![]() #1140 Allow selling of Potions of Dragon Breath.#1139 Fix repeating actions from actions menu.#1138 Fix the cost and nutrition on Potions of Healing.#1133 Do not mark object flavors on device activation failure.#1131 Fix squelch worthless so non-salable items are squelched, salable items are not squelched, and the object knowledge menu indicates worthless items which are squelched by the option with Yes*.#1130 Prevent the casting of forgotten spells.#1129 Fix shooting power display in stores.#1123 Fix an update bug with the monster list subwindow. ![]() #1122 Fix a display bug with the number of dropped items in the home.#1106 The psychic warriors bug (mana displayed for warriors).#1075 Make -r option work properly again.#1071 Do not allow unIDd items to stack with identical IDd items in the object list.#1058 Fix energy problems on game loading.#979 Prevent leakage of information about artifact flavours.Occasional hints on entering stores during early character levels.Various improvements and fixes to the GTK port.Added warning that -n switch will lose existing character unless -u is used in conjunction with it.Added support for expanded graphics tiles ("bigtile").Added support for extended character sets ("xchars").r2003 Add ATTR_FLICKER to make monsters shimmer in real time (optional!).r1999 Make ATTR_MULTI use the full range of colours.#1207 Show melee to-hit chance in monster recall.#1140 Add direction/distance to the visible item list ']'.#1140 Money is type squelchable through the squelch menu (= s o).#1119 Display burden in the inven term window, and show lbs remaining instead of percent capacity.#1092 Added option to display unique monsters in pale purple.#865 Add a pager for viewing output longer than one screen.#256 Allow review of store and home contents via the knowledge menu.Caster level and spell level now affect casting speed a little bit.Significant changes to vaults and special rooms (pits, nests etc.).Various changes to randarts: off-weapon blows/shots/slays/brands lessĬommon, speed more common on boots, multiple brands/slays rated higher, speed rated consistently.r2024 Significantly improved balancing of item drops.r1986 DSM activation times reduced to 50.r1985 Items in the quiver can now be destroyed by acid/fire.r1984 Maximum device failure rate lowered to 75%.r1982 Ranged multipliers add (x3 bow with x3 slay is 圆 not x9).r1947 Slightly more intelligent monster casting (don't heal if full hp etc.).#1183 Allow resists to protect inventory items from damage.#1140 Make Free Action on gloves obvious to magical casters.#1140 Allow selling unidentified weapons to the temple so long as they are known blessed.#1132 Brightness property preserved when refueling torches.#1088 Chests can no longer contain chests.#1072 Remove CLW spell from rogues and magi.#1008 Resistances reduce inventory damage (also #1183).#987 Melee blows now determined by "energy per blow" instead of "blows per round", aka "fractional blows".#951 Increase base AC on armour differentiate DSMs allow ego DSMs.#759 Enable multiple barehand blows (to see effects of STR/DEX at birth).#731 Add no_selling option with triple gold drops.The "purple unique" option was added to highlight all uniques with the same (by default purple) colour. To reduce note-taking, it became possible to review the contents of the shops as they were last time the adventurer was at the surface even while in the dungeon. So a x3 bow with a x3 brand does 圆 damageĪrtifacts were made instantly recognisable, but the abilities still need to be discovered by use, or using identify. The multiplier from the slay/brand is added to the launcher multiplier, Missiles with slays or brands were made slightly less awesomely effective: Of items in the backpack being destroyed by those elements. Resistances to fire, cold, acid and lightning were made to reduce the chances which can result in getting the next turn more quickly. Still spend up to 100 energy attacking each turn, but unused energy is carried over to the next turn. Attacks now costĪ fixed amount of "energy", dependent on your stats, class and weapon. In melee, the concept of "attacks per round" changed. "Dragonhide" armours were also intended to be more useful and more Proportionate amount of protection for their weight. The AC system was revised, so that heavy armour items offer a more Some of the most notable of those changes were: Angband 3.2.0 was released on 24th December 2010, and was described as containing "a host of gameplay changes alongside significant internal rewrites.".
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