Code Cleanup/Modernisation -------------------------- Massive. Started with some cleanups provided by Christer Nyfalt, then moved on to importing most of the low level code from Angband 3.0.9ish - z-* files, initialisation, sdl and gtk ports, display modules, compilation process, Pete Mack's menu code, command menus, squelch, birth process, context help, file viewing, auto-wielding at birth. Percentage resistances ---------------------- Resistances are now percentages, applied multiplicatively (which is really just the old points system with increased precision). 20% resistance is now the threshold for immunity from effects (so 20% or more RConf will mean the player can't be confused), except poison which is 80%. Major overhaul of items, particularly egos as a consequence: - Armour, shields of Resist Acid, Fire, Lightning and Cold have gone, and of Resistance now has at least one, usually low, resist, likely to be more as you get deeper. - Elvenkind armour (and now shields) now get RBase at least one extra resist, although that can occasionally be extra in a low resist. - Rings of protection give a small amount of resistance to at least one element - cursed ones give vulnerability. - Armour/shields ofulnerability are the cursed versions of Resistance. - The one extra resist of other items (Cloaks of Aman, etc) is treated as for Elvenkind. - All ordinary and ego resists are randomised by up to a quarter, so the nominal 40% base resists on Elvenkind armour each end up between 30% and 50%. - Artifacts have varying levels of resistance (and/or vulnerability), not randomised. Element proofing ---------------- Items can now be proofed against acid, fire, cold and electricity by scrolls of *proofing - these are deep and fairly rare. Random artifacts ---------------- Randarts have been overhauled and powered up a bit. Randart rings and amulets now exist, with some of the rings being potentially very powerful - this is to make up for the lack of the Rings of Power in FA. Good (ie not cursed) artifacts may have elemental vulnerabilities. Mouse interface --------------- This has been cleaned up a lot, with the hackish clicking on words in prompt lines replaced by a context-sensitive system of "buttons" (eg [ESC]) on the bottom line of the screen. I'll post more details of this separately, as the plan is to include it (or something like it) in Vanilla. Character screens ----------------- The character screens (from the 'C' command) have been replaced by a scrolling, coloured version of the character dump. Player notes have been coded more cleanly (similar to a proposal in the angband-dev mailing list), and colourised :). Subwindow display of character details are a now a subset of this. Resistances -> Powers --------------------- RBlind and RFear have become powers rather than resists, so random resist items (like Elvenkind armour) can't get them but random power items (like Blessed weapons) can. Odds and Ends ------------- - Changed some randart names to be more thematically consistent or avoid standard artifact names. - elven druids/rangers get their speed bonus in trees rather than on forest levels now. - tweaked racial properties, including removing the Dark Elf vulnerability to light and giving humans evasion rather than a to-hit bonus in their preferred terrain. - gave druids some cool new spells, and better HP. - gave trap setting and martial arts specialties to more classes - made the "turns to fight" message only appear for monsters going from frightened to not. - added more speed to rings of Warfare, added Boots of Elvenkind and Amulets of Sustenance. - made catastrophic failure of wand recharge less catastrophic (destroys 2 of a stack then a roll for subsequent ones rather than the whole stack) - removed all birth options (maximise and preserve now always on, stat choice is on the birth screen) - made rivers weave a bit more - made sure wilderness vaults are not too close to the player to make instakill on entering a level less likely - tidied up options a little - updated the standard player ghosts (probably avoiding a defamation suit) - prompt for destroying on pickup Bugfixes -------- - Monsters were mostly not trying to break runes of protection (Si Griffin) - Some high value randart properties (like telepathy) were not possible, and the randart generation could hang sometimes (Me!) - some tvals in the Magic Shop were wrong, so the wrong items were being stocked (Pete Mack) - made Unlight stealth bonuses update correctly (Dario Saccavino) - made {cursed} appear immediately on wielding a cursed item (ekolis) - overhead map in mini-window wasn't working properly (someone - sorry!) - Underworld had light (Arralen) - Mountaintops didn't (Si Griffin)