**************************************************************************** Our story so far... It is the time of the Conjunction of a Million Spheres. Your Earth is composed almost entirely of cave-riddled mountains (which have their own dark inhabitants, known mostly by rumour), with villages in the few fertile valleys that exist. Except for high summer, movement and trade between the villages is almost impossible. Fresh rumour begins infiltrating the villages. Rumours about the strange, otherworldly beings that have begun to concentrate in the vast system of caves under the mountains. Rumours that the forces of Chaos are gathering in unheard of numbers (led by three Chaos Lords referred to only as "The Sword Rulers"), somewhere deep within the Earth, preparing for a great battle with Law, upsetting the rule of the Cosmic Balance on your plane. Something needs to be done. The Balance must be restored. Someone must journey to the bowels of the Earth and attempt to banish these Sword Rulers from your plane... **************************************************************************** ============================================= = Gumband 2.1.6a = Last Update: 23-May-2001 = ============================================================================ Changes from Gumband 2.1.5c are marked with '##'. Only the most major changes are listed here, to keep things short... ============================================================================ Send any and all complaints (or praise ;) to aa343@chebucto.ns.ca. Patches, makefiles, etc., should be sent to gumby_jd@yahoo.com (due to a lack of INBOX space at the first address). ============================================================================ PLEASE NOTE: Preserving savefile compatability is *NOT* important to me. I highly suggest you finish up your current character in your current version before moving to this one. At the very least, monster memory could be severely messed up between versions... ============================================================================ 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. :) [individual thanks will be down there in the entries that apply] ============================================================================ Thanks also to those who've been compiling Gumband for other platforms. You know who you are, and since it sometimes changes, I won't lay the blame in here. ;) Just make sure to give yourself credit for the compile in the text file you upload with your archive, 'kay? ============================================================================ There have been other minor changes than those listed here that are no longer worth individual mentions. Most changes to the monster, object and artifact lists won't be included here, and some items might drop off the list from time to time (to save space), tho that won't mean that the change has been reversed. ============================================================================ Note to Windows users: Remember to change Gumband.ini to reflect the path to \lib on your own system.... ============================================================================ Note to Linux users: There may be problems with the ` macro I have defined in .\lib\user\pref.prf (everyone should read that file, BTW), so you might want to remove it. ============================================================================ Note to everyone: *PLEASE* read the notes at the top of .\lib\user\pref.prf as they contain information you should know about the included .prf files and other notes pertaining to macros. ============================================================================ ####### Known Bugs ####### There are too many potions in the game at the moment, so a few potions cannot be generated via debug mode's item creation menus since the list runs out of symbols fairly quickly. It is not a priority to fix. If you look through the entire monster list ['/' then CTRL-a] while the 'know all monster info' cheat is active, you will see the occasional blank monster (ie, The ('')/(''): [(r)ecall, ESC]). This is because there are still empty slots in r_info.txt, which I will eventually fill. Sometimes, completely at random, the Roguelike option will set itself to true upon startup. I have no idea why... [hasn't happened in quite a while as of 14-May-01] Unfortunately, it seems that sometimes the game will freeze when you enter a level. I have no idea why, as usual. :( All I can suggest, until I figure this out, is that if this happens right after a save, that you move your character around a bit before taking the stairs or WoR'ing into the level that just froze you - that usually changes the RNG enough so that the freeze won't happen a second time. This seems to happen deeper in the dungeon when you've got a lot of monsters - maybe something to do with the random quests... Save often, and if this happens don't consider yourself a cheater for restoring from a backup. [A test today [01-May-01] found a freeze after a 'Refusing a lesser vault' message during level generation. I'll continue investigating.] ## I've been noticing that sometimes there won't be as many quest-monsters on a level as there are supposed to be, meaning that a quest can't be finished that trip. :( I think KILL_BODY got rid of them? There's no check for QUESTOR (or UNIQUE) status for KILL_BODY's effect in the original code, so it might very well be the problem... I've added a check, so it might be fixed - if this bug crops up in this version, someone please mail me, 'kay? ## Sometimes aggravate_monsters (via scrolls, Rogue thefts, etc., but not the permanent attribute) doesn't wake up sleeping monsters. Noticed it happening on two creatures so far: the Mangy looking leper and the Battle- scarred veteran. Some games it'll wake them up, some games it won't. :( ####### Misc Changes ####### Implemented a quick start option. If you select it, your character will start the game with mildly enchanted equipment in their inventory. The enchantments include a minor Slay or Brand for weapons with a few plusses, and one of the basic elemental resistances for armour. The Ranger's Short Bow only gets plusses. Using this option will cut your final score in half and character dumps will be marked. Chaos Resistance no longer gives Confusion Resistance. Being Berserk now gives +25 to hit and +10 to damage. In return, you are reduced to just the base AC of worn armour and your Dexterity bonus, minus a further 10 points. Spellcasting failure rates go up by 25% as well. I have implemented Kamband-style Ghosts, but as a birth choice instead of a race. The player starts out in the dungeon on level 96, on a random stair, with 75 Scrolls of Identify. The player cannot use Word of Recall effects until he or she reaches the town, at which point the character loses the abilities granted by this ghostly status (See Invisible, Telepathy, Slow Digestion, permanent Lite, Speed +10, wizard-lighting levels upon entry, and being able to pass through walls without damage). ## Trap doors will no longer be generated for astral characters at 4850'. [Thanks to Ivan Tkatchev for the idea of ghostly characters, and to DarkGod, Antimatter, Timo Pietil and Parak for their help and advice] Turned the Spoiler Generation debug command into a standard command, accessed via the '$' key in both command sets. Note that the *.spo files will be generated in ./lib/info. ## When rolling a new character, your Chaos Patron and Weaponmaster specialty are now saved when you look at the 'p'reviously rolled character. ## Updated .\lib\help\magic.txt and I recommend you read it through at least once... You should also take a peek through the other help files as well. ## Added .\lib\info\mutation.spo - a spoiler file for mutations. ## Invulnerability, Wraithform, Protection from Evil, Berserk, Heroism, Blessed, and the timed ESP statuses are now indicated on the status line, in decreasing order of priority. [of greater priority is 'Paralyzed!', with the displays for resting, command counts and searching being of least priority] ## Becoming 'Hungry' or 'Weak' will now disturb your rest, regardless of whether or not the disturb_state option is on. ## The Perception skill is now *only* set by the player's race/class and the Extra Eyes mutation (which no longer gives +15 Searching) - items that give bonuses to Searching only affect the Searching skill itself. ## Spontaneous searching is less likely now, requiring a rand_int(100) < skill_fos (the Perception skill), instead of kicking in automatically with a Perception of 50 or higher. ## Removed the 'only_small' levels option. From the looks of the character dumps I've seen, almost no one was using it, and I've gotten sick of the lack of Greater Vaults it causes. :) [considering making small levels be of only one size, 3x3 panels ([0,0] to [2,2]). Feedback as to whether people would accept that or not would be appreciated. :] ####### Altered Races and Classes ####### (see ./lib/help/birth.txt and the source for full details on races and classes) ## REMOVED THE FOLLOWING RACES: Half Elf, Half Ogre, Cyclops, Yeek, Nibelung, Dark Elf, Imp, Skeleton, Zombie, Sprite. Some were removed because, IMHO, they were boring. Some because I rarely ever hear of anyone using them (unless coughed up as a random choice). Some because I die far too easily with 'em. :) If your favorite race was removed, sorry, but they won't be back... [except maybe the Yeek, tho in a form (like the DrAngband version) that makes the ZAng-style Yeek look studly :] Beastmen: ## Instead of gaining and losing mutations purely at random as they move around (or rest), Beastmen now have a 1-in-3 chance of losing a mutation, *if* they currently have any mutations, instead of gaining one. This happens on every level-up instead of only happening if randint(5)==1. Chaos Warriors: If you have Arioch, Xiombarg or Mabelrode as a patron, and you kill them, then you will be hit with multiple TY Curses. Now use WIS for their spell stat instead of INT (they now get their magic through their patron (god), like Priests and Paladins do). Swapped their +1 INT bonus with their +0 WIS bonus, to make the above a bit fairer. Draconians: Now gain the following resistances at the level in brackets: Fire (5), Cold (10), Acid (15), Electricity (20), Light (25), Dark (30), Poison (35). Breath weapon type is randomly chosen from a list that is added to as levels are gained. All Draconians have Fire breath. The breath types that follow are added at the levels in brackets: Cold (10), Acid (15), Electricity (20), Light (25), Dark (30), Poison (35), Shards (40), Chaos (45), Mana (50). [breath type was previously determined by class] Dwarves: Magic Mapping is added to their racial activation at level 35. Gambolts: Exceptional DEX & CHR (both sustained), Saving Throw and Stealth. Decent Searching and great Perception. All other stats and skills are average. Permanent speed +2. Hit Dice of 8, 60' infravision, and an XP penalty of +30% Racial activation is Charm Monster at level 20, which becomes Charm Monsters at level 50. Cannot 'legally' choose to be Priests, Paladins, Chaos Warriors or Monks. Golems: They now resist Fire (because of their 'birth' in a kiln, forge, or for being stone) and Shards, in addition to their original Poison resistance. They no longer get intrinsic See Invisible, Free Action or their level 35 Hold Life, but keep their Slow Digestion. Intrinsic Armour Class has been changed to equal the Golem's level. Half-Giants: Racial activation ('Stone to Mud') has been altered to only work when the player is adjacent to a non-permanent wall (or a closed door). Half-Trolls: All Half-Trolls, not just Warriors, get Slow Digestion with their level 15 Regeneration. Priests: The penalty for using edged weapons is now a *real* penalty of (-15,-15) instead of the (-2,-2) that no one ever really noticed. See also the Spellcasting section below. Rangers: Bonus shots with Short and Long Bows at levels 15, 30 and 45, instead of just at levels 20 and 40. Nature magic only, no secondary realm. Rogues: Rogues gain 1 XP for successfully searching out a secret door or trap with- out using a spell. Others gain nothing. Other classes only get 1/2 of the normal XP gained for disarming traps on chests or on the floor. ## Rogues no longer get XP for picking locks on doors. [and, as in previous versions, no one else does either] Rogues can now lock doors when they close them. Backstabbing a monster requires that the Rogue be wielding a weapon that is 5 pounds or lighter, the Rogue pass a randint(monster_level+10) <= stealth check, and that the monster be somewhat humanoid and is stunned, confused, sleeping or who are afraid. [backstab damage has been much increased from the ZAngband version] ## Rogues gain an extra blow per round at level 25, but only when wielding a weapon that is 5 pounds or lighter. [an incentive to keep using the small weapons later on] ## Rogues can now steal gold from monsters, as in OAngband. Just alter the grid the monster is on... [CTRL-dir or a '+' and the direction] It's a bit tougher to steal than in O, however, and there's a chance that you will flee laughing (teleport a short distance) after a successful theft. Spectres: No longer gains telepathy at level 35. Vampires: Takes damage from wielding *any* light source (either in the Light slot or as a weapon or armour) without having Resist Light. Warriors: Warriors gain an AC bonus equal to 50% of worn armour's base AC, rounded down. Warrior-Magi: Bonus melee attacks at levels 25 and 50, bonus missile shot at level 35. 6 blows per round with same weight and multiplier restrictions as Warriors. Arcane magic only, no secondary realm. Available mana is at 75% what everyone else gets. Weaponmasters: Weaponmasters are roughly equal to Warriors in stats and skills. Weaponmasters have chosen for them, at birth, one of the four melee weapon types (Hafted (blunt), Polearms, Axes, or Swords) and start out with a weapon of the proper type. Weaponmasters gain a bonus to-hit and to-dam equal to the player's level only when using a weapon of the type they specialize in. [thanks to GSN for the suggestion on how to keep this from affecting bows & throwing - I probably never would've spotted something so simple on my own :] Weaponmasters gain extra blows when wielding a weapon in their specialty class (at levels 15, 30 and 45), and have the same weight and multiplier restrictions as Warriors, but never have more than one blow, regardless of Str/Dex and any magical considerations, when wielding other weapons. Gains Fear Resistance at level 30. No spellcasting. XP penalty of 30%. ####### Monster-Related Changes ####### Bumped Sauron to level 97 and replaced Oberon and the Serpent of Chaos with the three Sword Rulers (Arioch, Xiombarg and Mabelrode), all three of which must be now be defeated to win. Monsters with HURT_FIRE or HURT_COLD take +50% damage from those sources. Monsters with RES_CHAO take extra damage from weapons of Chaos (see CHAOTIC weapons below), but damage from Chaos breath, bolts and balls are reduced like any other resistance. EXPLOSIVE flag added (monster blows up when killed - a formalization of the Unmaker's death effect). EXPLOSIVE monsters can only be killed by the player to prevent nasty things from happening when an explosion from one kills another EXPLOSIVE monster... New monster blow effect: RBE_VAMP (drains XP and heals the monster). See melee1.c for full details. New monster blow effect: RBE_HALLU (causes hallucinations, preventable with Resist Chaos or a saving throw). ## Removed the BOULDER_1 and BOULDER_2 spell flags. [for various reasons, including problems with reflection of BOULDER_1] Undead monsters are no longer totally immune to Nether attacks. Instead, they resist at 1/9th normal damage (compared to 1/3rd for those who resist Nether and 1/2 for Evil creatures). Defined humanoid monsters as a monster with one of the following symbols: "AhkNoOpPtTyYVW". Used for Slay Humanoid and the backstab attack of Rogues. The Hand of Doom also TY-Curses you if you don't save, and is also a bit harder to resist. The monster health bar has been updated to show if a monster is stunned (light brown) or confused (dark brown). Uniques no longer get automatic resistance to sleep, confusion, slowing, etc., and the saving throw for all creatures against such attacks is a bit weaker. [Uniques still can't be charmed, however] ## The NO_CONF flag no longer protects undead and animals from being charmed by type-specific charm effects ('Enslave Undead' and 'Tame Animal' spells, to be specific), though it *will* protect against a generic charm effect. New option: stupid_groups. If stupid_monsters is off, group monsters will still use the old AI. When a pet of yours kills a monster, you will get one half of the XP that you would have gotten for killing the monster yourself. ## When monsters are fighting each other, most non-summoning effects will not disturb your rest unless the disturb_minor option is on. Note that this might cause a lot of spacebar-smashing when something breathes in a pit. :) ## Having pets no longer reduces your mana regeneration rate. ## Monsters can now have SPINES, a form of the current AURA_FIRE and AURA_ELEC, just like the player can. Its damage is prevented by having Reflection. ## DEMONs now resist Hell Fire attacks (damage /= 3), just like GOOD creatures resist Holy Fire. ####### Object-Related Changes ####### ## For the record, there are now 155 'standard' artifacts in Gumband. :) Altered the Dexterity table governing the chance of having something stolen from your backpack. There is no more immunity: the table tops out at 98% at DEX:18/220 or higher. Chaotic weapons deal x2 damage to creatures who breathe chaos and those who resist chaos (RES_CHAO) [briefly, weapons of Chaos, in the earlier Moorcock stories, were created from Chaos by Law specifically to fight Chaos] and have a reduced chance of causing earthquakes or causing your foe to vanish. Wielding a weapon with a Slay that conflicts with your race has a 50% chance of burning you each turn. Wearing heavy gloves (gauntlets or better, regardless of artifact or ego status) will prevent the burning. Yeeks and Gambolts are considered animals, by the way. Since Slay Humanoid was created only for Erekose's sword, Kanajana, which emitted a poisonous radiation deadly to humanoids, those with Poison resistance won't be scorched by it. Added a SLAY_HUMANOID flag. x3 base damage to humanoid creatures. Used *only* on the Long Sword 'Kanajana' and will never appear on random artifacts. Brands and Slays are now cumulative See cmd1.c for full details. Turned the code that adds random sustains, abilities and high resistances into the RAND_SUST, RAND_ABILITY and RAND_RESIST object flags. Note that these are *only* meant for ego-items, so if you modify the *_info files, I make no guarantees about what will happen if you try and add these to an artifact or normal object - it might crash or it might just ignore the flags... Artifacts now have a 75% chance to resist disenchantment (was 71%) and ego-items now have a 25% chance to resist disenchantment (they originally had no resistance). Potions of Self Knowledge identify the contents of your pack, and are also a bit cheaper and more common. Artifacts now have an 80% chance to avoid being "blasted" by a curse_weapon or curse_armor effect. ## When fully *Identified*, objects that are unsellable will be labeled as such. ## When fully *Identified*, objects that have all four IGNORE_FOO flags will list "It cannot be harmed by the elements." instead of the four separate "It cannot be harmed by ." items. ## Like Vanilla v2.9.x, the natural to-hit and to-dam of an object's base type are now taken into account and no longer affect an item's selling price. ## The various *Slay* ego-weapons now have a 30% chance to be generated, up from 20%, instead of the regular Slay. ## Gloves of Slaying can now go up to (+10,+10), just so you might not toss them for the first Gloves of Power (+1) that come along. :) ## REMOVED the Shadow Cloak of Arianrod. Two reasons: the false "You feel opaque" messages every 20 turns or so (at normal speed) and the fact that permanent Wraithform is rather too unbalancing, IMHO. It will not be back. ## Added staves of Alteration (casts Polymorph Self) and Wands of Apportation ('fetches' an object, line of sight not needed). ## Rings and Amulets can now become random artifacts. :) Idea stolen from PernAngband. Currently, names for these randarts are chosen from the armour list. ## Removed the various junk items, skeletons and empty bottles. (this is the best I can do at the moment since I have no plans to include the squeltch patch) ## Added descriptions to artifacts, visible when *Identified*. Stole the idea, and most of the descriptions, from PernAngband. :) ####### Spellcasting ####### The biggest change of all to a spell effect: Invulnerability does *NOT* prevent all damage, nor does it have a chance of being penetrated. Instead, Invulnerability reduces *all* damage to 1/9th of normal (cumulative with resistances and such, if I'm reading things right). Hate me yet? :) Failure rates for spellcasting are adjusted as follows: Wearing gloves (without Free Action or a Dexterity bonus) for mage-type spellcasters (+15%) [was +25%] Being encumbered by heavy armour [penalty to fail equal to half of the amount of mana you again lose for heavy armour; was +15% fail] Priests wielding a non-blessed edged weapon (+15%) [was +25%] Being Berserk (+25%) Being stunned (+15%/+25%) Characters suffering any of the conditions above can no longer get a 0% spell failure rate, no matter how high their spell-stat or level is. [penalties are assessed after bonuses] The various branding spells have been drastically reduced in level and casting cost, with the exception of Vampiric Branding. Branding can now be applied to existing ego-items, tho supplementary abilities (such as the Hold Life of Vampiric weapons) won't be added. Any item, except for bolts branded by Cubragol, branded by the player becomes unsellable. (so that Holy Avenger you Frost & Fire Branded can't be sold when you find something better :) ## You cannot add more than one brand to a weapon. [mostly to keep Death and Arcane spellcasters, as well as those lucky with finding the scrolls, from getting obscene weapons :] ## Player-branded items will automatically have {!k} inscribed on it (or added to an existing inscription) to prevent accidental destruction when the auto_destroy option is turned on. Altered the armour weight limits for spellcasting. See ./help/birth.txt for the actual numbers. ## No telekinesis/fetch effect requires line of sight anymore. Arcane: ## One spellbook has an altered name: 'Cantrips for Beginners' is now just 'Cantrips'. Chaos: 'Mana Burst' now has a straight 5% chance of producing a true ball of mana (GF_MANA), destroying any non-artifact objects in its radius, instead of the normal missile ball (GF_MISSILE), which doesn't destroy objects on the ground. The mana ball does an extra 25 points of damage compared to the missile ball. 'Wonder' now deals a *lot* more damage than standard spells, to make up for the randomness which normally makes it a useless spell. 'Fist of Force' is now a GF_FORCE effect instead of a GF_DISINTEGRATE effect, and has been slightly reduced in damage (to the same level as 'Fire Bolt'). 'Trap/Door Destruction' now destroys unrevealed secret doors. (This also applies to the non-spell versions of this effect) Death: 'Wraithform' now lasts (randint(plev) + (plev/2)), making it useful. Wraithform, whatever the source, no longer grants reflection, and only reduces damage to 1/3rd instead of 1/10th. 'Omnicide' has been replaced by 'Summon Death', a line-of-sight death 'ray'. There is a price for such power, however - if not invulnerable, the caster will suffer 200+d200 damage from Death's cold touch... ## 'Vampirism True' renamed to 'Drain Life'. Life: 'Protection from Evil' now affects creatures of any level <= level 97, regardless of the character's level. Duration of the effect has been reduced. It is also less likely to successfully repel a monster (maximum 40% chance to repel at character level 50). These mods apply regardless of the source of the PfE. (see melee1.c for full details) ## 'Healing True' renamed to 'Greater Healing', but otherwise unchanged. ## Two spellbooks have altered names: 'Book of Common Prayers is now 'Common Prayers' and 'Blessings of the Grail' is now 'Holy Blessings' Mindcraft: 'Precognition' now detects doors and stairs at level 5, with detect traps bumped to level 10, and full detection moves to level 35. ## 'Minor Displacement' has moved its dimension door (targeted, short-ranged teleportation) effect to level 30. (down from 35 in previous versions) 'Major Displacement' now gives Teleport Other at level 45 instead of its original 'Banish' (teleport away all creatures in line of sight) effect. 'Psychometry' now gives Identify at level 30 and *Identify* at level 40. 'Mind Wave' now becomes a line-of-sight effect at level 30. ## 'Domination' now Charms Monsters at level 35. (up from 30). ## Added 'Telekinesis' (tho with slightly more generous weight limits than the Trump/Sorcery spells). Level 20, cost 12 to use. Nature: ## One spellbook has an altered name: 'Nature's Wrath' is now 'The Book of Storms'. ## 'Protect from Corrosion' renamed 'Rustproof'. Sorcery: ## Removed 'Sense Minds' and restored 'Telekinesis'. ## Like the potion of the same name, the 'Self Knowledge' spell now also identifies the contents of your backpack. ## Two spellbooks have altered names: 'Master Sorcerer's Handbook' is now 'Master's Handbook' and 'Pattern Sorcery' is now 'High Sorcery'. Trump: ## 'Trump Spying' (timed ESP) has been replaced with 'Minor Trump', which summons a creature that has a maximum level equal to 1/2 of the player's. There is a 1-in-10 chance that the summoned creature will be hostile. ## Removed 'Joker Card' and restored 'Trump Reach'. ####### Other People's Work ####### (NOTE: I might have missed one or two, but no biggie. :] Mail me if you spot your own work so I can credit you properly... And some, of course, is covered up in the main text) Kieron Dunbar's Stormbringer patch, to put Stormy in the a_info & k_info text files instead of creating it on the fly. Kieron's self-cursing items patch - items with the "AUTO_CURSE" flag will curse themselves when worn, and the turn after being uncursed (at normal speed) while worn, when uncursed (giving you one chance to remove the item). The type of curse [heavy or normal] depends on what other Cursed flags the item has. Added Prfnoff's '[Last Messages]' routine to the character dump so we can all see what you died of. :) Stole the lose_mutation() function from ZAngband 2.5.3, which makes things a lot more logical when dealing with the gains and losses of Beastmen... Added Eric Bock's Pet Command Menu [accessed via the 'p' key under both keysets]. You can now control if pets can pick up objects or open doors, or forbid those things, tell your pets to follow you closely or to wander at a distance and, of course, dismiss your pets. Added A.P. White's 'push-back' effect for GF_FORCE from DrAngband. Many thanks to APW and DarkGod for their help in trying to get it working right. [if the monster so hit doesn't seem to get knocked back, it's because they have taken their move, and the first thing they'll do most times is move right towards you] Added the Slime Mold names patch by Fufie of #angband. This can be disabled via the name_slimes option. ## Altered the function slightly so that the names are grabbed from .\lib\file\slimes.txt and thus can be easily changed to fit the player's preferences. Note that every transfer of a Slime Mold from the store to you will rename that Mold - and Molds sold to stores will merge inscriptions.... ## Added the Rogue theft code from OAngband by Leon Marrick. Required some minor alterations, of course, to get it to work. Also included his mods to wake up & aggravate the entire level for too many thefts. One major change to the code: there's a chance that the character will blink away, like any other thief... ## Added artifact descriptions from PernAngband... ## Allowed rings & amulets to become random artifacts, from PernAngband.