**************************************************************************** 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 2.1.8a = Last Update: 08-Sep-2001 = ============================================================================ Changes from Gumband 2.1.7b 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.] ## Should've said this ages ago, but the above behavior is for the main-ibm version. The main-win version gets a general protection fault when this bug kicks in. Still have no idea what to do to fix it as of 15-Aug-01. 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. :( Random artifact amulets and rings that are of a type that starts with the EASY_KNOW flag will be automatically identified if you've previously ident- ified the base type of ring or amulet. Not really worth fixing, IMHO. ## FIXED: I thought I'd fixed it the first time, but Sledgehammers will no longer boost the pval beyond the normal maximum when turned into an ego-item. ## FIXED: "Banish Evil" and "Dispel Evil" are now displayed in the proper order in the Life magic spell list. ## FIXED: "Phantasmal Servant" and "Trump Animal" are now displayed in the proper order in the Trump magic spell list. ## FIXED: "Apportation" (telekinesis/fetch) effects now give you a message telling you there is no object to grab at the target location instead of fetching a '(nothing)'. ## FIXED: Added an "#ifdef USE_TRANSPARENCY / #endif" pair to enclose a '}' at line 2181 of main-win.c that causes problems if you compile the Windows version without '-DUSE_TRANSPARENCY' passed to the compiler. Thanks to Riivo Magi for spotting this. [sorry, Riivo, I don't do umulats (or what- ever those double-dots are, so sorry for the 'a'. :] ## FIXED: The Mace of Crushing has its tunneling bonus back. [that flag somehow made it to the D:escription line. :] Thanks to Riivo Magi for spotting this. ## FIXED: When a randart is generated from an item that is normally cursed, such as a ring of Weakness, the randart will be sent through the curse_artifact() routine instead of being turned into a positive version. [eg, I found a randart ring of Weakness that was cursed, but had its pval reversed to +4] ####### Misc Changes ####### Updated main-gcu.c to the version from the Thangorodrim Linux section. If that causes you any problems, the original main-gcu.c is still there as 'main-gcu.old'. The other files you will need are in ./src/gcu_fix.zip (sorry - couldn't get tar to work today for some reason :(. If you need to know anything else, go to http://thangorodrim.angband.org/linux/faq.html 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. ## Quick start characters now also have 1000 gold, start with a recall depth of 250' (where the action really starts :), and also start out with enough experience points to begin as level 5 characters. There is a minor side- effect, tho: this isn't counted as gaining levels normally, so Beastmen and Chaos Warriors do not get their normal level-up rewards and it'd be too messy to try and fix. Chaos Resistance no longer gives Confusion Resistance. ## Being Berserk now gives +25 to hit and +(plev/2) to damage (was +10). In return, you are reduced to just the base AC of worn armour and your Dexterity bonus. [was also reduced 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). [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. 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. ## The Extra Eyes mutation now gives you x2 Perception instead of +15. This is better in most cases. 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. ## New Option: show_damage. If true, the damage from melee and missile (but not spell, at the moment) attacks will be shown after the "You hit the foo" message. Defaults to false/off. Note that no damage is displayed if you can't actually see the target (ie, if you're blind, if there's no light, or if you fire offscreen). ## Racial polymorph during a do_poly_self() effect is now rarer. ## Gender is now randomized during a do_poly_self(). ## Added a poly_all() function - (attempts to) polymorph all monsters in line of sight. One small snag: the game considers monsters that are polymorphed to be new monsters, therefore it takes a while to finish the effect as it polymorphs monsters several times. Still fun, tho. :) I will, of course, be attempting to fix this little problem someday. ## The Home now has *4* pages (48 stacks of items) to store stuff in. [I was running out of slots to store my extra healing, restoration, ammo, unused artifacts that I couldn't bear to part with, etc., etc.... :] ## On the 3rd page of the character 'sheet' display, sustained stats are shown in light blue (this is both the normal 's' and for any number that might be in that column as well). ####### Altered Races and Classes ####### (see ./lib/help/birth.txt and the source for full details on races and classes) NEW CLASS - Archers: [note: no real effort has been made to balance this class as yet - it might be, it might not be. :] ## Bonus shots with any missile weapon at levels 15, 30 and 45 [note that Rangers have been reduced back to 2 bonus shots] ## Gets (assuming I did it right) more frequent (double the chance) and more powerful critical hits (double the roll for the level of crit) with missile weapons. ## Gets a bonus to-hit with missile and thrown weapons equal to char. level. ## Gets +1 to-dam with missile and thrown weapons every 5 levels. ## Gets +1 added to their sling/bow/crossbow's multiplier at level 50. [not displayed onscreen, tho] ## Has 5 blows as their natural maxmimum (and, for the calculations, are the same as Priests) and doesn't gain any bonus blows due to level. ## Average Str, Con & Chr, great Dex, bad Int & Wis. ## Skills mostly at Warrior levels, except for Fighting (which is as bad as a Priest's) and Bows/Throw (which is a fair bit better than a Ranger's). ## Cannot cast spells. ## Gains Resist Fear at level 35. ## Pseudo-ID is as good as a Warrior's. ## Requires +30% XP per level. Beastmen: ## Instead of gaining and losing mutations purely at random as they move around (or rest), as in earlier versions, Beastmen now have a 1-in-4 (was 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. ## Bonus shot now at level 30 [was at level 35]. 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: Racial activation modified to add Magic Mapping at level 35. Elves: ## Skills have been improved a fair bit, so XP required is now +25% [up from +20%]. 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. Melniboneans: Good Int and Wis, but low Chr. Other stats are slightly above average. Skills are generally good. Tend to be treated like Elves in stores, except by Humans and Barbarians... Their Chaos Patron is *always* Arioch, and are fairly likely to get the CHAOS_GIFT mutation. ## 10 hit dice, +40% XP requirement, 20' infravision. [was +25% XP] Racial activation is demon summoning. There is a 1-in-3 chance that the demon will be hostile... Monks: ## Hit Dice bonus is now 5 (down from 6). ## When empty-handed, the damage of the highest attack type available is displayed on the character sheet. Paladins: ## Bonus shot now at level 30 [was level 35]. 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 reduced back to 2 (levels 20 & 40). [was 3 bonus shots - inclusion of Archers is the reason] 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 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. Vadhagh: Great Int and Wis, exceptional Dex and Chr. Str is a bit below average and Con is rather bad. Skills are generally very good. Generally treated like Elves in the stores... # 9 hit dice, +40% XP required, 40' infravision. [was +55% XP] Resists Chaos. As a racial activation, they can step into an adjacent plane of the Earth, otherwise known as Alter Reality. 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 20 and 40, bonus missile shot at level 30. [values were 25/50 and 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. ## Hit Dice bonus is now 6 (up from 4), equal to Chaos Warriors, Rangers and Paladins. 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%. Yeeks: Now have -5 to all stats, horrible skills, decent hit dice (can't let them be *all* bad :), etc., etc., taken from DrAngband. Racial activation sets the 'Afraid' flag and gives them a speed boost - Yeeks run away a lot. :) Required XP is at -75%, making level gains *extremely* fast. ####### 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. ## Added new monster flag: CHAOTIC. Only effect, at the moment, is that CHAOTIC creatures take extra damage from Weapons of Chaos (see the entry for Chaotic weapons below). 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). 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] 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. Having pets no longer reduces your mana regeneration rate. DEMONs now resist Hell Fire attacks (damage /= 3), just like GOOD creatures resist Holy Fire. ## RBE_CONFUSE and RBE_BLIND melee attacks can now be resisted by making a saving throw, like you can for RBE_FEAR. However, the save is at "rand_int(200) < skill_sav" instead of "rand_int(100) < skill_sav", which is the standard save. [was "rand_int(150)", but that was far too nice] ## The effects of Nexus (*not* the damage) can be resisted if a "randint(200) < skill_sav" check is made (as opposed to the standard saves of "randint(100) < skill_sav"). [was "randint(150)", but that was far too nice] ## Monsters can now breate Water (unresistable, so capped at 200 damage). ## Water Vortices and Water Hounds are now Acid Vortices and Acidic Hounds. A new Water Vortex has been added - bumping the Aether Vortex deeper - which breathes water, of course. ## Messed around with the monster list a bit: ELDRITCH_HORRORs are *not* all DEMONs - Demons are from Hell, while most horrors are the Outer Gods and their minions. Of course, some Demons might still be sanity-blasting... Demons are not automatically given the NONLIVING flag, and the Undead don't need it. Flesh Golems also lose the NONLIVING flag. ## With my now, probably :), overly-generous quick start option, it is far too excessive to allow Bill Ferny and Brian Mulroney to have DROP_GREAT, so they are back to having only DROP_GOOD. ## The known uniques display has been split so that the dead uniques are shown first, followed by a blank line, then the living uniques. ####### Object-Related Changes ####### 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 x3 damage to CHAOTIC creatures (usually those who breathe chaos or launch chaos balls, or who have thematically been warped by or totally controlled by Chaos). [briefly, weapons of Chaos, in the earlier Moorcock stories, were created from Chaos by Law specifically to fight Chaos]. Chaotic weapons 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. What you are considered to be is based on the nearest r_info.txt equivalent. 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. [see dungeon.c for details] 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). Artifacts now have an 80% chance to avoid being "blasted" by a curse_weapon or curse_armor effect. Potions of Self Knowledge identify the contents of your pack, and are also a bit cheaper and more common. Rings and amulets can become random artifacts. [stolen from Pern] (Blessed) weapons now have a 1-in-4 chance of having Slay Evil. ## (Blessed) weapons can now get a pval of up to 4 (was 3). Random artifacts can again be generated as cursed - tho heavy and permanent curses are less likely... Added scrolls of Set Recall. When read, it will prompt you for a number between 1 and 97. That will be your new word of recall depth. Armours of Elvenkind no longer grant a random high resistance, but their pval can go up to +4 now and also grants a Searching bonus, as Elven Cloaks do. [this is in addition to their normal +Stealth and 4 basic resists, of course] The TY_CURSE object flag has been replaced with the DEVICES flag, which gives you a Magical Devices skill of 95. Various objects have been changed because of this, of course. ## Scrolls of Artifact Creation have been removed. [Sorry, too many randart Rings of Extra Attacks (+4) out there :] ## Amulets of DOOM and Rings of Woe have been removed. ## The effects of drinking a Potion of Death are resisted by characters with Hold Life. ## Weapons of Slaying no longer gain Poison Brand or Vorpal/Earthquakes. Instead, they get a bunch of Slay Foos. Some Slays are more likely than others. Depending on luck, you could get all the Slays or you could get no Slays at all. Weapons of Slaying are a bit rarer now as well. ## Missiles of Slaying can now gain more than just one extra damage die. ## Wands of Apportation can now only fetch() objects that are 25lbs or less. ## The Katana of Groo is now 6 pounds, 1/2 the weight of a regular katana. (was 5 pounds - light enough for a Rogue to backstab and get an extra blow per round with. No more. :) Oh, and the pval has been reduced to 2 and its SPEED flag has been removed. ## Weapons of *Slay* Elemental now grant the four basic resistances [acid, elec, fire, cold]. They are, of course, more expensive [10000au added to the weapon's base type - up from 5000au] and rarer than the other *Slay* weapons [generated only 10% of the time a regular Slay Elemental weapon is created, compared to the 30% for the other types]. ## Removed all of the bad ego-items, except for (Shattered) and (Blasted) items, of course. ## By popular demand, Weaponmasters (and the new Archer class) now get the good version of the Terror Mask instead of the hideously cursed version. ## Full descriptions of *Identified* artifacts and ego-items are now shown in the character dump. (code by RMG) I have altered the code Riivo provided so that artifact D:escriptions aren't shown in the character dump in order to save a bit of space, and so that *only* those items with random abilities will show their info in the dumps. If the character is dead, then all such items will be shown, regardless of *Identify* status. ## Identify and *Identify* effects now only show items that are appropriate to the effect. Thanks to RMG for the suggestion and pointers. Further, this behavior is controlled by the "filter_identify" option, which defaults to off. ## In addition to their normal Clairvoyance, Detection, Self Knowledge and Identify Pack effects, Potions of *Enlightenment* also identify *every* object on the level. ## Removed artifact D:escriptions. I found them to be annoying to have around, more than anything else... ####### 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. The 'default:' brand, which chooses between Frost and Fire brands, now also chooses between Acid and Lightning brands - both a logic thing and to give Nature users a potentially useful brand. :) Altered the armour weight limits for spellcasting. See ./help/birth.txt for the actual numbers. No apportation/fetch effect requires line of sight anymore. ## All instances of "Telekinesis" (spells, mutation & mindcraft) have been altered to forms of "Apportation". 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. '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'). Removed 'Teleport Other' and replaced it with 'Demonic Consultation'. There is a 50% + (plev-5) chance for your consultation to identify an item, with a 50% chance that it will be an *Identify* effect. Otherwise, you will summon an angry demon (if, for some reason, no demon shows up, you'll get a message saying so and a bit of 'wild magic'). Replaced 'Demon Detection' with 'Chaotic Sensing', a detection spell which scans the current panel and has only a 50% + (plev/2) (max 75%) chance to display traps, doors, stairs, monsters, objects and treasures. [secret doors, invisible traps, and buried treasure that isn't adjacent to a corridor/room have to pass a separate 50% + (plev/2) check, making these less likely to be detected] ## Removed 'Wonder' and moved 'Polymorph Other' into its slot. ## New spell, 'Mass Polymorph', added to book 3. It comes in between 'Polymorph Self' and 'Summon Demon'. 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... ## 'Cloud Kill' now deals 200 + (plev * 2) damage [was 100 + plev]. 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) Mindcraft: ## 'Precognition' now detects as follows [level in ()s]: Detect Minds (1), Detect Doors/Stairs (5), Detct Traps (10), Detect Monsters & Detect Invisible (15), Magic Mapping (20), timed Telepathy (25), Detection (35), Clairvoyance (45). '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 'Apportation'. Level 20, cost 12 to use. Sorcery: Removed 'Sense Minds' and restored 'Telekinesis' as 'Apport Arcane'. Like the potion of the same name, the 'Self Knowledge' spell now also identifies the contents of your backpack. 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' as 'Apportation'. ## Replaced 'Minor Divination' (which itself replaced 'Reset Recall') with 'Detect Minds' (monster detection which skips STUPID and EMPTY_MIND creatures, with a plev*2 chance of detecting those with WEIRD_MINDs). ## Swapped the places of 'Phantasmal Servant' and 'Trump Animal' in the second spellbook. ####### 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. [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... Took the Yeek race from DrAngband v2.9.8 by A.P. White. ## Riivo Magi ('RMG' in the source) contributed the artifact abilities code for the character dump, and the suggestion on how to limit the items shown at identify prompts.