============================================================================ = Gumband 2.1.1d: Changes from ZAngband 2.1.1c = Last Update: 24-Nov-2000 = ============================================================================ ============================================================================ I've compiled this source successfully under MS-DOS, using DJGPP. Don't know how well it'll compile under other platforms, tho I figure it should do just as well as ZAngband 2.1.1c does. I won't be compiling for platforms other than MS-DOS, but the whole purpose of source code is that you don't have to worry about me doing the compiling. :) ============================================================================ On that subject, I've compiled the DOS version 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. ============================================================================ Thanks to all the folks in #angband and rec.games.roguelike.angband who've put up with me, and even helped me in many cases, while I was plundering their knowledge of C for this little project. :) So, if you've responded to any of my posts dealing with Gumband, or C programming in general, consider yourself thanked. :) ============================================================================ 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) Rings and Amulets can now be pseudo-ID'd, tho only as good, average and cursed. [dungeon.c] 02) 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? 03) 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. 04) Removed spellbooks from the Temple and Magic Shoppe - they were too much competition for the Bookstore. :) [store.c, init2.c] 05) Removed the aggravation and NO_TELE flags from Stormbringer. It, along with regular Blades of Chaos, is now Chaotic (see #16), and Stormy *always* has DRAIN_EXP. [xtra2.c, k_info.txt] (note that my first alteration was to make it deal 8d8 damage and have a permanent curse, as well as getting rid of DRAIN_EXP, AGGRAVATE and NO_TELE, but after numerous complaints... :] Look for another change in Stormbringer the day I come up with an ADoMish auto-cursing routine. :) 06) Potions of New Life are cheaper and more common. [k_info.txt] 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. :) 07) Stores now have a 1 in 15 chance of shuffling each day (originally a 1 in 21 chance). The {on sale} discount has been reduced to 35% since sales are that much more common. [defines.h, store.c] The purses of the General Store and Black Market owners have been altered slightly. [tables.c] 08) Scrolls of *Remove Curse* are no longer available in the Temple, but scrolls of Phase Door and potions of Restore Wisdom are. [init2.c] Scrolls of *Remove Curse* are now a bit more common in the dungeon. [k_info.txt] 09) Rings of Slaying now get the same range of bonuses as rings of Damage and Accuracy do. [object2.c] Price has been increased 50% and it's a bit rarer because of this. 10) Spellbook rarities and depths have been standardized, with Arcane books going at depths 10, 20, 30 and 40. [k_info.txt] 11) The chance of 'inflating' an object's level during its creation has been changed to a 1/15 (6.6%) chance, up from the normal 1/20 (5%). [defines.h] 12) Changed the default starting options {=} to what *I* prefer to use - it is only a convenience for me so that if I lose a savefile I don't have to waste time resetting all the options again. :) [tables.c] 13) Dungeon generation has been altered slightly: Small levels are now more common (50% chance instead of 33%). Destroyed levels are less common (3.3% chance instead of 5.5%). Empty 'Arena' levels are now less likely to be darkened (10% chance instead of 20%). [generate.c] 14) Equipped items are, hopefully, treated just like inventory for the purpose of being destroyed by attacks. [spells1.c] Haven't actually seen this happen yet, but I got the tip for the change from RR himself, so... :) 15) Changed 'info_size' in 'struct header' to u32b from u16b - might break things. If so, my apologies. :) [types.h] Did this so that I, hopefully, can add monsters of my own without having to remove the ones native to ZAngband 2.1.1c... And no, the new monsters will never be listed here. You will have to actually play to meet them, or else read r.g.r.angband to see me bragging about them. :) 16) I seem to have got it working right: (Chaotic) weapons now deal extra damage (x2 base) against creatures that resist and/or breathe chaos. [normally, the extra damage would go against the creatures that *don't* resist. Go read Moorcock's Elric series to see the logic in this. (briefly, weapons of Chaos, such as Stormbringer and Mournblade, were created by Law to fight Chaos, but it was a case of having to fight fire with fire, so to speak)] Most creatures who either have 'chaos' as part of their name or else breathe it, along with a few others, now explicitly resist chaos via the new RES_CHAO flag. [these changes were to too many files for me to now list :] 17) Added GWAR. [r_info.txt] Go to http://www.gwar.net/ for details on this great band. :) They're just big and tough (hopefully!) at the moment, but someday I plan to give them the ability to summon each other and to summon their Slaves. Their manager, Sleazy P. Martini, will also be created - he will, of course, be able to summon GWAR. Other GWAR creatures and enemies, such as Gor-Gor, the members of the Morality Squad, and Techno-Destructo, once I can think of good stats for them. :) -*-*-*- Altered Races and Classes -*-*-*- [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(?)] 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] Chaos Warriors: Bonus melee attack at level 25. Bonus missile shot at level 35. +1 to hit and to damage every 10 levels. 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. Mindcrafters: XP required is now +30%, up from +25%. Various changes to their powers, noted in the Altered Spells section. Monks: The 'Monk Hack' has been enabled, allowing the intrinsic speed of Monks to be cumulative with that of Klackons and Sprites. [config.h] With the amount of speed in ZAngband, I fail to see how this would be unbalancing. Paladins: Bonus melee attack at level 25. Bonus missile shot at level 35. +1 to hit and to damage every 10 levels. Rangers: Bonus melee attack at level 25. Bonus shots with Short and Long Bows at levels 15, 30 and 45, instead of just at levels 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-Magi: 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. -*-*-*- Altered Spells -*-*-*- [cmd5.c - spell definitions object2.c - spell display information tables.c - spell costs and names] Arcane magic is now limited to Warrior-Magi and High Magi, which is good because... Arcane magic has been fairly heavily re-written. The new spell list is: Book 1 Book 3 ------ ------ Zap Teleport Detect Invisibility Stone to Mud Detect Monsters Ray of Light Blink Satisfy Hunger Light Area Magic Mapping Trap/Door Destruction Recharging Stinking Cloud Remove Curse Cure Light Wounds Cure Critical Wounds Book 2 Book 4 ------ ------ Detect Doors/Traps Elemental Protection (resist Fire/Cold/Elec/Acid) Phlogiston Prismatic Bolt (fires a random element...) Confuse Monster Identify Sleep Monster Teleport Away Detect Objects/Treasure Elemental Ball Cure Poison Detection See Invisible Word of Recall Cure Medium Wounds Clairvoyance 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. 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... The Mindcrafter power 'Precognition' now detects doors and stairs at character level 5, with detect traps moved to character level 10. The Identify portion of 'Psychometry' has been moved up to level 30, inserting an *Identify* effect at level 45. No justification for this other than that I wanted to. :) Again with the Mindcrafters, the Dimension Door portion of 'Minor Displacement' has been moved to level 30. Replaced the Trump Spell 'Reset Recall' with the spell 'Minor Divination,' which detects traps, doors, stairs and normal monsters. 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 and easy early detection for Trump users. :) Chaos' 'Mana Burst' now has a 1-in-10 chance of being a ball of *real* mana (GF_MANA instead of the normal GF_MISSILE). It is compensation for the increased damage it deals. (25 + (plev + (plev / 2))) = 100 damage at level 50.