- Sil 1.3 ---------------------------------------------------------------------------------------------- - broke savefile compatibility - sorry about this - it needs to happen every now and then and I schedule it for the 1.X.0 releases - monsters - large changes to the early game monsters - many new monsters - replaced many of the more generic early monsters as many players had requested - a few changes to some later game monsters - stopped the Orc warrior "chain charging" - it used to be that swapping with another orc counted as movement, setting up a charge - it no longer does (in line with how the player abilities work) - also anything that makes them skip a turn interrupts their charging - (such as when they become aware of you) - Gave Boldog resistance to fear (from his spear) - new mac version - replaced the old Carbon version with a Cocoa version - the old version was really out of date and wouldn't compile or run on recent systems - this should also remove some stubborn old bugs (see bugfixes) - this version isn’t perfect (e.g. some minor problems with displaying text) - but it does allow Sil to run on all new systems - objects - horns - no longer require a will check to use - this is because they all require a will check to have an effect anyway - abilities - made Leaping easier to acquire - it no longer has a pre-requisite - it now acts as a pre-requisite to Sprinting - Channelling now halves the voice cost for blowing horns - smithing - now allows artefact rings to have bonuses to attack, evasion, and protection - (since there are regular rings with these) - removed the ability to add Grace to artefact cloaks - (just a minor nerf to the extreme +Grace smiths) - tunnelling - attempting to tunnel but failing now takes a turn if you are confused - otherwise control-dir in a corridor would effectively overcome confusion - bugfixes - stopped Great Cold-Drakes and Scatha the Worm having radius 40 light (!) - fixed the 'could not find a vault at 100ft depth' bug - control-t no longer aims successfully for throwing while confused - smithing gloves of treachery now correctly forces a <-1> penalty to strength - now correctly displays 'cut' status on the first turn on a new dungeon level - fixed a bug where channeling's +5 bonus didn't apply to horns of force - hopefully fixed various bugs with the Mac version - crash on startup - requiring admin password sometimes when opening saved games - Sil 1.2.1 ---------------------------------------------------------------------------------------------- - monster songs - made Morgoth's Song of Piercing a bit easier to resist (+5 bonus) - fixed Morgoth's Song score to 20 - it no longer increases by 5 when his crown comes off like his Will does - the Song of Silence now reduces monsters' Song Score by a quarter of the Player's Song Score - abilities - reworked some of the pre-requisites for the Will Abilities - notably Hardiness is less essential and Constitution is a bit harder to get - added Parry as an alternate pre-req for Two Weapon Fighting - increased the Song skill requirement for the point of Grace from 13 to 15 - smithing - you can now try out creating any item without the required smithing abilities - things that you can't do without an additional ability are shown in red - there are no known bugs with smithing remaining - modified the stat costs for horns (used to all cost grace) - dungeon generation - significantly more flexibility in vault generation - vaults can now appear rotated as well as reflected - vaults now can have flags for extra traps, webs, rotation, debugging - improved trap placement - now much more likely to appear in interesting places - so it can now be worth actually searching for them in some cases - chasms can no longer be generated before 150 ft - (to make sure you can get to the guaranteed forge!) - halved the chance of locked doors - now 8% of all doors are locked, 4% are jammed - dungeon features - chasms - staffs of freedom and song of freedom can now close chasms - but the difficulty is extremely high: - 20 + number of adjacent chasm squares for the staff - 25 + number of adjacent chasm squares for the song - it therefore tends to close in from the edges - secret doors - tunnelling into them now gives you a (random) closed door instead of a broken door - to avoid it sometimes being better to not find a secret door than to find it - broken doors - changed their symbol to '.', so they are more distinct from open doors and less confusing - objects - made herbs of restoration a bit more common early - artefacts - made the new mithril artefacts (Starlight and Silverhand) more rare (as originally intended) - bugfixes - fixed two smithing bugs - one had to do with re-choosing an enchantment after modifying the numbers - one had to do with abilities disappearing or duplicating on artefacts - fixed a terrible bug with the monster ability 'Exchange Places' - which could cause you to be sent out of the dungeon if you killed the cat warrior who was exchanging - removed one of the messages when automatically picking up a thrown/fired item - fixed a bug where cancelling some but not all free attacks with a '!a' weapon didn't use up any time - fixed a bug where Woven Themes was having the effect of the removed ability Unwavering Voice - players were (again) getting the Opportunist free attack when an enemy was pushed with Knock Back - no longer takes any time to tunnel if you aren't going to be successful - i.e. it is more like realising you can't, than like trying and failing - fleeing monsters can no longer get free attacks of any kind - monsters that are frozen by song of mastery no longer get free attacks of any kind - can now automatically identify the Ring of Barahir (and perhaps others) by the Ability it grants - Sil 1.2.0 ---------------------------------------------------------------------------------------------- - broke savefile compatibility - sorry about this - it needs to happen every now and then and I schedule it for the 1.X.0 releases - many of the small improvements in this version are from the Sil variant: mpa-sil - I've noted this below where I remember -- apologies for those I've forgotten to credit - monster abilities - monsters can now have some of the abilities that the player can get - such as Charge, Cruel Blow, etc. - Morgoth and Gorthaur have songs of power - added chasms to the dungeon - these block movement of you and most enemies, but not sight or line of fire - added a player AI inspired by the Angband Borg - called the 'automaton' - it serves no real purpose, but people might want to try experimenting with its code and parameters - and see how deep they can get it to go - abilities - Throwing Mastery now prevents thrown items from breaking - Two Weapon Fighting no longer allows you to wield 'hand and a half' weapons in your off-hand - Knock Back - now requires there to be no monster in the square the creature is knocked into - so orcs don't get swapped in corridors etc - it now takes weapon weight into account in determining your effective strength - so you will want a heavy enough weapon to get your full strength bonus - Point Blank Shot now completely prevents the attack of opportunity from the enemy you just shot at, instead of 50% chance for all adjacent enemies - Skill requirements reduced on several early Evasion Abilities - Added the Evasion Ability: Leaping - Flanking no longer requires Dodging (though the latter still works well with it) - Heavy Armour use now has an alternative pre-requisite of Crowd Fighting - Lore-master no longer identifies chest traps (via mpa-sil) - Majesty now takes the monster's Will into account - instead of reducing morale by Will/4... - it reduces it by half the difference between your Will and theirs - Song of Sharpness now lowers enemy protection by 2% per point of Song - this is usually a smaller effect than the old rules - Song of Mastery is now slightly cheaper to make the skill point progression simpler - Unwavering Voice has been removed - having non-song abilities in the Song tree limits the ability for people to learn many songs - and this was the weakest one in terms of game mechanics - Woven Themes now makes the minor theme use (Song / 2) instead of (Song - 5) - this makes it worse in most cases - but this means more people will use Song abilities to get actual songs - made slightly more expensive to make the skill point progression simpler - smithing - can now create horns using 'Jeweller' - the difficulties of making mithril items have been reduced a lot - 'slays' no longer cost a strength point to add to a weapon - it was too steep a cost for the early game, making no-one add them - artefact arrows now have half the difficulty - it was crazy costing you as much for 1 arrow as for 24 or a regular equipment piece - fixed several of the smithing bugs - the game is now clear that you can only use one of Enchant or Artifice per item - this removes the worst smithing bugs - fixed a bug with artefact rings and amulets forgetting their special bonuses sometimes - I think the only remaining bugs are glitches surrounding abilities on artefacts disappearing or duplicating - the work around is to only add abilities to artefacts immediately before the end - items - weights - randomised weights for weapons and armour are now less fine grained (via mpa-sil) - they come in multiples of 0.5 lb instead of 0.1 lb - other weights tweaked a bit to match (e.g. potions from 0.4 lb to 0.5 lb) - increased chance of generating out of depth items from 1 in 10 to 1 in 7 - identification - there is no longer a perception check when identifying items by use - (you automatically pass if you get the opportunity) - identification of passive abilities now occurs twice as quickly - reduced the late game frequencies of many potions/herbs - people typically had far too many of them by the throne room - horns - changed trumpets to horns - changed colours, descriptions, adjectives - dramatically reduced weight - added the Horn of Force, which knocks back enemies in its path - vampiric weapons no longer drain life from nonliving monsters - herbs of rage - now make you completely immune to fear - previously it was just resistance, but the possibility of frightened rage was silly - you can no longer identify monsters via the recall window - staffs of treasures now display non-subdued Deathblades - bows - Shortbows now native to 50 ft instead of 100 ft - so archers should be a bit easier to start - Longbows - now native to 150 ft instead of 350 ft - to give players a better choice of archery style through the game - no longer get the [-1] penalty - it was a bit fiddly and too few archers were using them anyway - Dragon-horn Bows are now 1d9 2.0lb - a bit like deathblades or the old longbows - they should be more tempting to the majority of archers who find them now - throwing items (daggers, spears, throwing axes) - now found in slightly larger stacks - removed some of the special item types they could get that required wielding - made an automatic throwing command: control-t - throws the first throwing item in your inventory at your target or closest monster - akin to "ff" - artefacts - made the Greatsword of Saithnar a bit less good - made the Shortsword of Galadriel rarer - tweaked the stats of the Helm of Curufin - it had (-1) instead of [-1] only because 5 years ago that was how all helms were... - the Cloak of Maglor now grants Song of the Trees - as Unwavering Voice was removed - display - molds are now always visible once sighted for the first time (via mpa-sil?) - made the darkest shade of grey (d1) a bit darker - needed to tell it apart more clearly from the others - visual display of hits on monsters changed - there is no longer a colour difference when doing more than 10 damage - instead, there is a colour difference when killing an opponent - significantly improved the self knowledge screen to show the quantitative effects - including the details of stacked levels of an attribute - now also identifies items if the item granting the power is known - (e.g. slay orc on melee weapon) (via mpa-sil) - weapon and armour weights are now shown when you walk over them (via mpa-sil?) - gave more detail in the in-game descriptions of some abilities (via mpa-sil) - if you are in a pit or web, this is now displayed in the status line - adjusted the 'notes' display - to let it fit slightly longer notes - and changed self-made notes so that the last few words don't automatically flow to the next line - which makes it easier to manually write long multi-line notes without looking ragged - falls now correctly display the character of the thing that made you fall in the combat rolls window - e.g. the staircase or the false floor - abbreviate "Health" and "Voice" when you have more than 100 points of it (via mpa-sil) - interface - removed "always pickup" and "prompt before picking things up" options - the former let you get free turns and wasn't really any easier than manual pickup - (since you want to pick up less than half of things and need a keystroke either way) - the latter was only needed with the former - added an user interface option to 'Forgo bonus attacks on unwary enemies' - this used to be always on, but can now be toggled - I've made sure it covers *all* bonus attacks (I'd missed Rapid Fire and maybe another) - targetting - firing an arrow 'ff' when the target is a location that is now out of line of fire, no longer fires - added an automatic throwing command that throws the first throwing item in inventory at the first target - both firing and throwing no longer automatically choose a target if it is out of range - you can now inscribe your melee weapon with "!a" somewhere in the inscription (via mpa-sil?) - this will trigger a warning every time you try to attack with it - good for pacifists, extreme stealth characters, and smithing equipment - you will also be similarly warned if trying to attack with a shovel or bare-handed - monster memory now explains that touch attacks ignore armour - you are notified when entering greater vaults (via mpa-sil) - monsters - unified how monster mana works - they each have a capacity of 15 points of 'mana' - it regenerates 1 point per round (if not singing) - casting a spell uses 10 - starting a song uses 1 per round - and monsters only decide to start if they have at least 10 - made the check for monsters to bash down doors the same as for the player - I don't know how this had got out of sync - it is now easier for monsters to bash doors - allowed weaker monsters to rarely (1 in 10) push past stronger ones - necessary for the new pathfinding code - orc warriors - now come in smaller groups - also have the Ability 'Charge' - easterlings - easterling archers - their longbows now do 2d7 instead of the old-fashioned 1d11 - easterling warriors - have the Ability 'Flanking' - Uldor, the Accursed is now an archer rather than a melee specialist - makes him more different, and good to have an archer unique - has the Ability 'Crippling Shot' - Ulfang, the Black - has the Ability 'Opportunist' - Maeglin - has the Ability 'Riposte' - cats - cat warriors - have the Ability 'Exchange Places' - Tevildo - has the Ability 'Cruel Blow' - and has melee reduced a little to compensate - trolls - all types have the Ability 'Knock Back' - Dagorhir, the Elfbane - now has the Ability 'Elf-Bane' - his base att/evn was lowered a bit to compensate - worm masses - now become unwary properly when you are far enough away (like other monsters) - since they don't breed when unwary, this should help with worm mass explosions - their crawl attacks no longer halve your armour (unneeded complexity) - but I've slightly increased damage to partially compensate - raukar - sulraukar are now easier to kill - reduced evasion and protection - ringraukar - increased damage - kemenraukar - reduced evasion - adjusted their AI slightly to weakly prefer open space to breaking through a wall - shadow spiders - reduced health (slightly), evasion, and melee - they seemed to be a bit too tough, but you will still want to remember to run away! - Thuringwethil is now coloured red to make her more distinct - Gorthaur - has gained a Song - Morgoth - has gained two Songs - and a point of Con to make him slightly more resilient - vaults - added many new vaults, including many designed by Clouded and some by HallucinationMushroom (from the Forum) - made vaults a little more common, including earlier in the dungeon - removed iron walls (a.k.a. permanent rock) - it wasn't really needed and we weren't doing anything interesting with it - traps - removed amnesia gas traps due to player frustration - removed flame traps from chests as they just encouraged dropping your flammable goods (via mpa-sil) - other - digging - you no longer need to be wielding a digger to dig with it - carrying it in your backpack is enough - this saves some turns (and tedium) when digging - but to balance this digging now provokes attacks of opportunity from adjacent enemies (like archery) - the strength requirements have been changed (via mpa-sil) - you now need Str 1 to clear rubble, Str 2 to break quartz, and Str 3 to break granite - it no longer depends upon the digger weight (as there was no clean way to do so) - stealth - reduced the difficulty of having monsters lose track of you (become unwary again) - previously you had to beat them at their perception roll by 30 - now it is by 25 - Vanish still give +10 to this roll - passing the turn in stealth mode doesn't suffer the speed penalty - so it is no longer advantageous to toggle stealth mode on and off if you want to pass - the word 'slow' is still displayed but that relates to the next action, not the last one - unified and clarified the stacking behaviour of numerous effects on the player and monsters - almost everything that can stack, does stack - all temporary effects (except entrancement): add new duration to the existing duration - speed: stacks but the final score is limited to be between 1 and 3 - elemental resistances: x levels of (net) resistance means damage/x x levels of (net) vulnerability means damage*x - sustains: +10x bonus to Will check - resist fear, blindness, confusion, stun, hallucination: +10x bonus to Will check - free action: +10x bonus to Will check - see invisible: +10x bonus to Perception check - aggravate: unwary monsters get +10x to perception check - regeneration: your regeneration rate is (1 + x) times normal - danger: monsters are generated as x levels deeper - cowardice: damage threshold to trigger fear is 10/x - haunted: x% chance per turn of generating a wraith - hunger: each level triples the rate, each level of slow digestion divides it by three. - sharpness: Amount from song (song*2 %) is added to amount from weapon (0%, 50%, or 100%) - slays/brands: each valid one adds a die of damage - light: your equipment levels add up to produce your light radius - light from sources on the floor, or monsters, or lit rooms, add their light levels on that square - things that don't stack - tunnelling: you tunnel with the best digger available, multiple diggers don't stack - abilities: multiple copies of an Ability (such as Sprinting) don't stack - entrancement: cannot affect you when you are already entranced - monster effects - morale effects: all add together - temporary effects: add new duration to the existing duration - the extra deep monsters generated during the escape now come from a wider range of levels - to add more variety to the escape - you no longer gain double experience for finding artefacts and unique monsters - it was a bit unnecessary... - removed the 'crown' screen at the end of the game - it was left-over from Angband and seemed out of place - if enough people want something like that, perhaps a better version could be added - Dungeon - more stairs on the really big levels - more chance that a shaft is placed instead of a stair - these things should make the escape a bit faster - bugfixes - chests weren't generating their contents properly - minor changes to some vaults to stop generating chests in locations where their items would disappear - off-hand weapons were using the wrong damage sides when making a charge attack - the boots of Irime now give the right self-knowledge text - when extra deep monsters are generated on a level in the pursuit, this no longer includes territorial ones - you can no longer see what items a creature is standing on if you detect it with staff of foes or listen - you can no longer see what items a creature is carrying unless you can see its square directly - monsters that can't use stairs will no longer try to flee to them - fixed the problem in debug mode where looking at newly generated monsters could print garbage strings - fixed the game taking a turn when declining to attack during the 'truce' - fixed the game taking a turn when you aborted an attempt to blow a horn (via mpa-sil) - fixed the game giving a turn of poison/regeneration/etc when you save via Control-X (!) - fixed a bug with two-weapon fighting where the off-hand penalty was only (-2) (via mpa-sil) - fixed a bug with removing autoinscriptions from one item type accidentally removing all of them (via mpa-sil) - off-hand weapon weight was counting for heavy armour use (via mpa-sil) - Feanorian lamps and lesser jewels granting brightness now auto-identify properly - Sil 1.1.1 ---------------------------------------------------------------------------------------------- - abilities - Stun has been removed - it was the least interesting melee ability and makes way for a new one: - Momentum is a new Melee ability - it allows you to use your strength to full effect on lighter melee weapons - it works by doubling the effective weapon weight for the purposes of capping the str bonus - Cruel Blow and Crippling Shot now allow the monster to make a Will check to avoid the effect - the difficulty is 4 times your level of critical hit - you can now trigger these on a level one critical hit, but have more chance for higher levels - it is a lot easier to trigger these against low Will enemies - Knock Back now has a different trigger - you now roll a skill roll of your strength*2 vs your opponents con*2 - you get the effective strength modifiers from charge, rapid attack etc - you get a +4 bonus for wielding you weapon with two hands - Giants, Morgoth etc are now quite a bit harder to knock back, and small things are easy - Opportunist now lets you have one last blow as an enemy tries to flee through the stairs - very satisfying if you slay them and get their items - combat system - simplified the limits on how many damage sides your strength can add - now it is always a limit equal to the weapon weight in pounds - so any 4 lb item can have up to 4 bonus damage sides from strength - used to be a side per 0.5 lb for thrown weapons and per 1.5 lb for two handed weapons - this will make Charge go better with two handed weapons again - it will also make throwing daggers and axes a bit less good again - if they are too bad we can revisit this with some extra bonus - display - renamed "Long Corslets" to "Hauberks" (a term used occasionally in the works of Tolkien) - fixed some minor anachronisms in artefact and monster descriptions - including renaming Earendil's bow as he didn't have it at the time of Sil - new automatic notes for - falling through false floors - falling through trapped stairs - encountering uniques for the first time - {special} item types you know about are now displayed in the object knowledge menu - useful for narrowing down the options when you find a new {special} item - interface - allowed 't' to select closest/target when aiming - makes throwing a little bit easier as you can leave a finger on the 't' key - just as you can with 'f' and firing - (note for keypad users: '5' also works) - dungeon - decreased the chance of trapped stairs during the ascent - made Glyphs of Warding harder for monsters to break - they used to require a successful monster Will check against difficulty 17 - now against difficulty 20 - this is very hard - the first creature that can break it at all is Delthaur at 700 ft - I encourage people to try to exploit these and see if they are too good - monsters - Silent Watchers can no longer keep you permanently knocked out - the maximum amount of time they will knock you out for is 5 turns - this is how it was always meant to be - sorry to those who never regained consciousness! - Balrogs now drop an extra item when slain - Shadow mold spores were treated as mixed elemental (dark) damage in some parts of the code and pure in others - this resulted in some misleading info in the hit rolls window - I've moved them to simply do mixed elemental damage - i.e. an extra die when you are not-resistant - it would have been much harder to make them the only melee pure elemental attack - songs - bonuses from songs can now never be negative - the Song of Este now always at least doubles your regeneration - items - changed bow damage from (1d7), (1d9), (2d7) into (1d7), (2d5), (3d3) - now very similar to the swords - should make extreme archery against Morgoth less powerful - made Dragon-horn Longbows twice as common as before - staffs of light appear earlier, where they might be a bit more useful - staffs of sanctity are a touch more likely to appear deeper in the dungeon - lesser jewels appear earlier and no longer break when thrown - moved Galvorn Armour from [-1, 2d4] to [-1, 1d8] to be more different to Mithril Corslets - {special} items - spider-slaying weapons now also glow if a web is (very) near - artefacts - added: - The Mithril Helm of Ecthelion (for Psi) - The Kite Shield of the Swan - The Hauberk of Nevrast - The Boots of Irime - The Mail Corslet of Gundor - modified: - The Shortbow of Celegorm - The Spear of Ogbar - The Great Axe of Nogrod - made some artefacts about 50% rarer: - The Corslet of Fingon - The Robe of Idril - The Hauberk of Maedhros - removed tridents - they weren't useful and weren't really used in combat in Beleriand - bug fixes - many monsters were having occasional trouble with doors due to a subtle off by one error - the Polearm Mastery bonus attack couldn't trigger Knock Back properly - this should now be a powerful combination - sometimes guaranteed good or great items (particularly greaves) were failing to become {special} - feanorian lamps of brightness and lesser jewels of brightness didn't glow enough on the ground - wielding a proficient weapon (e.g. axes for dwarves) used to give a bonus to throwing a different weapon - platform specific - linux version - changing the fonts or gamma in the silx file should now work properly in X11 - Sil 1.1 ---------------------------------------------------------------------------------------------- - broke savefile compatibility - getting silmarils - it is now easier to cut out the first Silmaril - your weapon can now break on either the second or the third Silmaril - you no longer suffer the rapid attack penalties when cutting if you have that ability active - elemental damage - for pure elemental damage (breaths and things as opposed to melee with elements) - you now get your resistance before your protection roll - used to be the other way around - you have always only had a limited amount of prot for such attacks - e.g. rings of prot, hardiness, song of staying, (& shields for fire/cold) - now these sources of prot actually matter a bit when you have resistance - added elemental vulnerabilities - these are very rare, and they lower your resistance by one level - if it is a level below no resistance, you take double damage, then triple etc. - monsters - many changes, including the following... - balrogs: - added five more, giving a full complement of seven - they are rare, but *very* dangerous - giants: - lowered perception substantially - changed the colours, and flavour text and a few stats for Nan and Gilim - orcs: - improved Boldog's melee and damage by 1 - improved Orcobal's melee and damage by 1 - corrected 'Othrond' to 'Othrod' - not sure where that mistake came from! - gave him an extra 1 to melee to compensate him for the indignity - cats: - lowered cat warrior health by 2d4 (20%) - lowered Umuiyan's health by 1d4, to put him into the progression - moved Umuiyan from shortbow (1d7) to longbow (1d9) - improved the archery score of cat assassins by 2 - lowered will substantially - wolves: - minor modifications of attack and evasion to put them into a unified pattern - lowered the non-unique's health across the board (to 6d4, 8d4, 10d4, 12d4, 14d4) - increased the health of Gorthaur and Carcharoth - increased the damage of Gorthaur - lowered the armour of wargs (from [2d4] to [1d4]) - trolls: - increased health and melee slightly - lowered will and perception substantially - insects/centipedes: - unified health to 2d4 - a decrease for centipedes and dragonflies - an increase for hummerhorns - these creatures gain their defence from evasion/prot rather than health - (also worth noting: bats are 2d4 as well, birds are 1d4) - spiders: - increased the melee and damage of Ancient Spider attacks - increased the melee and damage of Ungoliant's attacks - increased the health of most late-game spiders - increased Shelob's darkness radius and damage - molds: - made violet molds half as common as before - now a quarter as common as other mold types - humans and elves: - reduced easterling archers' archery skill by 1 - improved easterling uniques' melee skill by 1 - increased Maeglin's melee and evasion - serpents: - added slightly erratic movement to all of them (25% chance) - ancient serpents - removed the elemental auras - they were a bit confusing and too easy to force monsters to take damage - now have [6d4] instead of [7d4] - do an extra 2d4 breath damage do compensate - dragons: - can no longer make you forget the map - this ability is now unique to Mewlips - valar: - increased Morgoth's will and perception after you knock his crown off - due to him taking you more seriously as a threat - and the need to challenge you! - stone creatures no longer destroy staircases if they die on top of them - Shadows and Hithraukar now pass under closed doors - Shadows no longer pass through walls - there are now no invisible wall-passing creatures! - combat - you now lose the stealth bonus against an enemy for the second/third attacks if they are woken up by the first attack - entrancement effects can no longer be 'chained' - you cannot be entranced while already entranced - you cannot be entranced if you haven't had a turn since last entranced - fixed a message bug when throwing potions - stealth - monsters can now become less alert if they are out of sight and fail a check to spot you by more than 30 - they lose a point of alertness for every point more than 30 that they fail by - they won't fall asleep though - Vanish is now implemented as a +10 bonus to this check - abilities - Vanish: see above - you can no longer get an Opportunist attack when knocking a monster back - you now stop singing a song if you remove an item which was granting you that ability - Charge has been made quite a bit weaker, and also more interesting - it was by some distance the most overpowered ability, and should still be good - it no longer doubles your weapon dice - instead, your attack counts as if you have +3 Dex and +3 Str - a bit like an opposite of rapid attack - the ideal weapon for charging will thus be heavier than the ideal for normal attacks - also charge no longer works if you are moving slowly (at speed 1) - Zone of Control, Opportunist, Flanking, Controlled Retreat - no longer work on unwary monsters or monsters during the 'truce' - as this was almost always not what the player wanted - a few fixes to Exchange Places - can no longer be done unless the creature is visible (removes exploits) - can no longer be done from within a web/pit - now triggers traps if you end up in one - Blocking now always works against all ranged attacks (fire breath, arrows, boulders etc) - thanks to Angloki for the idea - it still requires you to pass to get the bonus against melee attacks - it is also now an alternate pre-requisite for controlled retreat - fixed some oddities in the build up of the bonus to attack for Concentration - i.e. it didn't work for certain free attacks you made in the opponent's turn - now it builds the bonus by +1 if you made at least one attack since the start of your last turn - Song of Aule now gives a bonus of Song/4 instead of Song/5 - who says we're just trying to make smithing less good? - Crippling Shot now no longer works on critical resistant monsters - smithing - made forges appear a bit more regularly throughout the dungeon - this should help a lot in avoiding games with too few forges - increased the cost of the 'speed' attribute from 25 to 30 (at Psi's suggestion!) - increased the cost of stat points by 20% (the base has moved from 10 to 12) - increased the cost of damage sides by 25% (from 12 to 15) - increased the cost of brands, slays, sharpness - no longer get any benefits for putting penalties on items - it seemed cool, but just lead to them being put on Gloves of Smithing an the like - the one exception is Danger, which leads to quite a large difficulty reduction (-5) - there is now a discount of 20% on the difficulties of robes, crowns, sceptres - they now make good artefacts... - you can now make all special item types including the bad ones - the first forge is now guaranteed to be a normal forge with three charges - to avoid the temptation to start-scum - you are now asked to confirm spending points of smithing when making a masterpiece - items - fixed a bug where blowing a trumpet of blasting could *heal* you - if your protection was higher than the earthquake damage - staffs of self-knowledge now show attributes of your off-hand weapon (if any) - dropped permanent lights now glow properly (at some point this stopped working) - chest contents generation slightly simplified (more chance of jewellery now) - removed halberds - while undeniably cool, they are more a late medieval swiss weapon - there are still glaives (which are mentioned in Tolkien) and Celebrist is now one - changed the glaive stats to halfway between the old Glaive and Halberd - renamed: 'leather gloves' to 'gloves', 'leather boots' to 'boots', 'steel greaves' to 'greaves' - removed rings of attention/wrath - enough wrath items already, especially with our other changes - removed amulet of danger - same reason, and there is a new cursed replacement amulet... - removed rings of True Sight - there are enough other True Sight types - improved Mithril Helms and Mithril Greaves - now all mithril items are better in at least one combat attribute - not merely weight and ignoring acid - {special} items - adjusted the depths and rarities across the board - added several new special item types, including cursed ones - made some large changes to the special items types - changed the single type slaying items (Orc Slaying etc) - most now slay two types of monster and are named for a place - Final Rest instead has Free Action on it - note that 'of Gondolin' now refers to the orc/troll weapon - since the blades from Gondolin in the books glowed when orcs were near - the old 'of Gondolin' weapons are no more, though 'of Nargothrond' is similar - removed (Avenger) - though there is a new artefact shortsword with riposte - added a sticky curse to (Vampiric) - removed 'of Brilliance' - these were introduced before slaying weapons glowed and it is inelegant to have both - removed Boots of Slowness - just too nasty - removed Gloves of Agility - special gloves were too similar to rings - removed Gloves of Clumsiness - changed Gloves of Weakness to Gloves of Treachery - now with a nice bonus... - changed name of Gloves of Power to Gloves of Strength - added Gloves of Swordplay - to compete with Gloves of Strength - fixed a bug where some special weapons wielded from the floor wouldn't glow properly - fixed the auto-identification of lanterns of brightness when refuelling them - unified the True Sight types of helms and light sources - so identifying one identifies them all - this had slipped past me before - artefacts - added 21 new artefacts - realised that quite a few of the artefact weapons were just too crazy and toned them back - added descriptions for those artefacts which didn't have them - set Calris aflame like all good Balrog swords should be, and made other changes to it - we think it is really strong now and people are crazy not to be using it more... - dungeon - added some T-intersections in the corridors - fixed two bugs in dungeon generation which could lead to doubled and tripled doors - no rubble generated before 200 ft anymore - traps - made false floors half as common as other traps - webs can no longer be generated in dead ends - food - it is now harder to get gorged (so it can't happen unless already 'full') - the gorged effect wears off even faster - interface - added an onscreen main menu with all the interface commands - it can be accessed with (m) or (Escape) - the latter can be turned off if you find it annoying - I intend this to be the main way to access many of these commands - and in future versions I will remove direct access to some: - e.g. Colours, Macros, Knowledge, Options, ... - but not Character Sheet, Save, ... - comment on the Angband Forum if you have concerns about this - added back in the 'auto_more' option - (I still wouldn't want to use it though!) - stopped it wasting a turn when you try to pick something up and nothing is present - also improved some interface oddities surrounding 'pick things up by default' - stopped it wasting a turn when you decide not to make anything at a forge - fixed bug with being warned about dropping your shield when you wouldn't have to do so - added prompt warning you about being forced to drop your two handed weapon when wielding a shield - the object knowledge screen now displays potion/herb/staff etc types that you have seen in previous games - this is useful for the process of elimination... - fixed some interface bugs for smithing: - the name of an artefact is no longer reset when returning to the artefact submenu - selecting menu options via their letters now works properly - display - the iron crown no longer shows up multiple times in the knowledge menu - fixed some issues relating to Morgoth before and after being uncrowned - staffs now display how many times they have been used when unidentified - fixed a bug with the combat rolls window - it wasn't displaying the old info correctly in many cases - creating any object at a forge is now noted in the notes section - including the stats and weight - slight modification of messages for failing to tunnel - fixed a bug where the player would identify their off-hand weapon when their main weapon struck truly - platform specific - linux version - X11 now supports solid block walls and highlighted unwary/sleeping creatures - X11 now supports the initial menu and more user friendly loading of characters - GCU now makes the map quadrant of its virtual terms as large as possible - thanks to bron for the patch! - mac version - can now easily open savefiles generated on other platforms (e.g. competition saves) - challenge modes - all of these were buggy! - no artefact mode no longer generates monster-specific artefacts - like Spear of Boldog etc - straight down mode now works correctly - disconnected stairs mode now works correctly - behind the scenes - notes are no longer temporarily stored in 'notes files' - this should finally put an end to all the problems with these files! - fixed some potential bugs in targetting, dungeon generation, hallucination - thanks - thanks go to many of the denizens of angband.oook.cz for their suggestions and bug finding - this really does help to improve the game! - thanks also go to our wonderful beta test team - I have no idea how they played so many games so quickly - Sil 1.0.2 ---------------------------------------------------------------------------------------------- - linux version - X11, GCU & CAP should work now - GCU & CAP are fairly unplayable though (mainly due to lack of decent colours) - fixed Makefile.std - removed a crash straight after launching due to a default filename being set - fixed colours for X11 (no more green dungeon walls!) - races/houses - adjusted the dwarven race/houses slightly - added a new Sindar house - now all houses add a similar level of bonus to the race - 1 stat point, and 1 affinity - items - made Mattocks a bit less damaging (5d2 from 6d2) - but left the artefact mattock as is! - changed Shovels from 3d1 to 2d2 - daggers of accompaniment - no longer go into your off-hand before being identified - can no longer be switched out leaving two weapons without the ability - handles artefact lanterns better - made some artefacts a bit less common: - knife of Nargil - Orcrist - Axe of Hurin - wrath now stacks - danger now stacks - danger now affects you even from your inventory - this is odd, but otherwise it is so clearly best to remove the item for one turn when descending the stairs - status effects - fear - trying to attack while afraid no longer costs you a turn - throwing items now also fails when afraid - stunning - now capped at 105 for all causes - so at most 5 turns knocked out before you can act again - fixed bug where knock out / entrancement wasn't setting evasion to [-5] - monsters - made uniques who were famous only in later ages less common - made crebain much less damaging 1d5 -> 1d3 - changed the Will levels of many monsters, spreading them out more - Morgoth is now immune to Elbereth - 'auras' of Ancient Serpents - now damage monsters as well as you - now explained better in monster recall - smithing - difficulty of forging things in the 'minor slots' is increased by 20% - rings, light, cloak, gloves, boots, arrows - the 'major slots' are: - weapon, bow, amulet, body armour, shield, helmet - difficulty is no longer reduced for two handed weapons - the time taken is now proportional to the difficulty - the bonus from Song of Aule is reduced from Song/3 to Song/5 - fixed bug where display of experience wasn't changed when it was used up - changed light source radius to not depend on the special value (pval) - now can make Feanorian Lamp of Grace <+1> without reducing its radius - interface - changed key for options in creation menu from (=) to (O) to match normal play - display - added a 'previous round' of rolls to the combat rolls window - fixed the bug with deleting the hunger display on minimum height terminal windows - added the . for empty floors on the mini screenshot when you die - notes - stopped saying you have 'found' the further versions of the iron crown - 'subdued' deathblades instead of 'destroyed' - endgame - monsters now get a +5 bonus to perception during the escape as they are vigilant - Morgoth will no longer leave the Throne Room - The monsters coming through the stairs during the pursuit are now always powerful ones - There are now many more monsters in the pursuit when carrying 2 or 3 Silmarils - minor changes to the method for knocking off the crown - (now takes two, slightly smaller hits) - fixed bug where you used to get the curse message even when failing to get the silmaril - dungeon - fixed a bug where an up-shaft was incorrectly created for you when stairs crumbled - rubble can now be cleared by staffs of freedom and song of freedom - abilities - Lore-master now correctly displays monster Will and Perception in the monster memory - the bonus from Song of Slaying now decays more slowly - it now decays at the old speed when not being sung - and half that speed when being sung - Song of Elbereth now costs 1 point of voice per round - monsters that are resistant to criticals are now immune to Cruel Blow - skills - easier to spot dungeon traps - -5 difficulty compared with version 1.0.1 - misc - interacting with your own square when there is nothing there no longer takes a turn - Sil 1.0.1 ---------------------------------------------------------------------------------------------- - interface - corrected the keypad in the (?) screen - made Angband-like keyset use (+) instead of (/) - brought back the (M) map command due to popular request - using torches and lanterns now refuels your current one by default (if you are already wielding one) - if you want to swap torches/lanterns, just remove the existing one first - it now warns you about overfueling - display - added a 'Score' line to the character dumps to help with the Angband ladder - made the combat rolls window more compact and more flexible - removed monster health, alertness and morale info for the target if out of sight - fixed display of "Mindless" - fixed display of hits doing 10 damage - stopped printing an empty description for one handed weapons - added weights of weapons to character dumps - fixed display of dates - now shows artefacts' abilities in the Artefact info screen - now tags the finding of an artefact with the level you identify it on - but *also* shows the level it was found on if that was different - no longer tells you that you didn't enter a greater vault if you didn't discover the vault - but you still can never find that vault again - now displays the correct depth for the note about missing a greater vault - instead of the new depth you went to from that level - adds a small screenshot to character dumps for dead characters - potion of true sight now gives (temporary) resistance to blindness - reduced the Will of cat-type creatures - making them more vulnerable to being put to sleep/terrified - abilities - fixed the second prerequisite for Strength (to Knock Back) - made the Song of Aule cost only 1/3 of a point of voice per turn - the Song of Freedom now disarms and unlocks chests - the Song of Freedom now has all its difficulty levels in skill checks reduced by 5 - items - added Lesser Jewels - fixed a bug where items with different prot values could be stacked together - fixed a bug where weapons of Fury gave Knock Back instead of Whirlwind - and daggers of accompaniment gave Rapid Attack instead of Two Weapon Fighting - allows {special} items to stack before being identified if they have the same type - most useful for found stacks of {special} throwing items - staves of revelations now work in the Throne Room (if you get one there, good luck to you!) - artefacts - some minor changes to rarity and to the artefacts themselves - monsters - decreased the evasion of the Cat warrior family of creatures by a small amount - traps - change "trap doors" to "false floors" - trap doors are a bit too comic in flavour - the effect is basically the same - tweaked to avoid ever killing characters with the damage - staircases - no longer take 100 turns of food and game clock - the forcing downwards time limits still avoid the infinite levels problem - the 'stair-scumming' problem of going up and down repeatedly is now avoided with trapped stairs - trapped stairs - there is a chance that the stairs give way beneath you like a trap door / false floor - this chance is miniscule or even zero in normal play - but it goes up the more you use the stairs in quick succession - attempts to stairscum will quickly lead to being injured on a level with no escape - we think this is pretty difficult to abuse..