SAngband 0.9.4g (changes by Gumby [17-Feb-2002]): ================================================= Note that this is *not* an official SAngband release and is not endorsed or authorized by Julian Lighton or any other person who may have ever maintained the variant. :) These changes were all made to suit my particular tastes... 1) All items and spells that should detect stairs as well as doors now do so. 2) Detect Doors now shows all doors, even those that are locked or jammed. 3) Added option to show the damage dealt by the player in melee and missile combat. [taken from Gumband] 4) Current XP is now displayed on the skills screen. 5) Altered the colour scheme of dungeon features to match that of Gumband. 6) Chunks of ore are now the same colour as coins/armour of the appropriate type (the exception being Crystal, which I decided to make white). 7) Weapons, armours, light sources, rings and amulets can now stack if they pseudo-ID as {average}. [taken from Gumband, based on an idea and code by Antimatter of #angband on IRC] 8) Altered the fenneling lack-of-skill messages for wands and staves to tell the player more explicitly which skill needs to be improved. 9) Set the maximum pval for fenneled items to 10 in all cases, the exception being extra blows (capped at +5). [stats can still be gross, however :] 10) Replaced do_cmd_spike() with the appropriate functions from SAngband 0.9.5, mainly to fix the Reinforce Door item-trashing bug. 11) Scrolls of *Identify* can now be found in the Alchemy Shop. 12) Changed the Bow-making prompt to show you '(Q)uarrels' (bolts) instead of '(S)hots', which was misleading. 13) When forging a bow, weapon, or piece of armour, it will be created Identified. A randint(250) <= Int check is then made. If the check passes, then the new item will be *Identified*. 14) Evened out the costs and levels of spellbooks so that no realm has an advantage in that area over the others, and recolored them so that they match the Gumband color scheme. [Sorcery is light blue/blue, Priestly is 'light' white (slightly darker than scrolls), Druidic/Nature is light green/green, and Necromancy is 'light' dark/violet] 15) The detect_general() function in spells2.c wasn't working properly [eg, showing undead creatures when you only want non-undead], so I replaced it with the more traditional detect_evil() [Gumband version] and cloned that function for detect_undead(), detect_life() and detect_animals(). [first tried importing the SAng095 version of those functions, but they also didn't work properly] 16) Added messages to the various Remove Curse spells to tell you if the spell actually did anything. Added one to Scrolls of *Remove Curse* as well. 17) I *think* the fenneling bug that sometimes destroys the wrong item is fixed, thanks to pointers from Julian. At least I haven't been able to cause an explosion yet. Testing will continue. 18) Altered the Necromantic spell 'Curse Weapon' slightly so that the message telling you the weapon has been cursed successfully comes *before* the (+2,+2) enchantment has a chance to break the curse. 19) Added code (provided for Gumband by Riivo Magi) to filter out already identified or *identified* items when prompted to select an item to ID or *ID*. 20) Pink Elephants are now actually pink and are 'q'uadropeds. 21) BUG: I *would* have enabled the generation of spoilers from within the game [" at the debug command prompt], but for some reason I haven't been able to track down, the attributes based on object flags (slays and such) of artifacts are not generated along with their names, visible stats, weight, cost, etc... 22) You can now rowse a spellbook (in your inventory) while in a shop instead of getting a "You cannot see!" message. 23) *Destruction* and Earthquake no longer cause you to forget the grids in the affected area (from Gumband). 24) When forging items, items created with bonuses to your stats, stealth, infravision, searching, tunneling, speed, or blows will no longer be made with +0 pval. 25) Added a "No query to destroy known worthless items" option. [defaults to FALSE.] 26) Nature and Necromancy books will now burn like Magic and Prayer books do, and since scrolls and staves are destroyed by acid, so are spellbooks. Components will also melt due to fire (except for Adamant, Mithril and Crystal, which now have IGNORE_FIRE). 27) Moved the display of Gold on the character sheet up to below Social Class. Added the display of both your current depth and your maximum depth to the character sheet. 28) Necromancy's and Sorcery's 'Regain Mana' spells and Nature's 'Regain Harmony' spell now will always restore the amount of mana spent on the spell (meaning you really only pay, if the spell doesn't fail, by using up a possible move/attack) plus a random amount, instead of just a random amount. [note that since your mana is reduced from casting a spell *after* the spell takes effect, casting this when you have full or near full mana is rather pointless] 29) Rods and other objects now show how many turns they have until they are recharged. 30) Corrected a spelling error: 'Sustinence' is now the proper 'Sustenance'. 31) Modified ./lib/user/pref.prf (remove the ` macro if compiling for Linux) to conform to my normal preferences, and added necro.prf, wizard.prf, priest.prf and druid.prf, which contain spell macros that will be loaded automatically when you restore a character with the appropriate realm of magic. 32) The Wizardry 'Mana Bolt' and 'Magic Storm' spells now do reasonable amounts of damage, as does 'Lightning Ball'. Necromancy's 'Disrupt Life' and 'Drain Life' have also increased their damages slightly.