============================================================================ = Gumband 2.1.1c: Changes from ZAngband 2.1.1c = Last Update: 24-Nov-2000 = ============================================================================ I have never compiled this for any platform other than MS-DOS, so your milage may vary. I won't be compiling anything but DOS versions, either, but anyone who wants to compile and upload for their favorite platform is free to do so, of course. I can't make heads or tails out of most of the standard makefiles, so you'll have to do some hacking of 'em on your own if you plan to compile... ============================================================================ On that subject, I've compiled without graphics or sound, using main-ibm.c. If you want the graphics, recompile using main-dos.c, I suppose... ============================================================================ Send any and all suggestions or complaints to gumby@gwar.net - but remember that my C skills are minimal, so the changes to the source will be as well. ============================================================================ There have been other minor changes than those listed here that aren't worth individual mentions. ============================================================================ Please note that the numbering is just for convenience and not any sort of chronology of the changes I've made since the list has been rewritten and reordered several times now. :) ============================================================================ 01) Enabled the Monk hack to make their speed bonus cumulative with those of Klackons and Sprites. [config.h] I've played them both with and without the 'hack' enabled and have never really seen the point of adding the code to limit them in the first place - after all, Sprites and Klackons don't have the 'legal' option to be Monks, so why was special effort made to balance them? Plus speed's soooo common in ZAng that a little more won't hurt. :) 02) Tweaked the pseudo-ID of most classes. The various spellcasting Warriors have all been speeded up a bit (to the 60000 mark), with Warrior-Magi gaining heavy sensing. Magi have been changed to the (plev * plev + 40) formula. High Magi now use the same formula as Mindcrafters - still rather slow, but they needed it to be playable, IMHO. :) The rest have had their pseudo-ID's speeded only slightly. [dungeon.c] 03) Rings and Amulets can now be pseudo-ID'd, tho only as good, average and cursed. [dungeon.c] 04) Got rid of the autoroller delay during character creation. [birth.c] Yes, it keeps players a bit more honest with their stats to keep the autoroller relatively slow, but that does nothing useful except fill the high-scores table with tons of low-level characters and force players to hang around the 'stat-gain' levels until they're bored to tears. And once past stat-gain, does it really matter what your starting statistics were? 05) Many activated artifacts, wands, staves, rods, etc., now deal 50% more damage. [cmd6.c, object1.c] IMHO, they're usually so weak that there's no incentive to use the offensive abilities of these objects, except for the occasional blast with a ball-spell item against *WEAK* breeders or group monsters. 06) Spell damages have been adjusted upwards a bit, up to 50% or so more effective. Cure Light, Medium and Critical Wounds have had their die rolls increased by 50% as well. [cmd5.c, object2.c] Spellcasters are supposed to attack with magic, but the normal damage rolls were rather pathetic, causing spellcasters to melee as much, if not more, as they cast damage spells... 07) The Mindcrafter power 'Precognition' now detects doors and stairs at character level 5, with detect traps moved to character level 10. [cmd5.c] 08) The Identify portion of 'Psychometry' has been moved up to level 30, inserting an *Identify* effect at level 45. [cmd5.c] No justification for this other than that I wanted to. :) 09) Again with the Mindcrafters, the Dimension Door part of 'Minor Displacement' has been moved to level 30. [cmd5.c] 10) Replaced the Trump Spell "Reset Recall" with the spell "Minor Divination," which detects traps, doors, stairs and normal monsters. [cmd5c., tables.c] Reset Recall is almost completely useless since you couldn't Reset to a depth that you had never visited. The cost and fail rate for Minor Divination are the same as they were for Reset Recall, so there's no cheap & easy early detection for Trump users. :) 11) Removed spellbooks from the Temple and Magic Shoppe - they were too much competition for the Bookstore. :) [store.c, init2.c] 12) Removed the aggravation/XP-drain option and the NO_TELE flag from Stormbringer. It now deals 8d8 damage (to jibe with The Stormbringer's attacks as a monster) and is permanently cursed instead. [xtra2.c] I'm a complete bastard, ain't I? :) 13) Potions of New Life are cheaper and more common. Instead of re-rating your hit points and then removing all mutations, it first removes all of your mutations and then polymorphs you, for the same effect as the Polymorph Self spell. [cmd6.c] Now you might end up again with the mutation you were desperate to get rid of in the first place, or turn into a Yeek or an Abomination. :) 14) Altered the purses of the store owners, mainly to remove the 5000 gold limits on the Armour and Weapon Shops. The upper limits for a couple of shops has been increased a bit, and the rest have a more even flow to the different purses. [tables.c] 15) Only Warrior-Magi have access to the Arcane Realm. ##) Made the following major changes to classes and races: [birth.c - magic, starting equipment xtra1.c - melee and missile attacks, intrinsics display(?) tables.c - magic costs and race/class definitions files.c - intrinsics definitions(?)] Golems: XP required now at +150% (up from +100%). They now have 13 hit dice (up from 12 HD). Magic Devices skill now at +5 (up from -5). [being magical devices themselves, Golems have an instinctive understanding of these things] They no longer get intrinsic See Invisible, Free Action or their level 35 Hold Life. Ranger: Bonus melee attack at level 25. Bonus shots with Short and Long Bows at levels 15, 30 and 45, instead of just at 20 and 40. +1 to hit and to damage every 10 levels. Nature magic only, no secondary realm. Begins with Short Bow instead of second spellbook. Warrior-Mage: Bonus melee attacks at levels 25 and 50. 6 blows with same weight and multiplier restrictions as Warriors. Bonus missile shot at level 35. +1 to hit and to damage every 5 levels. Arcane magic only, no secondary realm. Begins with Hard Leather Armour instead of second spellbook. Chaos Warrior/ Paladin: Bonus melee attack at level 25. Bonus missile shot at level 35. +1 to hit and to damage every 10 levels. Mindcrafters: XP required is now +30%, up from +25%.