detect doors/stairs into one spell.
2) Added a weak, low-level attack spell, bolt of draining.
Bugfix: Guild rewards that are chests no longer have traps on them
Bugfix: The guild should no longer give & nothing as a quest reward
Bugfix: Trap doors were being allowed at the bottom of dungeon, quest levels.
Bugfix: Stairs and walls were being treated as walls in wiz_lite.
Bugfix: Cursed artifacts are no longer given as quest rewards.
Bugfix: Deaths of quest uniques were having 2 notes written to the notes file.
Bugfix: Notes written to the notes file now "wrap" to next line with formatting
if too long.
Bugfix: Fixed potential buffer overflow problems with note taking.
Bugfix: Upon completing special quests, a note was written to file if take notes
option was not on.
Bugfix: Quest chests cannot be autosquelched.
Bugfix: Player no longer gets ammunition as a quest reward
Bugfix: Player now can get shots in a ammunition themed chest.
Bugfix: Monster traps can now kill uniques.
Bugfix: The dungeon stair option was being negated by some changed level generat
ion code.
Bugfix: The "show squelched item as dot" option was overriding the "show piles w
ith special character" option.
Bugfix: The counter that tracked failed thefts was not cleared with a new game.
Bugfix: 3 of the source code files had a capital C as the extension.
Bugfix: Player can now access the help files from the birth menu.
Bugfix: Darkness was causing player to forget stairs.
Bugfix: Quest descriptions now say "destroy" instead of "kill" for undead and
other non-living monsters.
Version 0.2.2
New features:
Version 0.2.0
New features:
Added EYAngband-style quests.
Added EYAngband small levels and option to always have small levels
All classes get better chance to hit sleeping monster
Rogues get new abilities (from Oangband):
extra shot with sling at level 26
unusually gifted with slings, better to-hit and to-dam
get additional to-hit and to-dam when throwing well-balanced weapons
unusually higher chance to hit sleeping monster
ability to set traps, set advanced monster traps, and steal items
from monsters. (one trap to begin, and second trap at level 26)
/*warning, failing to steal has some very negative consequences*/
Made the JLE ego items and amulets a little weaker.
Added Leon Marrick s modified help files and re-edited them for NPPAngband.
Added throwing weapons and well balanced weapons. They are easier to hit with &
they do extra damage.
Players start with equipment wielded.
Took interactive startup menus from EYAngband.
Added minimum depth for monsters during creation. Weaker monsters don t appear
deeper.
Added a new trap (dagger pit).
Players don t use full energy if they use less than max# of attacks
to kill a monster.
Modified the file dump to include a chart of resist flags, stat increases and
sustains due to equipment.
Added additional player screens which show chart of resist flags, stat
Increases and sustains due to home inventory.
Changed "A" monsters from Angels to "Ainur", and modified a couple other
monsters.
Adjusted speeds of some monsters to +5, +15, or +25.
Made probing more informative.
Added "Create Monster Trap" scroll.
Rangers only get one extra shot with bow, at level 26.
Warriors get an extra attack at level 26(but a max of 5 from the weapon, for a
total of 6).
Made "young_dragon" nests more common, humaniod nests deeper, & animal pits
rarer.
Some nests will occasionally use the highest level monsters
rather than every other monster out of 16 chosen.
Some pits will occasionally use only the harder half of the 64 chosen monsters.
Chance of avoiding theft not 100% until dex is 18/180.
Rods may be recharged, with a chance of destroying them.
Messages for temporary resists now factor in the appropriate permanant resist
(ex. a player who is immune to cold will not get message "you feel more
resistant to cold" when they quaff a potion of resist cold)
Altered parsing routine to allow for uber-flags (ex. resist_all), from
SCthAngband.
Added some uber-flags (ex...im_elem, no_charm, drop_up_to_14 items)
Staffs now stack like the wands/rods.
The stun counter stops increasing when a player is knocked out, so players
have a much better chance of avoiding the "knocked out" instadeath.
Adjusted the way chest themes are derived, and made larger chests
have more great items than smaller chests.
Smaller chests are now more common.
Large jeweled chests replace ruined chests, and have more items.
Many Greater Vaults how have chests in them.
Chests with potions, scrolls, rods/wands/staffs now more common.
Tweaked the items that can be in a chest.
Players are now much more likely to enter a dungeon next in a corner or hallway
rather than a room.
Removed debug information from executable file. Executable file is now
three times smaller, and much quicker.
Changed all references of "Multi-Hued" to "Chromatic"
Added random name generator as option for character during birth.
Randarts are less likely to aggravate.
Made the first winner s (Matthias Kurzke) character, (Tim, a hobbit rogue) into
a black market shopkeeper.
bugfixes:
fixed: several typos in the options menu
fixed: partially destroying stacks of wands, rods, and staffs now shows the
proper amount
of charges by which the stack is being reduced.
fixed: notes patch could be turned on & off in mid-game, should be birth option
fixed: buffer problems in writing messages to a file with the birth_take_notes
option
fixed: Special note wasn t written to notes file when a player was dead, or when
Morgoth killed
fixed: The HTML screenshot meta tag indicated an Angband 3.0.3 screen dump. HTML
file now indicates an NPPAngband screen dump.
fixed: The name of greater vaults wasn t showing up right in the notes file.
*
Amulets & spell books are generated as a guaranteed "good" only if out o
f
depth.
*
Added option to go up or down additional flight of stairs some of the ti
me
(from
Oangband).
*
Added "themed chests", similar to Oangband. There are 16 themes, and may
frequently contain guaranteed good or great objects.
*
Chests now increase level rating by +5.
*
Added different templates for "great items" rather than good items. Ther
e
are
several things in the good list aren t in the great list (such as spellbooks).
*
Changed the object generation code so that the "great" flag no longer
needs the
"good" flag to produce a great item. The "great" flag without the "good" flag
will
produce a great item, but it only gets one chance instead of four to become an
artifact. This was done as a way to keep the new style chests from becoming too
powerful.
*
Added Dr. Whites Monster Lite patch.
*
Added Eytan Zwieg s vault flipping patch.
*
Added a note taking patch, this is a birth option (birth_take_notes), an
d
needs to be
specified before the character is started. I did a significant re-write of this
patch.
Comments can be written to a file, and they will automatically print out in a
character dump. In addition, it automatically records the turn, level of char,
and
dungeon level of certain events, such as: the killing of uniques, finding of
artifacts,
and greater vaults created, when a player is killed or wins the game, and every
time
the character gains a new level, but only if it is divisible by 5 (level 5, 10,
15, 20,
etc...). These notes automatically print out with the character dump. The
formatting
on this feature isn t perfect yet, but I plan on finishing it after I
incorporate
EYAngband s resistance system.
*
Added rod-wand-stacking based on Oangband 0.6.0.
*
Reduced delay when using the autoroller to create a character. Should be
10 times
faster.
*
Added DarkGod s html screen dump patch.
*
Dropped Items may now be specified by theme. Code is mostly in place to
create
themed monster drops. Currently, the themed drops are used in chest opening &
vault creation (chests w/ monster 40 levels OOD).
*
Added the autosquelch patch. I made some minor changes to the sub-qualit
y
squelching menu. For rings and amulets, there are only three levels (none,
cursed,
and all but artifact). I also added in the option to automatically squelch
chests after