**************************************************************************** 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 2.2.0a = Last Update: 30-Jan-2002 = ============================================================================ Changes from Gumband 2.1.9b 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. ============================================================================ ####### 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 06-Dec-01] FIXED (maybe :): 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. ## [30-Jan-02: Qlzqqlzup of #angband suggests moving the 'attempts_left--' in the while() loop at the start of alloc_monster() to the while() line. I've done that, but there's really no way to tell if it's actually worked unless another crash happens... :) After generating a few hundred small levels, where the problem seems to be, it *seems* to be gone (in the DOS version, at least), but I won't believe it 'til I get independent confirmation...] 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. If an object has a random ability (resistance, power, or sustain), it will sometimes reroll the ability and sometimes lose the ability. So don't Brand a Defender if you need that confusion resistance it's giving you! :) I can't think of any solution to preserve the xtra info... Sometimes, when hit by GF_FORCE (wand of Striking, Fist of Force spell), a monster standing by a permanent wall on the outer edge of the map will disappear. This is *very* bad in the case of quest monsters... Also, if the monster is hit while standing directly in front of 1 grid of granite, or a door, or whatever, it will be pushed through to the other side. (see, starting at lines 2536 and 4000, spells1.c for details - I'm stumped as to how to fix it: any solutions gratefully accepted) Finally got around to marking all the compiler warnings (that I get with gcc v3.02) in the source. Just search for '/* warning:'. Anyone who can fix them, mail me. ## Fixed Trump's 'Nexus Bolt' - silly me didn't notice that fire_beam() only looked for total damage... ####### 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 (usually an ego-item or two) in their inventory, at least 1000 gold in their purse, a recall depth of 250', and enough XP to start the game as a level 5 character. The only penalties for using this option is that your score will be halved and the fact that you quick-started will be noted in any character dumps you make. 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. 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 doubles your Perception) - 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. New Option: show_damage. If true, the damage from melee and missile 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, and the gender of your character is randomized during a racial polymorph as well. 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. 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). Invulnerability now only acts as an extra level of resistance; reduces damage from any source by 1/3rd, on top of any other resistances. [was 1/9th damage in previous versions] Wraithform no longer reduces damage at all and only increases AC by 50. [was 1/3rd damage and +75 AC] Non-unique monsters are now less likely to resist Death Ray effects, requiring a (mon_level + d20 > randint(damage)) to resist. [used to also require a randint(100) != 66 to resist, meaning they resisted most of the time] Having Resist Chaos now prevents all the side effects of being hit by Chaos. If you don't have it, then Resist Confusion still stops the confusion portion and Resist Nether still stops the experience point loss. ## Damage from Rocket attacks is now reduced to 75% of the total (instead of 50%) if you resist Shards. Damage from Gravity attacks is reduced to 75% (instead of to 2/3rd) of the total if you have Levitation. ## Added random player names from CthAngband. [someday I'll hack up new tables for Vadhagh and Melnibonean characters, but until then they'll just use the Elf tables] ## Added point-based character generation. [taken from CthAngband] ## The level feelings are now as follows: "Looks like any other level.", "You feel there is something special about this level.", "You nearly faint as horrible visions of death fill your mind!", "This level looks extremely dangerous.", "This level looks very dangerous.", "This level looks dangerous.", "You have a very bad feeling...", "You have a bad feeling...", "You feel very nervous.", "You feel nervous.", "You feel your luck is turning...", "You don't like the look of this place.", "This level looks reasonably safe.", "What a boring place..." ####### Altered Races and Classes ####### (see ./lib/help/birth.txt and the source for full details on races and classes) Archers: Bonus shots with any missile weapon at levels 15, 30 and 45. Gets 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 with no 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. ### NEW CLASS ### Beastmasters: May summon pets appropriate to the current dungeon level ['m' to use]. The number of summoned pets possible on a dungeon level is based on Charisma - pets summoned or created by means other than the innate ability don't count towards this maximum. Fairly average stats, except for +3 Charisma, and skills. 9 hit dice. Requires +25% XP per level. Unlike other classes, Beastmasters gain *full* XP for their pets' kills. Pseudo-ID is the same as a Rogue's. Bonus melee attack at level 25, bonus shot at level 30. Gains +1 to-hit and to-dam every 10 levels, like a Paladin. Calculations for the number of melee attacks are the same as for a Warrior. Beastmen: Each time a Beastman gains a level, a there is a 1-in-4 chance of losing an existing mutation. If they fail that check, or have no mutations to lose, they instead gain one. 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. 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] 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. High-Magi: Pseudo-ID now equal in speed to that of a Rogue's, but light. 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. 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. Disarming skill is now 35+13. Paladins: Bonus shot now at level 30. Gains XP for destroying non-storebought spellbooks: If their magic realm is Life, they get XP for destroying Death books. If their magic realm is Death, they get XP for destroying Life books. 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). 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. 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. Rogues gain an extra blow per round at level 25, but only when wielding a weapon that is 5 pounds or lighter. 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. 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. Gains XP for destroying any non-storebought spellbook. Warrior-Magi: Bonus melee attacks at levels 20 and 40, bonus missile shot at level 30. 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 the Bows/Throw skill] 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. 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). 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: "AhkLNoOpPstTyYVWz". 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, and having pets no longer reduces your mana regeneration rate. 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. The effects of Nexus (*not* the damage) can be resisted if a "randint(200) < skill_sav" check is made. Monsters can now breathe Water (unresistable, so capped at 200 damage). Added 'detect_monsters_mental(): monster detection which skips EMPTY_MIND creatures, with a plev*2 chance of detecting those with WEIRD_MINDs or that are STUPID. Monsters who breathe Force are no longer knocked back by GF_FORCE attacks by the player. RBE_VAMP attacks now only heal the monster by 1/2 the XP+damage they deal to the player. ####### 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. 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. 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. 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] Brands and Slays are now cumulative See cmd1.c for full details. Branding can now be applied to existing ego-items, though 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. You cannot add more than one brand to a weapon. 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. 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... 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 and can now have a pval of up to 4. 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. 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 only fetch() objects that are 20lbs or less, and you cannot fetch() objects unless you are on an empty floor square [this also applies to the various apportation spells as well]. Also, fetch() effects can no longer grab items that're in vaults. Identify and *Identify* now have filtered lists, showing only those items that need to be identified. 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. Scrolls of Curse Weapon and Curse Armour have become Shatter Weapon and Blast Armour, and tho they still make your weapon/armour useless, they no longer curse them. Potions of Invulnerability are now called Potions of Resilience. Wands of Annihilation are now Death Ray effects with a power level of 60. [see the note on death ray power up in Misc.; was a Drain Life effect] Polearms are now brown [wood - most of the structure of a pole weapon is a wooden shaft] so that they are visibly different from Axes. Shields of Deflection and Dragon Shields now use the normal shield symbol {')'} instead of the hard armour symbol {'['}. Their colours are unchanged. ## The chance of an object being 'good' is now capped at 95%. The chance of a good object becoming 'great' is now 25%. [was 75% and 20%, respectively] ## Astral characters can again use Scrolls of Set Recall, due to popular demand. ## Dragon Scale Mails have undergone a damage upgrade, in some cases doubling what they did in 2.1.9b. With the 75+d75 turn [and higher] recharge times, this shouldn't be unbalancing. ####### Spellcasting ####### Failure rates for spellcasting are adjusted as follows: Wearing gloves (without Free Action or a Dexterity bonus) for mage-type spellcasters (+15%) Being encumbered by heavy armour [penalty to fail equal to half of the amount of mana you again lose for heavy armour] Priests wielding a non-blessed edged weapon (+15%) 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] Altered the armour weight limits for spellcasting. See ./help/birth.txt for the actual numbers. No apportation/fetch effect requires line of sight anymore. Chaos: 'Mana Burst' now has a straight 5% chance of producing a true ball of mana (GF_MANA) instead of the normal missile ball (GF_MISSILE). 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. Replaced 'Teleport Other' with 'Demonic Consultation'. There is a 50% + (plev-5) chance for your consultation to identify an item, with a 50% chance that it will *Identify* instead. Otherwise, you will summon an angry demon. 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. 'Chaotic Sensing' will map the current panel at 1/2 the above chance. 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'. 'Call the Void', 'Call Chaos', 'Magic Rocket' and 'Mana Storm' have gone through a damage upgrade. 'Chain Lightning' has been changed into 'Confusion Bolt'. Cost is unchanged, but damage increased slightly. 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 the caster will suffer 1/2 of their current HP in damage, 1/6th if they are Resilient, from Death's cold touch... [was 200+d200 damage; won't outright kill you now, but it makes you more vulnerable] 'Death Ray' is now more powerful, with a power level of plev * 2. [see the note on death ray power up in Misc.] 'Evocation' no longer Banishes monsters - it still Dispels and Turns them, however. 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) 'Holy Invulnerability' has been renamed 'Holy Resistance'. Since 'Cure Critical Wounds' has cured poison for a while now, 'Cure Poison' itself is redundant and has been replaced by 'Turn Undead' (ie, attempt to scare all Undead in line of sight). 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. Nature: 'Entangle' has been replaced by 'Venomous Thorns', a stinging spray of Poison bolts (like the Shard Blast mutation). 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. 'Globe of Invulnerability' has been renamed 'Globe of Resilience'. 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'. Swapped the places of 'Phantasmal Servant' and 'Trump Animal' in the second spellbook. 'Shuffle' has been altered to remove the Hanged Man (TY Curse). That entry now summons a friendly lesser monster, as per the spell 'Minor Trump'. The Devil and Death have reduced chances to show up, with the excess going to the minor trump... 'Living Trump' is now a 50/50 affair instead of having a 7/8 chance of giving the random teleportation mutation. ####### 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 filter the items shown at identify prompts. Thanks to arch for suggesting the map_area addition to detect_random(). Thanks to arch (and, apparently, APW) for fixing the flavours of store- bought items. [never saw it for myself, but apparently scrolls and such bought from stores wouldn't have their flavours in your inventory...] Added some more of Kieron Dunbar's patches: weight.diff (shows object weights when 'l'ooking around) for all systems, mainchoice.diff (seems to automatically show a list when quaffing, zapping, etc., instead of giving a normal prompt with the '* to see' option), windows.diff (enhances windows a bit for X11 systems), and monlist.diff (lists monsters that are nearby in a separate window). Added the stacking of pseudo-ID'd {average} objects from Antimatter's code, with a lot of help from him to actually get it to work. :) ## Added a modified versions of Ivan Tkatchev's 'Ghost' class (astral mode) and the Beastmaster class from Kamband. Added random player names and point-based character generation from David Thornely's CthAngband 4.1.0b.