Changelog

v2.5 DevD (2019-03-13)

  • fixed typo [saltwaterterrapin]
  • Rusty armour no longer give double hp [Rhoefr]
  • New inventory system (see post)
    • Burdened status
    • Improved autopickup
    • Automatic stacking
    • Containers overflowing
    • Fix items disappearing on full inventory/bag [waymaking]
  • Adrenaline is back, but it now only triggers when you open containers while seeing sleeping monsters, not when picking up items from the floor [almalam]
  • Pit traps no longer lead to crashes/duplicated items later on [almalam]
  • Game no longer crashes when pressing ‘c’ in an empty equipment slot [almalam]
  • Spiked collar can now be upgraded by armourer [almalam]
  • Autorun now stops before getting close to items [almalam]
  • The game no longer crashes when triggering a trap on a fire floor [almalam, Denis D]
  • The game no longer crashes when reading a scroll of summoning [Denis D]
  • Strawberry patches no longer occur in levels with red fluorescent fungi [muxog]

v2.5 DevC (2019-02-23)

  • Fixed crash when text that changes melee attribute is shown (when goblins flee etc) [Rhoefr, Roneitis, Waymaking]
  • Castle guard dialogue is back [jiyvajelly]
  • Goblin monks no longer reduce martial combo [hedoNNN]
  • A ‘v’ shortcut reminder is added to the menu.

 

v2.5 DevB (2019-02-21)

  • Censers spawn on the floor [muxog]
  • worn rope, rusty daggers fixed [muxog, cheapmiami]

 

v2.5 DevA (2019-02-20)

Full changelog compared to v2.4.2, credits appear within [ ]. Major changes appear in bold.

Content

  • New effects
    • Bleeding. Makes you unable to heal (the heal effect does nothing).
    • Surprise damage. Damage that only affects living unaware monsters.
    • Martial Combo. see post.
    • Shield pummel (automatic counter on melee miss that pushes the opponent away)
    • the chaos effect can now do even more different things
    • the summoning effect now works by category instead of level
  • Monsters
    • the “summoner” monster has been replaced by two more interesting specific summoners
    • reworked names and properties of some late game elementals
    • new monster: teleport eye [almalam]
    • dogs renamed to “wild dogs”
    • fungus monsters are back!
    • cutpurses have been getting a cutlass
    • lava bubbles no longer appear underground, since there is no lava there
    • queen ant can now summon ants
    • iron crabs can no longer swim
    • butterflies are now renamed to poisonflies
    • goblin archers buffed and are found in the dungeon
    • new goblin guard friend: goblin rock thrower
    • Some monsters now use thief weapons, the floating dagger is now in particular much more dangerous!
    • flaming bolts are replaced by freezing bolts to distinguish them from lava bubbles
    • priests are now more cowardly
    • animated hands and claws no longer fly
    • water elementals are now vulnerable to ice instead of resistant [savagehill]
  • Dungeon
    • the lab has more varying content
    • fluorescent fungi have a new glyph and are a floor feature
    • the underground have large rocks and more cave levels
    • there are slighly more items on the average in the dungeon section
    • barrels and crates are now more often aligned against the walls
    • floating eyes of all kinds are now strictly a dungeon monster
    • portculises are now called “iron gate”. It makes it clearer that you can shoot/fire/see through it
    • mud and slime reduces martial combo
  • Items
    • new item category: meditations.
    • new item category: trash. Trash is completely useless items that are destroyed when found.
    • maces have been reworked. Their stats have changed and they now reduce melee instead of block.
    • modified queen plate and its upgrade to reflect changes to insects
    • whips, bow/arrows and daggers are now thief weapons
    • whips are longer, deal real damage, and adds surprise damage
    • fists and quarterstaves are now martial arts weapons
    • longbows are now an upgrade of light bows
    • Ammo enchantments are now always known and can’t be cursed.
    • Scimitar replaced by cutlass (/w upgrades)
    • spiked collars now hurt to equip
    • bone arrows now do more damage instead of higher accuracy
    • changed some rings
    • slightly adjusted distribution of items: A little bit less consumables a little bit more equipment (but probably not noticable).
    • bucklers let you shield pummel
    • lots of items have been renamed, got altered descriptions and slight alterations
    • counter attack is renamed to “riposte”. Rapiers have this ability instead of daggers. Rapiers no longer reduce melee on hit
    • “of shimmering” weapons no longer confuses you and are no longer cursed (which also fixes a bug)[lici]
    • the “inflict pain” spell is replaced by “mind blast”
    • the “snakes” mutation now gives -10mp instead of confusion
    • the “strong wind” and “glow” spells are now only available by disassembling a trap
    • Removed items:
      • amulet of escape (too swap-y)
      • wooden sticks (never liked them)
      • knife (a boring and kind of useless weapon)
      • shockwood staff (didn’t fit with new martial)
      • black gloves /w upgrade: too strange and tedious to use
      • scroll of thievery (thievery is now strictly derived)
      • oil. (Too situational, not fitting with coating mechanics) [Not Charles, almalam]
      • removed “of confusion curse” (interacting badly /w conf immunity)

Gameplay

  • Options
    • Autorun with space is now off by default
  • monsters can do burst attacks against the player even if they can’t see him
  • NPCs
    • NPCs have been completely reworked
    • sages are gone
    • upgraders now only upgrade one item at a time unless it is ammo
  • conjure fireballs can now be cast with a sling equipped
  • Ep restoring is now always 10 instead of based on food.
  • rods now have to be identified before use
  • doors no longer squeek (and wake all monsters). This was an old feature designed to nerf stealth that was OP at the time.
  • melee and block are no longer restricted to 10% intervals.
  • it is no longer safe to loot chests in the castle (but still possible)
  • thievery is now a purely derived attribute strictly determined by vision and noise
  • you don’t see the exact appearance of items until you are standing next to them
  • items gets your scent after you see then, i.e., when you’re next to them
  • some weapons are now categorized as “thief” weapons and uses the theivery attribute to resolve attacks
  • inanimate monsters always have 200% rPoison (so that even tmp/ctx weakness would not have poison affecting them)
  • long grass and poison ivy no longer obscures vision
  • the secret lab has been slightly renamed
  • monster’s AI when fleeing is slightly better (less hanging around doors, less likely to linger around you)
  • pushing unconscious monsters no longer cost Ep. However, there’s a risk that they wake up and get an AoO on you. [shadowed sun]
  • you can no longer accidently trigger a trap when setting it
  • campfires
    • can no longer go out if you have nothing to grill – The fire has a chance to go out after you’ve grilled an item
    • go out much more frequently (to prevent excessive backtracking)
  • Traps
    • floor traps and door traps no longer appear in the underground section
    • the “mechanical sounds” event can no longer happen underground
    • many traps can now be disassembled to obtain items [savagehill]
  • silver leafs now upgrades to gold leafs instead of restoring potions
  • diseased monsters now flees earlier. Diseased animals flee under 75% health and diseased humanoids at 50% [roneitis]
  • cruel acts only counts if you can see the victim
  • using grindstones now cost 2 Ep per item and the item will never break
  • when a monster talks about an item or a monster it counts as “discovered”

Interface

  • Interface options
    • new option: immersion mode
    • option added to 0-attributes: hide completely [hedoNNN], removed light blue option
    • new colour themes [jiyvajelly]
  • Message buffer [kyzrati, martin_pl]
    • log messages are now (finally…) saved in the savefile
    • the game now saves the last 250 messages instead of the last 100
    • the fade out messages option is now working (and looks slightly different)
  • Apperances
    • trash piles are now yellow to distinguish them from rock piles [muxog]
    • the artifact changed colour
    • nightleaves as items now have the symbol ‘%’ for consistency [hedoNNN]
    • armour guards are now brown
    • gloves now uses the glyph ‘]’ since it was hard to distinguish from fungus and grass
    • barrels are now represented by ‘o’, bubbles and bolts by ‘x’
    • neutral monsters with bright colours are now visible instead of being a blob [confusingDalek]
  • Communication with player
    • selecting incompatible ammo/launcher now directly shows base stats instead of the “incompatible with current”-message
    • theievery (former disarm/steal) has been reworked into a non-percent attribute. It still uses percent in all cases, but is displayed as a plain number.
    • the formula for derived attributes (thievery/avoid spells) is shown on the character screen
    • there’s now a prompt before opening stuck doors [lici], it also shows that it costs 4 Ep to open
    • wielding a thief weapon will hide the missile/melee attribute if no longer relevant (and you have the option on to hide attributes)
    • you now (finally!) get a message when a tmp-effect is applied to you or a monster from a spell or attack
    • the comparison window now does a better job of comparing both stats, effects and derived attributes
    • rElec and rAcid are now displayed in the status window instead of the attributes window (because they are rare and in fewer steps)
    • there’s now a * after unidentified items in the inventory
    • changed message when trying to steal multiple times from the same monster [konstantin]
    • monsters that have 0% magic avoidance now have a small indicator that it is because they are asleep
    • resting no longer shows “you need to eat before resting” since it is already displayed in the preview
  • Quality of Life
    • you can now target monsters directly with burst spells if they would be hit by the burst
    • you can now preview a burst-spell by pressing ‘x’ in the inventory [waymaking]
    • you can now press ‘v’ to access the map view quickly (highly useful in immersion mode).
    • you can now see where items are found in “view discovered items
    • pressing ‘x’ won’t target neutral or unconscious monsters by default (you have to choose them manually) [ionfrigate]
    • autorunning is now slightly slower so you can see what happens when you run
    • some animations (particularly boomerangs and some monster missiles) are coooler!
    • you are now prompted to confirm before making a cruel attack of any kind
  • rest preview
    • will now warn when any coat disappears even if it is in the inventory or if they are gloves
    • now warns you if you can identify things before resting
  • item flavours are gone
  • “steal/disarm” is renamed to “thievery” and visible in the attributes window
  • more messages-log messages are now multicoloured
  • more flavour messages for “empty” containers
  • noise from monsters now indicates with a white ‘!’

Bugfixes

  • opening a trapped chest or door that you may not have discovered because of combat now correctly prompts you
  • bursts were based on line of sight rather than blocking. [savagehill, lici]
  • valves to drain water are back, they were gone to a bug I don’t know how many versions ago…
  • the message “your rotten apples may go bad” is now more appropriatly stated (not sure if in v2.4)
  • monsters now correctly interact with traps if falling from the sky [martin_pl]
  • bone bats are no longer faster than normal ones
  • sometimes you weirdly were brought back to the map when doing something in the inventory until you pressed a key. This is fixed.
  • don’t show “{stack}” at merchants for single items
  • grammar/language [savagehill, lici]
  • you can now close doors on mysterious veins as well [martin pl, björn]
  • you no longer discover traps activated by unseen monsters
  • some scrolling of monster’s with a lot of abilities were bugged and have been fixed
  • fixed strange bug where some food pieces could be lost/added when going bad
  • fixed AoO inconsistency bug (probably) [savagehill, roneitis]
  • you can no longer upgrade an enchanted item to a non-enchantable item.
  • frostflies are now flying… as they should
  • removed slight graphical artifact when getting adrenaline
  • stone doors can no longer open/close when you rest
  • you cannot get the message “you freeze/burn to death” more than once
  • monsters now wake up after the “you hear a loud sound” message, not before
  • the reason you cannot unequip items after death is now being displayed correctly
  • monsters can no longer talking about missing objects they are carrying
  • Bugs relating to bags/containers in your inventory:
    • wands in containers are now shown in your spell-list in the sidebar
    • objects in containers are now discovered when you browse the container
    • objects in containers are no longer safe from fire
    • objects in containers are now selectable at campfires and grindstones
    • you can now upgrade items that are stowed in bags/containers
    • weird interaction of not being able to eat food in a bag when nauseus and starving probably fixed [lici]
  • the reason you cannot use unbought items is now displayed correctly
  • you can no longer conjure things in your offhand slot if you are wielding a twohanded weapon
  • items destroyed to grindstones in containers no longer causes bugs (since they can’t be destroyed anymore)
  • healers in special lab-rooms no longer crash the game
  • fixed some text truncation errors
  • fixed a bug that let monsters act after saving a game, which, if it would kill you, would save the game again.
  • rest preview showed recovery of attributes wrongly. No one seem to have noticed…
  • sometimes you would get strange messages about food that you don’t have going bad (if stoved in a container you don’t have)
  • starting to autorun when you can’t will make you wait instead. This means you can now wait a turn when bubbles are around even if you have space-autorun enabled.
  • Spoilers about the end of the game in the following bugfixes!
    • stairs from surface back to underground are now the correct type
    • the light is now fixed on the surface (long standing bug)
    • dropping the artifact now works as intended again

Balance

  • medium and heavy armour and shields penalizes martial arts, but as a compensation gains hp-bonuses
  • some weaker animals (ants) and plant-based monsters are now vulnerable to poison
  • prankster ghost’s confusion and teleport attacks now uses up mp [lici]
  • death swords costs more Ep to equip
  • crawling claws are now only found in dungeon
  • rebalanced ice-rooms: less random, more thematic [roneitis, waymaking, jiyvajelly]
  • teleberries have increased their maximum teleport range to 7 and their price reduced
  • you can no longer be mutated in your sleep [hedoNNN, deadestbob]
  • nerfed black snakes and put them deeper
  • greatswords have been buffed (1 more damage)
  • chaos effect electricity is stronger
  • amulets of resistance are rare instead of very rare
  • ice and fire beetles sligthly nerfed (lower melee%), but lightning bugs are buffed!!
  • masks require more ep to equip
  • mysterious veins never contain 1g or 5g. [lici]
  • many rods are buffed (but have to be identified)
  • guardian statues can now see invisible
  • enchantment prices are much more reasonable for expensive items [Rhoefr, almalam]
  • adjusted price of some alchemical items [Rhoefr, yakultbingedrinker]
  • quivers (the feature) now always contain arrows
  • altered item distributions of wooden crates
  • slightly increased average stack size of flight arrows
  • pixies arrows now deal energy damage instead of real damage
  • changed balance between hunters and rangers (monsters)
  • armour guards are now fearless
  • rune of guiding now gives a +50% to missiles
  • shortswords are now more accurate
  • adjusted prices on many items
  • toned down number of statues in some rooms [lici]
  • staves no longer make you vulnerable to fire
  • silver weapons are mostly no longer less damaging, but slightly less accurate
  • the shadow worm is significantly buffed with new abilities… it is also blue now
  • the shadow monster has also been reworked and buffed
  • longspars have been buffed
  • slightly nerfed fire staff and its upgrade
  • elementals now have 200% resistance to their element to compensate for possible debufs
  • bags and containers found as items are now sligthly more likely to contain items

v2.4.2 (2018-04-11)

Full changelog compared to v2.4.1, credits appear within [ ]. Major changes appear in bold.

Bugfixes

  • Stone and golden vaults are no longer devoid of monsters
  • Upgrading to a potion now identifies it [relet]
  • Resting that would kill you if you are diseased is no longer possible [ionfrigate]
  • {stack} is no longer displayed on single items at merchants.
  • Bone bats are no longer faster than normal bats.

 

v2.4.1 (2018-03-11)

Full changelog compared to v2.4, credits appear within [ ]. Major changes appear in bold.

Bugfixes

  • The game no longer crashes when selecting a launcher while having a launcher equipped [Martin, cheapmiami]
  • The game no longer crashes when pressing ‘c’ on an empty equipment slot [player]

v2.4 (2018-03-08)

Full changelog compared to v2.3, credits appear within [ ]. Major changes appear in bold.

Content

  • lots of new enchantments
  • lots of changes to existing items
  • some new items
  • new spells:
    • new spell type: area of effect
    • new spell type: rune magic
  • two new monsters
  • acid bolt reworked to acid splash
  • adjusted rarity of poison bolt
  • the process on how to select random enchantments have changed. Not necessarily noticable.
  • empty container flavour: rather than “empty” you usually find something useless.
  • “scroll of disarming” renamed to “scroll of thievery” since it helps with stealing as well
  • weapons of shimmering are now cursed
  • significant buff to the death sword [jiyvajelly]
  • weapons of wonder are renamed to weapons of chaos
  • death’s hand now has range 1
  • “of sedating” is renamed to “of subduing”
  • some enchantments now have both benefits and drawbacks
  • dragon mails are now “very rare” instead of rare. But they are now much better…
  • acid blobs changed attack
  • new NPC type (assassin)
  • no more teleporters in the dungeon, they belong in the lab
  • shimmering slimes and snakes are gone for techinical reasons (may return)

Interface

  • messages can now be multi-coloured
  • additional map mode: memory (this allows you to see remembered items and monsters) [hedoNNN]
  • more info is displayed in the item descriptions, such as if it is upgradable, cookable, droppable etc
  • picking up items now shows an animation
  • improved spacing of object display sidebar
  • traps are shown with red background instead of a blinking 6. This makes them easier and earlier to see.
  • clarify “seen by infravsion” (instead of just “infravision) when you see a monster because of infravision
  • repeated messages are now reapeated instead of showing x2 x3 etc (may be back in later versions)
  • in character sheet: container content are now listed below the inventory
  • lightning beetles are now light blue and blinking instead of yellow. beware: the yellow ‘i’ is something else now!
  • changed some descriptions
  • identifying a wand now gives a better message
  • renamed ‘wands’ to ‘spells’ in discover menu

Gameplay/mechanics

  • monster spawns:
    • when resting one monster spawns on a random visited level
    • after reaching the dungeon this increases to two, and to three after reaching the lab
    • no more spawns outside the native dungeon section (except in vaults)
    • this change implies that you’ll meet more monsters when you backtrack
  • area effects are now limited in range, centered around the caster, fully visible and called “burst”
  • things are now automatically picked up if they can stack in your inventory
  • you get a preview of what will happen when you rest before you commit to resting
  • blunt weapons (and some others) can no longer be coated.
    • The idea is that the poison from the coat must go into the blood.
    • In addition, it could be argued that there is not enough of it to cover a blunt weapon.
  • some equipment now enables you to cast spells
  • picking up an item in the presense of sleeping monsters recovers Ep (adrenaline)
  • untouched items on the floor no longer randomly moves around during rest [hedoNNN]
  • Iceblocks:
    • you need a melee weapon with at least 2 damage or 1 fire damage or a torch to open them
    • they no longer give you cold damage
    • they can contain more interesting things than before
  • Slimy status:
    • moving over deep water now cures it [hedoNNN, Mekire]
    • it now has (almost) no effect if you are also flying
  • NPC changes:
    • trainers have been divided into three different NPCs that trains specific attributes and skills
    • healers:
    • can now restore most damaged attributes
    • cure poison price scales with degree of poison
    • adjusted their prices
    • they can now restore energy and cure nausea
  • mage NPCs can restore max mp
  • NPC mages “restore mp” service is disabled if the player already have full mp
  • infravision slightly more complex: it can see living monsters unless cold-based, and all fire-based monsters, living or not.

Bugfixes

  • mutating hands now correctly unequips the offhand [roneitis]
  • surprise attacks with wands now *really* works properly [roneitis]
  • fixed buggy auras (could sometimes go through walls)
  • item comparison is now hidden for incompatible missile weapons (you can no longer compare a bow to a rock etc) [roneitis]
  • the “restore” effect no longer remove exhaustion [reddish_kangaroo]
  • zap guns no longer have a super weird animation
  • being knocked back diagonally no longer knocks double distance, also improved direction determination slighly hopefully resulting in fewer surprises
  • items on pit traps now disappear correctly [hedoNNN]
  • fix overflow with long item names in inventory [hedoNNN]
  • curing effect is no longer a “tmp” effect and you won’t get lingering “cured” status and associated bugs
  • volcanic rocks now don’t give tmp penalties to rFire [roneitis]
  • potential bug where the position of monster drops where not controlled
  • you don’t stop running when a neutral monster is visible
  • language fixes [Noah, hedoNNN]
  • scouts no longer have 1 mp
  • The “on Equip” line missed a ‘*’ at the end
  • zapguns can no longer be coated
  • Grilled meat description no longer identical to raw meat [roneitis]
  • the “boosted/drained attribute” in the short displays for monsters now shows vision as well, but no longer speed
  • bubbles no longer attack you when you’re dead
  • NPCs don’t offer discount for upgrading fist wraps when dual wielding [almalam]
  • coating gloves now correctly display melee attack in z-screen
  • pluralisation when equipping ammo is correct (not sure this was present in v2.3)
  • fix food going bad before money bag effects
  • Tutorial now has fungi instead of braziers as intended

Balance

  • wooden chests are less likely to be empty
  • most sources of acid and elec has increased (both for player and monsters)
    • motivation: these are rare elements and should be scary
  • removed scientists “shocking touch” as it became too similar to his normal melee attack
  • rebalanced number of monsters and items in the different dungeon sections
  • nerfed poison elemental slightly
  • empty bottles are now common instead of uncommon (for being tools that is)
  • the average number of NPCs available at the castle is very slightly incrased [almalam]
  • the yellow fungus is now native of around underground 4 instead of 1.
  • goblin mages are now vulnerable to electricity
  • more diverse monster distribution in stone and golden vaults
  • acid elixir is cheaper and does not give tmp weakness to acid
  • bonemeal is slightly better and more expensive
  • daggers are less accurate to not make them strictly better than knives

v2.3 (2017-10-23)

Full changelog compared to v2.2.1, credits appear within [ ]. Major changes appear in bold.

Content (items, monsters etc)

  • new features, monsters, items, rooms and spells…
    • some of which are credit to: [qwert223, reddish_kangaroo]
  • a whole class of monsters in the lab didn’t show up due to a bug. They were intended to be in v2.2…
  • all “bad” potions for coating are renamed to “poisons”
  • there’s a new common plant that restores mp. Should make mages more viable.
  • food
    • milk is now a consumable instead of a potion. It is more expensive and It can spoil.
    • You no longer vomit from rotten food in your inventory (just annoying to have to remember to drop rotten stuff before resting)
    • rotten/spoiled food keep their positive effects, but negative ones are added
    • aged ale don’t lose its bad properties, only adds positive ones
    • nutrition for monsters makes them calm and temporarily neutral
  • diseased animals are now… diseased (as they should)
  • rod of sleep is now a rod of deep sleep [reddish_kangaroo]
  • “ritual of accuracy” is renamed to “accuracy ritual”
  • the death sword now give you nausea instead of disease (didn’t quite work with the new disease mechanics)[gabor]
  • added pillars as a possible type of decoration in the castle
  • ironstaves can rust [almalam]
  • lamplights are more likely to appear in grassy areas
  • some minor changes to the lab
  • apples can no longer be frozen
  • Slightly further differentiated underground layouts from later sections
  • battlespear can no longer be upgraded to lightspear (lightspear is obtained in another way)

Gameplay/mechanics

  • merchant rework
    • merchants give different prices
    • merchants are more diverse in what they trade
    • some merchants only sell or only buy items
    • merchants have gold, when they run out of gold they cannot buy items from you
    • you can now pickpocket a merchant! The chance is based on avoid traps.
    • nicer interface
    • merchants add bought items to their inventory, when they have full inventory they cannot buy items from you
  • the disarm traps attribute has changed name to “disarm/steal”
  • non-living monsters are now unaffected by coat on weapons (reason: coats are always poisons)
  • monsters may now speak to you.
  • some humanoids and animals may initially be neutral and won’t attack.
  • some monsters may be generated with temporary effects depending on context.
  • some monsters will now pick up items from the floor, killing them makes them drop it again
  • animals will eat food they can eat on the ground (depending on if they are carnivores, herbivores or omnivores), nutrition will calm them.
  • a character moving away from an adjacent oppoenent elicits an automatic attack of opportunity from opponents.
    • this attack counts as a turn for the opponent
    • there is a new option to turn off prompts for warning you about this
  • acid no longer destroys equipment, instead it drains your armour as temporary effect
  • poison rework
    • Poison acts faster.
    • Poison subsides as you take damage.
    • Many sources of poison are stronger.
    • Resistance and weakness is more intuitive.
  • rust traps can now be used to immobilize monsters made of iron [Roneitis].
  • reworked armour, resistance and weakness
    • Armour and resistance gives guarantee on reduced damage.
    • The amount of absorbed damage is much less random.
  • monsters in hearing range will now wake up when you enter a level.
    • this solves the case in which surprise attacks didn’t work [Roneitis].
  • items found in containers now immediately smell of human.
  • spells that are only bad can no longer be used on yourself.
  • no attribute can be lower than zero now.
  • grilling an item when your pack is full will no longer give the unhelpful message “but it is lost in the flames”, instead it will put the grilled item on the floor under you.
  • mutations no longer destroy equipment, instead they are unequipped [anon, YakultBingeDrinker].
  • you can no longer use rods or potions of restoring if it would kill you from losing temporary hitpoints [Mekire, almalam].
  • you can no longer rest when diseased if it would kill you [almalam].
  • you can no longer upgrade cursed items.

Interface

  • the side display now shows monster in purple if they are unconscious.
  • you now get a much quicker and clearer alert when you get a prompt [january-].
  • blood is now light red (instead of dark) so that it is visible in the underground section.
  • changed glyph for spiderwebs to make them not look like walls.
  • changed skull character from ‘%’ to ‘*’.

Bug Fixes

  • the high use of the CPU when entering menus on some systems is hopefully gone now [ionfrigate].
  • the game can no longer crash when resting after opening the crystal gate [Cadex].
  • in certain special cases you didn’t get a prompt before attempting to disarming a trap, this has been fixed [Mekire].
  • the “monster dist” option is now saved correctly [Cadex].
  • removed some fluorescent fungi that did appear where they shouldn’t
  • weapons with negative distance modifiers are now displayed in the stats window.
  • fix crash after gory death [N S], also: gory deaths are now gorier.
  • disenchanting equipment now immediately updates effects
  • surprise attacks should now work properly [cadex, Roneitis, gabor].
  • no more weird symbols showing in the sidebar for monsters with long names.
  • accuracy ritual wand no longer overflow inventory display [hedoNNN, Gabor].
  • counter attack now activates when blocking an incoming attack, not when the attack missed [almalam].
    • To make the block attribute synnergize with counter attack
  • you can no longer see/shoot through wall maps [almalam]
  • changing colour theme in the options no longer changes the zero-attributes option
  • cold damage don’t give you the “you feel yourself slow down” message when you are already “very slow”
  • failing to use a tool does not give you the penalty of using it [Oscar].
  • you are fatigued after using a tool, not before
  • the game no longer crashes after winning [Reddish kangaroo, Mekire]
  • filling an empty bottle now always give the right content [hedoNNN]
  • removed reference to speed as an attribute in the tutorial [malkron]
  • you can now see invisible monsters if you detect them
  • statistics regarding item and monster numbers shown when winning are now correct [mekire]
  • timestamps on saves are now displayed again [gabor]
  • changed buggy behaviour for fleeing monsters
  • auras didn’t work properly in the diagonals, they should now
  • the price of disenchanting an item is no longer displayed in grey (not entirely sure this bug was present in v2.2.1)
  • armour guards can no longer randomly appear in the castle
  • triggering a trap in combat mode no longer asks if you want to disarm it (since you can’t)
  • the masterwork rapier does not give more mp penality
  • aiming and accuracy enchantments on launchers are no longer equal [gabor]
  • flaming bats no longer drop meat [Mekire]
  • rod of knockout now works as expected for frail or immune monsters [gabor]
  • luminescent fungi no longer appears in armouries
  • triggering a pit trap with an object on now destroys the object instead of letting it hang in the air
  • various small fixes and alterations to descriptions
  • Chaos now counts as a dangerous effects for prompting/aggravating purposes [Roneitis]
  • the full version number is now displayed on character sheets
  • fermented apple in moneybag no longer crashes the game [Mekire]
  • the dungeon tutorial now makes more sense [ziik_bg]
  • typo when attempting to use twisty stairs [cerealjynx]
  • summoners no longer have a drop
  • you can no longer fill empty bottles at empty fountains
  • you can no longer detect carpets when you detect humandoids
  • long wand names no longer cause problems in the sidebar
  • barbarians no longer have mp

Balance

  • worms now have normal speed instead of being slow [gabor]
  • the secret lab now has a little less items and a little more monsters, while the underground has a little more items
  • amulet of deflection/defence now gives 20% block instead of 10% [Roneitis]
  • fix gold exploits [Gabor, monstersaur_jr, gza]:
    • the spell “conjure gold” is gone since it was exploitable
    • “amulet of charmisma” and “book of sales” are removed
    • you can now only steal once from each monster
  • the number of rocks found in the dungeon have been roughly halved
  • seeds are now uncommon instead of rare [Mekire]
  • equipment that grants Mp now costs even more Ep to equip
  • there’s a little less loot at the castle
  • conjure flame sword is now rare, more expensive and one-use
    • (it was way too common to get dual wielding flame sword before)
  • stone doors no longer cost 1 Ep to open [Mekire]
  • large rocks now deals 5 damage instead of 3 [Gabor]
  • all maces now make 1 more damage [Roneitis, YakultBingeDrinker]
  • slime rooms usually contains a a bit fewer slimes.
  • Small buff to accuracy ritual [Roneitis]
  • rapiers are more accurate [Roneitis]
  • “sense surroundings” costs 5 Mp instead of 3.
  • some weapons (such as the flaming sword) can no longer be coated
  • altered vision properties of bats
  • ice shields block 20% as they should (was 10%)
  • adjusted some prices (battle potion, invisibility potion, death sword)
  • buffed lightning flail
  • the cutpurse have one more hp (and has a new ability)
  • a little nerf to ring of berserk
  • altered enchantment rarities

v2.2.1 (2017-05-05)

Full changelog compared to v2.2, credits appear within [ ]. Major changes appear in bold.

Bugfixes

  • Fix bug relating to ladder placement [hedoNNN]
  • Fix trainer exploit [hedoNNN]
  • Fix lighting in a special location
  • Prevent a rare case of multiple entrances to a dungeon section
  • Fix a crash in the tutorial [greenstake]

v2.2 (2017-05-03)

Full changelog compared to v2.1.3, credits appear within [ ]. Major changes appear in bold.

Content

  • the dungeon is divided into themed sections
  • there’s an optional mid-game milestone
  • several new wands and other items
  • Monster rework (mostly because of dungeon theme changes)
    • lava bubbles don’t make noise
    • some monster have auras that affect you when you are close to them
    • fungus monsters are now represented with ‘F’ instead of ‘f’
    • animals no longer resist cold by default
    • wasps are extremely nerfed and moved to level 5. The old extremely dangerous ones have been replaced by another…
    • moved some monsters up and down in level to better fit their dungeon branch
    • new monster category: mechanical iron animals
    • 7 new monsters, some with new drops
    • renamed weak goblin to goblin apprentice
    • more monsters now have the berserk ability
    • temporarily removed the following monsters because of theme (may return in some form in future versions)
      • dire wolf, red snake, battlecrab, assassin, giant, rock giant, vampire
    • The following monsters have been reworked into something else: battlecrab, spiked turtle, most fungi
    • The following drops have been reworked into something else: snake eggs, black pearls, snow goblins drop
    • new AI type: cowardly monsters that flee as long as their hp is lower than yours
  • new dungeon features
  • benches are replaced with water barrels
  • the price and effects of honey has been changed
  • wand of knockout renamed to wand of pain to not confuse the effects from rod of knockout [roneitis]
  • container features may now contain other feature containers (e.g., a chest may contain a jewellerybox)
  • The artifact no longer have an ability
  • The final level is now designed instead of randomly generated

Gameplay

  • speed rework
    • speed now has 5 levels instead of 20.
    • speed is now a status (very slow, slow, fast, very fast) instead of an attribute
    • No item can change speed by more than one level
    • Poison/confusion effects are slower and damaging terrain is less dangerous
  • trap rework
    • adjacent traps are now always revealed if you are in exploring mode
    • The “detect traps” effect is now “disarm traps”
    • some items have been renamed, removed or reworked because of this
  • combat rework
    • melee, block and missile are now plain percentages for chance to hit/block
    • missiles can be blocked by the block attribute
    • counter attack triggers only on a missed attack, not on a blocked one
    • missile combat have a maximum range determined by launcher and ammo
    • chance to hit with missiles no longer depend on distance from target
    • “reach” is no longer a status effect but a property of the weapon
    • surprise attacks no longer give a melee bonus but prevents blocking and magic resistance completely
    • accuracy of >100% gives an extra attack with the same chance of the excess over 100%. For example a melee attribute of 120% gives one 100% and one 20% attack.
    • you can now always make an melee attack by using the 0-key (even against unconscious monsters)
    • Some monsters have auras that affect you when you are close to them
  • magic rework
    • wands now have to be identified before use
    • all wands have a maximum range
    • new “magic school”: conjurations. New wands that can create items.
    • new name scheme for wands: no more “wand of” prefix, spellnames
    • new wands that don’t consume mp, but requires that you have mp
  • disease now prevents hp-regen instead of gradually weakening you [reddish kangaroo]
  • Attacking unconscious monsters gives the status “aggravating” which causes extra monsters to appear
  • elemental resistance rework
    • minimum resist bonus is 25% for rFire, rCold, and 50% for fElec, rAcid. This applies to both monsters and items.
    • rat tails, ice crystals, magma stones don’t do damage anymore
    • they give higher resists but temporary instead of permanent
    • amulets of resistances reworked and renamed
    • removed some elemental ring resist upgrades
    • heavy armour no longer give elemental resistances
    • renamed “vulnerable” to “weak”
    • twisted staff is gone
  • stairs are again on floor instead of in walls and needs to be activated
  • activate features (e.g., stairs/fountains) with ‘a’ or from the menu instead of space
  • lava and campfires now emit light
  • Trainers no longer train speed, and noise is no longer more expensive to train after the first point
  • less randomness during rest: fountains don’t randomly refill, planting is more reliable
  • standing in slime now gives ctx slimy
  • you can now use inventory containers even in combat
  • strawberries are now one use, guaranteed to give nutrition and cannot spawn or disappear during rest

Removed content

  • the “darkness” feature is gone. Wasn’t interesting and didn’t work properly anyway.
  • wand of panic is gone
  • removed ring of speed (amulet still exist)
  • temporarily removed long arms mutation (may return in later versions)
  • temporarily removed wand of teleport weapon, and reaching enchantment (may return in later versions)
  • there are no more “wooden levels”
  • hot rocks can no longer be upgraded
  • removed “of summoning” curse (it was kind of gamebreaking)

Interface

  • 0-attributes are darkened in the attributes panel (can be disabled in an option)
  • only non-zero attributes are shown when examining yourself or a monster
  • a better prompt system that uses a menu instead of pressing a key
  • item and monster descriptions are now in the message window, the description subwindow is gone
  • message alerts are clearer
  • all stairs are now notable in the map menu
  • you are now prompted before opening a treasure room door
  • some more “unseen” colours to choose from in the options
  • changed depressions from a grey ‘v’ to a purple ‘8’ (‘v’ is reserved for monsters)
  • player character window slightly alter to be in line with combat rework

Bugfixes

  • autorun now stops if anything dangerous happens [roneitis]
  • the game no longer crashes when pressing a number not corresponding to a wand (again…) [Gabor, ArcaneRoboBrain]
  • fixed long standing bug (since release #1!) where actors sometimes would act out of order [savagehill]
  • fixed message spam when diseased and immune to disease (for real this time)
  • enchanting multiple very cheap or very expensive items are no longer getting unintentional discounts [roneitis]
  • broken portals are no longer notable
  • this time… THIS time I really hope the “monsters using natural ability on you” bug is fixed
  • monster spawn during rest is based on maxlevel rather than current level (long standing exploitable bug)
  • offhand attacks no longer work if the opponent has been knocked back out of reach (not sure if this bug was present in 2.1.3)
  • unequipping offhand when wearing 2h-weapons don’t crash the game (not sure it was there in 2.1.3 though)
  • You can no longer sell containers containing unknown items [roneitis]
  • Autorun no longer stops when passing a light source [roneitis]
  • Tools are no longer displayed in purple when you are confused [roneitis]
  • Trying to stow an item in a full container when the inventory is overfull no longer make the item disappear [almalam]
  • Language fixes in the tutorial [ponycarnival]

Balance

  • predator has been nerfed
  • buffed undead bane enchantment [gza]
  • bubbles are now frail instead of immune to non-lethal damage, lava bubbles are vulnerable to cold [gza, roneitis]
  • cloth hood now only gives noise bonus, headband only archery
  • silver chests can now be trapped, but they can never be empty
  • hidden treasure rooms have less monsters [Qwert225]
  • adjusted mage boosts and prices
  • treasure vaults now contain fewer but more dangerous monsters
  • nerfed will ‘o wisp
  • several small fixes and adjustments

v2.1.3 (2017-02-02)

Full changelog compared to v2.1.2, credits appear within [ ]. Major changes appear in bold.

Gameplay

  • NPCs no longer move around and new ones do no longer spawn. They can still leave but at a much lower rate.

Bug Fixes

  • Ranged weapons “of sedation” now work properly [roneitis]
  • Sleeping monsters can no longer resist magic [roneitis]
  • Rusty gauntlets now really break when it says they do [Esran, HedoNNN]
  • Earthquakes can no longer block or alter stair entry points [ZicherCZ]
  • NPCs and potentially other things can no longer block stairs  [ionfrigate, HedoNNN]
  • Coating oil on a rusty dual-wielded weapon now works correctly [Peter]
  • Rods of recharging can no longer be recharged [gza]
  • No more message spam when wielding a death sword while immune to disease [Peter]
  • You can no longer eat strawberries while nauseous [vflashm, ZicherCZ]
  • Stuck doors are no longer generated on levels with twisty stairs up. This is to prevent locks [chronofilia]

 

v2.1.2 (2017-01-20)

Full changelog compared to v2.1.1, credits appear within [ ]. Major changes appear in bold.

Gameplay

  • stuck doors now always open, but costs 4Ep instead of 2Ep [reddish kangaroo, jiyva jelly]

Bug fixes

  • Monsters can no longer use their natural abilities against you (such as flying) [gza and others]
  • Stairs can no longer lead directly to a treasure vault [reddish kangaroo, hedoNNN]
  • Sleep wands and rods now work properly [Esran, roneitis]
  • You can no longer activate non-wands by pressing numbers [esran, roneitis]
  • Reading a wall map on the edge of the screen no longer crashes the game [David, Esran, HedoNNN]
  • Confusion doesn’t prevent you from using teleberries and other weird cases [hedoNNN]
  • Typos and rephrasing in the tutorial [zxc]
  • Shockprod is now better than cattleprod as it should [esran]
  • Guardian statues can no longer be diseased [roneitis]
  • Thundering mace no longer upgrades to Giant’s mace [roneitis]
  • You now always know the enchantment of a newly enchanted item [roneitis]
  • Mysterious veins can no longer be next to stairs (could crash the game) [esran]
  • The “of reaching” enchantment now works on non-reach weapons [roneitis]
  • The title screen now updates correctly when you change colour theme
  • Fixed an aesthetic thing when winning

v2.1.1 (2016-11-10)

Full changelog compared to v2.1, credits appear within [ ]. Major changes appear in bold.

Bug fixes

  • Levels should now always be connected. [stone dog]
  • Jellies are now frail to prevent them from blocking your path forward. [gza]
  • Enchantresses no longer refuses to disenchant items. [roneitis]

v2.1 (2016-11-05)

Full changelog compared to v2.0, credits appear within [ ]. Major changes appear in bold.

Content

  • One new weapon enchantment.
  • Chest mimics are renamed to “living chest”.
  • Random lava-filled levels are removed for now (would sometimes generate inaccessible areas), but will hopefully be back.

Gameplay

  • New status: “flanked”. Having more than one monster adjacent gives a penalty to ‘block’. (see post)
  • You know bump stairs instead of activating them
    • Stairs now most often appear in walls
  • Inanimate monsters (see post):
    • Monsters who don’t sleep also don’t sleep/recover or having their temporary statuses reset when you rest.
    • New status: frail. Frail monsters are killed by non-lethal damage.
    • New status: immunity to non-lethal. Such monsters cannot be harmed by non-lethal damage at all (only slimes and high level monsters may have this).
    • All inanimate monsters are either frail or immune to non-lethal damage
  • Monsters which are awake and unaware of you no longer stands on the spot like idiots; instead they walk around randomly like lunatics.
  • You can now bump braziers and statues to close doors. [anon, stone dog]
  • Campfires, grindstones and benches can no longer be used while in combat. [gza]
  • Traps now appear in the “discovered items” menu even if they were triggered rather than exposed. [gza]
  • Swapping places with unconscious/incapacitated monsters now cost Ep. [stone dog]
  • “energy eyes” have been renamed to “hungry eyes” to not give the impression that they have to do with the energy attribute.
  • Setting trap will never set the trap on an adjacent spot, it will instead warn that you cannot place it. [hedoNNN]
  • Instead of dying when hp reaches 0 from exhaustion/fatigue you will start converting food into energy. If you have no food left, you may collapse and die but there’s a chance that you survive.
  • Monsters don’t try to use a ranged attack against you if they have under 10% chance to hit. [roneitis, hedoNNN]
  • Bubbles no longer activate combat mode [zennaris]

Interface

  • The item-display is now as tall as the target-display and shows information in a much better way.
    • as a result you can now see some effects that didn’t show before. [gza]
  • The background no longer flicker/change when you move [Vvv]
  • There is a new map-view mode that lets you see only notable features in order to locate them easier.
  • You can now see known traps on the map display. [hedoNNN]
  • Wielding a twohanded weapon blocks the offhand slot instead of showing the same weapon again. This is to distinguish twohanded weapons from dual wielding.
  • It is now more clear and consistently shown why and when you cannot use an item
  • The “rest” option in the main menu is greyed out if you can’t rest for any reason [anon]
  • In addition to ‘y’ and escape, the key ‘w’ now also work in place of ‘z’ for those with AZERTY keyboards. [hedoNNN]
  • Monster spells now have a nicer visual effect.
  • Clarified some NPC messages [stone dog]
  • Monsters with area effects now say “area” instead of “all”.
  • Renamed a few items for consistency and clarity: [zennaris, gza]
    • “vision” now always alters your vision attribute.
    • “perception” gives see invisible or other unnatural benefits.
    • “seeing” is not used in naming anymore.
  • Adjusted some alignments in item comparison. [vedvid]
  • Misc. small interface tweaks.
  • Better headers in character sheet.
  • Reworded confirmation prompt when walking over a known trap. [hedoNNN]
  • You now always get prompted before coating [Patrick, Roneitis]

Options

  • Removed the QWERTY/QWERTZ option: ‘z’,’y’ or ‘w’ are always supported and linked to the same function.

Tutorial

  • New tutorial for what’s new in v2.1
  • What’s new in v2.0 now has a goblin behind an arrowslit instead of behind glass. [stone dog]

Bug fixes

  • Playing the tutorial should no longer interfere with saveslots [almalam]
  • Killing aliens no longer crashes the game [almalam, Brad and more]
  • Hopefully fixed that monsters use their natural ability as an attack [gza, roneitis, Esran]
  • You can now stack items in a container even when it’s full [gza, chronofilia]
  • Monsters that can see you can now always chase you
  • The game no longer crashes when pressing a number not corresponding to a container when in inventory [dale, nutifu]
  • You can no longer use containers when dead… [gza]
  • You can no longer equip unknown enchanted items despite not having Ep for it [gza]
  • Ice bags now works as intended [Nathan]
  • Rooms without a door now always have a teleporter so you can get out in case you teleported in.
  • You can no longer attack yourself with a reach weapon… [david, Esran, Patrick]
  • The map frame now changes colour back to normal after viewing a monster in the menu
  • Typos/descriptions [gza, almalam, roneitis and others]
  • Taking damage from exhaustion is no longer causing physical damage that can be absorbed by armour, cause bloodstains and other weirdness.
  • You can no longer equip or unequip items that could kill you. [gza, hedoNNN]
  • You can now access your inventory after dying even if you were submerged. [gza]
  • Goblin masters now have “closed melee” instead of “open melee” as they should. [roneitis]
  • The effect of a newly grinded weapon now immediately takes effect [gza]
  • Sometimes a monster spell wouldn’t have an effect when targeting the player, fixed now
  • Some fixes that may prevent potential bugs
  • Oiling a weapon no longer garbles the equipment display [david and others]
  • Wand of panic is now “once per day” as it should.
  • Recharging rods now recharges all rods as they should and give a correct message [zennaris]
  • Moneybags can no longer cause the game to crash [Peter]

Balance

  • There are no more twisty stairs after level 10.
  • There’s now a guarantee that you don’t have to step on dangerous terrain to reach the stairs!! (see post)
  • Since turning a valve now almost is exclusively positive, it costs Ep to use them.
  • Golden doors no longer let sound out (and consequently don’t activate combat mode when being close to one) [Patrick]
  • Lowered risk of pickaxes breaking (both normal and rusty ones) [gza]
  • All worms now nibble instead of biting (not only white ones)
  • Moved frost beetles one level deeper [gza]
  • Mummy wrapping is more expensive to equip.
  • Buffed golden crown a bit.
  • Full helmet now only reduces vision by one square.
  • It is now possible to kill bubbles. [gza]
  • octopuses now sleep.

 

v2.0 (2016-10-03)

Full changelog compared to Release #7, credits appear within [ ] (note: I might have missed some credits in this release. If you have reported one of the fixed bugs below and didn’t get credit, please contact me). Major changes appear in bold.

This changelog is not 100% complete. There are a lot of little tweaks and additions not listed here.

For an overview of important changes and to read motivations for these changes see this post.

Thanks to David for helping with play testing in this version.

Content

  • new features, rest events, monsters, spells, attacks, items, statuses and effects. Too much to list
  • new item category: tools, including containers
  • more enchantments (and curses)
  • somebody have been placing signs in the dungeon
  • a large new collection of traps
  • minor changes to dungeon generation
  • quivers are no longer accessories but containers
  • restoring fountains are replaced by energy fountains
  • scrolls of disenchantment, disenchanting services
  • twisty stairways: cannot be used while in combat
  • replaced blue dragon mail with ice dragon mail
  • normal “trolls” are reworked into “grey trolls” that attacks with claws (dual wield)
  • wizards are renamed to “summoners” because that’s what they actually are
  • floors with lava heavily reworked and much less to cause unwinnable situations
  • pickaxes are now tools, they cannot be equipped and costs Ep to use.
  • pickaxes can no longer be upgraded, but the miner’s pickaxe can be found randomly in the dungeon
  • empty bottles are now tools that has to be explicitly used
  • renamed “pool of darkness” to “fountain of chaos”
  • “light boots” are renamed to “soft boots”
  • “ring of vision” is renamed to “ring of seeing” (to not give impression of altering the vision attribute)
  • tweaked descriptions, and properties of several items

Removed content

  • levels can no longer be flooded
  • Drowning as a damage. Consequentially removed:
    • water lizards, white snakes, water elementals (but i’m planing to possibly re-introduce water elementals in another form)
    • wand of drowning, rod of rain
    • helmet of the fish enchantment, potion of water breath, sea pearl
    • fish head mutation
  • almost all sources of item identification except using Ep
  • there are no more “brightly lit floors”
  • wand of gravity has been removed (no more distance attribute for monsters)
  • some accessory books, books are no longer accessories
  • sadly the diamond pickaxe is gone. Doesn’t work with the current tool-implementation. May come back in later versions.
  • Comparing items no longer display how it affects your ability to avoid traps (it was buggy anyway)

Gameplay

  • monster overhaul
    • full monster stats are displayed
    • monsters use spells and magic points, ranged attacks and ammo
    • monsters can have have multiple attacks
    • all monster abilities are named
  • dungeon lighting is reworked
    • you and monsters vision is no longer symmetrical, the “light” attribute is now”vision”
    • the dungeon is lit by braziers, “in light” is a status
    • you and monsters can make surprise attacks
  • New resource: Energy points
    • Equipping and identifying costs Ep
    • Equipment enchantments are now unknown, can be cursed
    • New item category: tools
  • Very long unpassable water or lava should no longer appear
  • you are now in either combat or exploring mode
  • being in water drains Ep instead of Hp
  • all new tutorial interface and new tutorials
  • you can now equip anything regardless of your magic points [hedoNNN]
  • open/closed melee is now strictly a visible bonus
  • monsters that can’t swim instantly dies on water
  • confusion can make you swap places with a monster
  • rods now apply to all monsters around you which are not behind a wall. Independent of your vision (prev. light) attribute.
  • valves now only drains water from a level, they never flood it, they appear only on levels with water
  • you can no longer burn yourself on camp fires
  • camp fires and grindstones now bring up a menu to choose what you want to grill/grind [gza]
  • added option: see the distance to monsters in the monster-display. Turned off by default.
  • “detect chests” is now “detect treasure” and detects chests, money and mysterious veins
  • the target display has been enriched with distance information to monsters
  • bookshelves no longer helps you identify stuff, but you might find some interesting books there…
  • most flying monsters now use an ability to fly [gza]
  • you have 25% chance to open a stuck door, and it will cost 2 Ep to attempt it. You can try as long as long as you have 2 Ep to spare or if you are starving.
  • more actions (such as reading known bad scrolls) now asks for confirmation
  • traps are a bit more contextual now, it matters where the trap is (ice traps are more likely in icy places etc.)
  • standing on large rocks now gives a slight melee advantage as well
  • weak monsters can no longer push past others (this is a status)
  • aliens comes for items that you’ve dropped on the floor
  • sages and healers provide new services and adjusted their prices
  • wooden floor now gives electricity resistance
  • monsters now wake up after being attacked, not slightly before
  • stronger visual effect when a monster wakes up
  • walking on carpets reduces noise [gza]
  • level 1 can never be a cave or a wooden level

Interface

  • monster display now shows monster hp/mp instead of relative hurt level (like “moderately damaged”)
  • the target panel has been greatly enchanced and more clear
  • the attribute display has been changed to make room for Ep
  • the resting screen looks much better. Warnings and events are clearer.
  • new colour themes, you can select from the “options” menu
  • pc now gets red at 3hp (instead of 2hp) and yellow at 7hp (instead of 5hp) to better reflect acuteness
  • floor effects have been renamed to context effects (abbreviated as “ctx”).
    • Contextual effects now includes effect such as the melee bonus in open/closed melee.
  • the title screen has been updated
  • the word “mana” has generally been replaced with the word “magic”. In particular Mp is now known as “magic points”
  • rods now shows in the same colour as wands in the inventory (purple), since they are both magic devices
  • a known trap will now blink as a ‘6’ for clarity
  • the frame of the status window turns red if you are very low on HP [hedoNNN]
  • “on hit” effects for fists now refers to gloves instead of showing directly when examining fists
  • the player character screen is better aligned
  • bedrolls now uses the ‘8’ symbol to not confuse with rods
  • the item category name in the item description window now displays in the same colour as in the inventory
  • The ‘@’ in the seen-panel now reflects your current colour
  • Hp now have a colon in the attributes window, weirdly enough it has never had it in previous releases and I didn’t even notice it!
  • the aim cursor now has brighter colours when you can use ranged combat
  • no more “Generating level…” messages
  • {unseen} in stores is now {undiscovered} [David]
  • there’s now a message in the message log when you rest [David]

Bug Fixes

  • it doesn’t take a turn to unequip anymore
  • fixed bad bug when grinding rusty dual wielded weapons
  • the buggy “lose: open combat” is gone [eryk, david, and others]
  • Mp can now be negative, this solves a bunch of previously persistent bugs (negative Mp has no particular game effect though) [zennaris]
  • light bows and goblin bows are no longer identical
  • autorun now eventually stops if caught in a loop [tinyrodent]
  • halberds (and their upgrades) now works as they should [TyreForHyre]
  • unconsious monsters can no longer stumble in confusion [TyreForHyre]
  • fixed potential bug when objects are moving when resting
  • fixed some bugs that appeared when you win [David, gza]
  • enchant menu should no longer look messy with very long names [tinyrodent]
  • ghost worms now have an attack as they should
  • all options are now being saved
  • swapping places with a monster now updates FoV correctly [val]
  • enabled dungeon generator to put features in the left corners of a room (weird bug, it has actually been impossible until now)
  • chest mimicks should not appear as normal monsters anymore
  • landing on a knockback-immune monster will kill it instead of hanging the game [reetside]
  • sleeping humanoids will no longer see you place traps [hedoNNN]
  • rusty and upgraded armour no longer gets double resistances [gza]
  • upgrading an amulet of resistance is now better [gza]
  • FoV should update directly after using/equiping items instead of waiting one turn
  • King plate is now much better (as initially intended) [gza]
  • monsters should no longer stand around golden vault doors when fleeing [gza]
  • crowns are no longer treated as jewellery, and can be now enchanted [gza]
  • (non-lethal) damage now applies before knockback on wooden clubs
  • you can no longer place traps on floors occupied by an item [hedoNNN]
  • the game is no longer crashing when bringing an ice cape to a tailor [roneitis]

Balance

  • nerfed many dangerous monsters, especially extremely dangerous end-game monsters
  • effects of food items have been tweaked
  • the amount of monsters for each level no longer increases by depth
  • mysterious veins are rarer
  • extremely slightly increased number of items generated at deeper levels on the average, probably not noticeable
  • bolts no longer have a ranged attack
  • halberds now have open melee
  • acid fog is gone (unfairly dangerous)
  • barbed whips are more expensive
  • minor adjustments to floor item distribution (probably not noticeable, but less potions)
  • altered item distribution in many containers
  • potions of speed give +2 instead of +3
  • the artifact has double value
  • adjusted some prices (wands of poison/disease)
  • truly strong items can no longer be corroded by acid
  • coal now works… better
  • chickens are a bit slower

Release #7 (2015-10-18)

Full changelog compared to Release #6A, credits appear within [ ]. Major things appear in bold.

Content

  • Quite a lot of new content. Too much to list. Most important:
    • new weapon groups: whips and polearms (both with reach).
    • new damage types: non-lethal damage and silver damage (hurts undead only).
    • many old weapons changed.
    • new items, monsters, features and enchantments.
    • a new rare and secret mechanic!
    • new statuses: reach, unconscious.

Gameplay/interface

  • Unarmed combat reworked (see post).
  • dual wielding (see post)
  • traps reworked (see post)
  • heavier armour now gives elemental resistance (see post)
  • sleeping and afraid monsters are now blinking their status (possible to turn off via option).
  • blinking things will now continue to blink in the background even if you don’t move.
  • Monsters with ranged attacks are changed [gza and others]:
    • they can now shoot you at melee distance
    • they will only occasionally move away when they feel they are too close
  • money and equipped ammo is now automatically picked up
  • the player’s colour is now based on absolute HP rather than relative to maxHP
  • scrolls and unused rods are now displayed in purple in the inventory while confused (to indicate unusable)
  • you are now asked for confirmation before moving over known, dangerous traps
  • different visual effect for good/bad events when opening containers
  • magic merchants now also sell rods
  • smart monsters no longer attack if their attacks won’t have any affect (e.g. stealing when the player has no money), instead they flee
  • the target window is now much bigger and fits all text well!
  • nicer colour of the target cursor
  • incompatible ammo and launchers now unequip instead of saying they are incompatible
  • flaming bats are now mindless instead of animals
  • open chests are now back to dark grey in colour
  • scorched floor now differs from dark floor
  • empty bottles can no longer be consumed [David]
  • there is now a log message when you use a rod
  • visual effect of melee attacks on range (e.g. toads) now better
  • some player deaths may now be more… graphical (well, for being ascii)
  • wand of fate renamed to wand of chaos
  • visual effect when slowed from cold
  • dark purple monsters are now light purple to distinguish from unconscious monsters
  • there’s now a tiny pause before counter-attacks so it’s clearer what’s happening
  • scorched floor now provides some cold resistance
  • messages on hit and miss are now clearer and have different colour
  • slimy walls are now distinct from bookshelves
  • there are also some minor secret changes that i don’t want to mention 🙂

Bugs

  • confusion, poison and disease effects will no longer process when no turns pass (such as when accessing inventory) [Zennaris]
  • rusty shields won’t break from a hit (only a miss, since that means the shield was hit)
  • corrected grammar when for boots/gauntlets in many places
  • rust effect now is immediately in effect instead of one turn later
  • dropping several of the same item now stacks on the ground
  • the skinning knife now works as it should
  • doors can no longer squeak in the tutorial
  • trapdoors no longer display the “generating new level” message [kyzrati]
  • fixed text-alignment issues in services
  • chest mimics no longer leave an open chest
  • fixed a memory leak
  • language issues
  • mouldy bread no longer sells for 0 gold instead of 1 [David]

Balance

  • blunt arrows now do non-lethal damage instead of knock-back (as I envisioned it from the start)
  • there is now in average one item less per floor
  • slightly nerfed wasps and put them deeper
  • ghosts nerfed significantly
  • tornados slightly nerfed and are now rare instead of uncommon
  • no more petty sums of money in treasure rooms
  • animated claws appears one level deeper
  • daggers are now uncommon instead of common and a little bit more expensive
  • crabs are more dangerous (they have dual wield!) but occurs deeper

 

Release #6A (2015-03-24)

Full changelog compared to Release #6, credits appear within [ ]. Major things appear in bold.

Bug Fixes

  • Treasure rooms are no longer empty.

 

Release #6 (2015-03-20)

Full changelog compared to Release #5, credits appear within [ ]. Major things appear in bold.

Content

  •  One new monster, one new item.
  •  Small alterations to dungeon generation in general. Some new stuff might show up.

Gameplay/Interface

  • New option: colour of unseen tiles (see post).
  • You can now scroll the ‘messages’ window that you access from the menu. [kyzrati]
  • Picking up things when the inventory is full now brings up inventory instead of giving a message (see post).
  • You now need to confirm with ‘y’ before walking over dangerous terrain such as water or lava.
  • The inventory and equipment cursors are now automatically moved to the last picked up/equipped position for convenience.
  • Closed chests now have a darker colour to better distinguish them from open ones.
  • Services:
    • The price of healing is now variable depending on how hurt you are.
    • Healers and magicians now disable irrelevant items (such as curing from something you don’t have).
    • Merchants now indicate if an item is unknown/unidentiftied.
    • Appearance of the merchant inventory slightly changed.
  • Changed the colour of the slowing message to make it stand out more.
  • Renamed the “steal” attack to “steal gold” for clarification. [jimmijamjams].
  • The wand of webbing has been renamed to wand of webs.

Bug Fixes

  • Fixed a bug that potentially crashes the game when talking to a trainer in Release #5.
  • Breaking a weapon in a stack from a grindstone would result in weird (potentially game breaking) bugs, but no longer.
  • You can no longer swap equipment to gain mana points in some cases. [zennaris]
  • Longbows are no longer strictly better than shortbows. [gza]
  • The targeting cursor is now always updated correctly.
  • Services and other things may no longer appear where they shouldn’t (winning related). [zennaris]
  • Resist acid is no longer shown as an “ability” [gza]
  • Sometimes disease wouldn’t be cured by healers.
  • The display is no longer changing numbers/light when confused [zennaris]
  • Sometimes a monster who died would be visible one turn after it died, this has been fixed.
  • Monsters no longer commits suicide when fleeing. [zennaris]
  • You can now properly see a light-emitting moving monster in the dark.
  • Sometimes the long name of an item would be shown in the object display when it should be the short one.
  • Flying ants no longer have a “permanent speed increase”, but are as fast as before.
  • Spinning disk and pit traps could STILL appear as door traps, this time it should be fixed.
  • Some conditions from the floor would display (but not be in effect) even if you were flying over it.
  • No more double messages when triggering a teleport trap.
  • A monster dying from poisoning is now removed the same turn it dies.
  • Various language issues.

Balance

  • Several descriptions altered for clarification
  • Rods of webs now also affects missile (just like the wand of webs).
  • Wand of vulnerability uses less mana.
  • Small alterations to some objects.
  • Adjusted prices of some potions and herbs (healing, speed, leaf aloe).
  • Mummy wrapping is now a bit better, Mummys are also a bit more dangerous
  • Hot rocks are now better.

 

Release #5 (2014-12-12)

Full changelog compared to Release #4, credits appear within [ ]. Major things appear in bold.

Content

  • Item overhaul due to changed attribute.
  • New ability: infravision.
  • New monsters, items, enchantments, features and content (for you to discover).
  • New player effect: bloodlust.
  • New monster effect: emit light.
  • Handmade dungeon segments are now more variated and more interesting.
  • New monster “ability”: easy target (large targets are easier to hit with missiles).
  • Caves can be generated by two different algorithms now.
  • Destroyed parts of a level are now more… destroyed.
  • There are more masks, they are rarer and the diamond mask cannot be found in the dungeon.
  • Vampire rocks are removed.
  • Borovnica can now be upgraded.
  • Warm jacket is now called fur coat.
  • Renamed purity robe to priest robe.
  • Removed heavy chainmail its and upgrades, renamed light ringmail to ringmail.

Gameplay/interface

  • The ‘range’ attribute has been replaced by ‘light’ (see post).
  • You can now make character sheets in the main menu.
  • Buffwands are now daily use instead of decreasing maxmana, some of them have been altered also.
  • The target cursor now changes colour depending on likely you are to hit a ranged attack.
  • You can now scroll the side panels with pgup/pgdn when they become full.
  • ‘flying’ and ‘invisible’ is now shown in the monster condition list.
  • Killing or dying now have bigger animation.
  • The armour value of many items has been increased, especially on leather.
  • Doors cannot be trapped with spinning discs/confusion traps or pits.
  • Many containers now leave an open container instead of disappearing when opened.
  • Walking in any liquid now makes you louder.
  • Amount of healing now shows in the log.
  • Non-living monsters are no longer affected by healing.
  • Strawberry patches can now wither and grow anew.
  • Slight change of the appearance of equipment display.
  • Alerting messages blinks a bit faster.
  • Valves no longer appear between adjacent rooms.
  • Language issues.

Bug Fixes

  • Poison now don’t damage you while subsiding/expunging (this makes poison resistance much better).
  • Yellow fungi now attacks as they should.
  • autorun now works on shallow water.
  • Curtains can no longer be trapped.
  • ‘Speed’ can no longer be lower than 1.
  • You no longer get a double message when mana is getting drained from a trap.
  • Spinning discs no longer make you get the status message “confused”.

Balancing

  • Significantly reduced prices of ammo upgrades [gza].
  • Dead adventurers are now more likely to carry good stuff.
  • Wand of webbing now affects ranged combat as well.
  • Goblin masters have been altered.
  • Fighting penalties in darkness are reduced. Darkness works differently.
  • Snakes are now slightly easier to hit in melee.
  • Giant bats have slightly increased armour value.
  • The glow of glowing tiles are now more visible.
  • Vampires are nerfed.
  • Floating weapons now have waterbreath.
  • Reduced price of wand of death by 50% [kyzrati]
  • Backstabbers have been altered.
  • Shadow worms have been changed.

Release #4 (2014-10-02)

Full changelog compared to Release #3, credits appear within [ ]. Major things appear in bold.

Content

  • New items: one new wand, one new armour, several new amulets and more (although none of it common).
  • Some new monsters, some new features.
  • Two new monster abilities (some monsters can now shout to wake others).
  • Added and changed some of the pregenerated rooms.

Gameplay/interface

  • Changed appearance of portals, pits and spinners to distinguish from fountains.
  • Skeletons are now immune to arrows.
  • Fog now causes vulnerability to cold.
  • Living monsters now heals from nutrition and are hurt by hunger.
  • Adjusted some descriptions.
  • Renamed the monster ability “teleports” to “blinks”.

Bug Fixes

  • The game no longer crashes on pit traps on deepest level (thought this one was ok, but apparently this was still an issue in #3).
  • No longer crashes when winning [zennaris, kyzrati].
  • Autosave is back.
  • Yet another egg-related crash bug fixed.
  • In very rare cases level generation could destroy the final artifact… this has been fixed.
  • In earlier versions traps actually would disappear on reloading… this have been fixed.
  • Floor effects will no longer change colour of attributes when levitating.
  • Poison ivy is now long and is considered dangerous terrain.
  • Various language and aesthetic adjustments.

Balancing

  • Reduced the likelyhood of deadends [several]: 
    • Pits and spinners may now disappear after resting.
    • Stairs are less likely to show up in really bad places. Although they still may.
    • There are now teleporters at some places in the dungeon.
  • Lowered min-value of ammo enchantments substantially [gza].
  • Wand of vulnerability now costs less mana.
  • Water elementals are now vulnerable to cold.
  • Queen ant is more dangerous.
  • Adjusted some prices.
  • Maps found on walls can be illegible.
  • Nerfed fire fungus and dark hounds.
  • Nerfed wand of striking.

 Release #3 (2014-08-29)

Full changelog compared to Release #2, credits appear within [ ]. Major things appear in bold.

New Content

  • Rods (see post).
  • New status: immunity to knockback (available for player and monsters).
  • New level theme: caves.
  • Around 20 new items (including the rods), 1 new enchantment.
  • One new room type, some room types slightly altered.
  • Several new (secret) features.

Gameplay and Interface changes

  • autorunning reworked [several requests]:
    • autorunning can be done either by pressing space (recommended), or by using shift+arrow.
    • Now works in any space as long as no threats are around, stops automatically at interesting points.
    • Autorunning now stops before getting close to a non-moving monster who can attack you.
    • Autorunning now works even sleeping monsters are around, but not to wake them up.
    • There’s a new option to turn off autorunning with space.
  • Targeting reworked:
    • Closest target is first found when pressing ‘x’.
    • The target cursor is now controlled with arrow keys (instead of toggling a list).
    • Your last target is remembered.
  •  You can now see distance to monsters when targeting them [zennaris].
  • The Monster symbol for sleeping now changes when the monster is about to wake up.
  • Monsters with a ranged attack can no longer attack you when adjacent.
  • Monsters’ breath attacks are now ranged attacks instead of magical, meaning they can miss.
  • Levitating/flying characters are now doubly affected by knockback.
  • Instant effects are now labelled with “ins” instead of “tmp”.
  • Service upgrades reworked:
    • Less cluttered, price is always visible [jordanbubus].
    • Display comparison automatically when selected [kyzrati].
    • You can now toggle relative/absolute for upgrades [gza].
    • You can now see upgrades of non affordable items [gza].
    • Upgraded items now stack [kyzrati].
  • Water now gives fire resistance and electricity vulnerability [Alex].
  • Filled empty bottles now appear where they should in inventory.
  • You can now see the chance to hit when shooting when targeting.
  • Monsters which have a magic attack cannot attack you when confused, instead they will try to flee. However, there are very few monsters which have a magic attack and are not immune to confusion, so this doesn’t have much impact.
  • You now get a message when training attributes.
  • Some item descriptions altered/clarified.
  • Some treasure rooms are now harder to find/access.
  • Monsters can now be reviewed from the menu once discovered – not only defeated [gza]
  • No more message/feedback if made hungrier when starving.
  • Rapiers now use the ‘|’ symbol to not confuse them with rods.
  • Stuck doors:
    • visual feedback improved.
    • Monsters slamming against doors feedback is less intrusive.
    • Monsters slamming against doors will make you stop running.

Bug fixes

  • You can no longer unequip items that binds your hp/mp [anatta, zennaris]
  • Items are now correctly updated after using a grindstone [zennaris].
  • Comparison display reworked:
    • No longer includes open/closed melee in computations [kyzrati].
    • Now shows negative mana correctly.
    • Now shows damage correctly when equipping a shield instead of a two-handed weapon.
  • Non-moving monsters can no longer move during rest.
  • Fixed several language issues.
  • There is now a difference between hand axe and waraxe.
  • Removed the message ‘r’ to rest in tutorial [erikmikaela].
  • Diamond mask now works correctly [zennaris].
  • Toads now correctly uses their “melee” attribute rather than “missile” for attacking.
  • Killing with electricity now shows correct colour.
  • Rotten things may not appear in stores (not sure if they did before, but now they shouldn’t).
  • Bugs related to eggs hopefully fixed [Giovanni, Alex].
  • No more maps in corners [Kyzrati, Alex].
  • No treasure rooms may have portcullis/rotten door [Alex].
  • Bone rats no longer bleeds.
  • Status window will not say you are confused if you are immune [Alex].
  • Unreasonable value for ammo enchantments fixed [Alex].
  • Hopefully fixed weird bug where items disappear/appearing [zennaris].
  • Monsters who flee for other reasons than low hp will now also display a “!”.
  • Magma stones are now “special” instead of “unique”.
  • Doors can no longer be closed if PC is not adjacent [Kyrazi, Anatta].
  • Fixed some items that upgrades to itself [zennaris].
  • Rusty lightning flails no longer become normal flails [Alex].
  • Cleaned up available commands (like pressing ‘d’ for drop) depending on context.
  • Floor effects now never affect flying monsters.
  • Monsters can no longer close golden doors.
  • No object upgrades to itself anymore [several contributors]
  • Some broken upgrade chains fixed.
  • Doors can now be closed on mysterious veins [gza].
  • Scrolls of enchant weapon no longer change an existing enchantment.

Balancing

  • All axes are now more accurate.
  • Monsters in treasure rooms slightly less dangerous.
  • Stuck and rotten doors won’t break down as often.
  • Floods don’t use up the whole level.
  • Dungeon effects such as flooding are now less common.
  • Rarer with fish/sea pearls at flooded levels.
  • Shimmering water is now a bit “better”.
  • Altered the value of an alchemist item.
  • Altered enchantment “of the dead”.
  • Candles are now “common” instead of “uncommon”.
  • Very minor alteration of item distribution (uncommon-very rare items are a bit rarer), rods also alters the distribution slightly.
  • Octopuses now never sleeps.
  • Bones now cure poison completely instead of a little.
  • Rarity of random silver chests now depends on depth.
  • Pit traps will no longer drop you into treasure rooms [gza].
  • Minor balances on some item attributes.

 

Release #2 (2014-07-12)

Full changelog compared to Release #1, credits appear within [ ]. Major things appear in bold.

Bug fixes

  • Enchanted items can now appear in the dungeon and in chests.
  • Pit traps at the bottom floor no longer crashes the game [Marker].
  • In very rare cases disconnected levels were generated, this has been fixed.
  • Resting on water no longer crashes the game [Marcin, Marker]
  • Several spelling mistakes fixed [many contributors].
  • Wand of identify no longer identifies when aimed at a monster [Kyzrati].
  • Electric Eels no longer have permanent +1HP.
  • Mysterious veins won’t disappear when splashed with blood [Marker].
  • M-star is now called Morningstar.
  • Some effects that did not appear in the status panel now does [Kyzrati].
  • Vulnerability to poison now updates correctly in the status panel.
  • Broken doors can no longer be closed to farm sticks [Marker].
  • No more inconsistencies in lower/upper case in messages [Kyzrati].
  • Reloading a dead character no longer displays “you die…”.
  • A bug that potentially could crash the game on load fixed.
  • No more flickering in target mode.
  • Landing on a monster from a pit trap now works correctly [Kyzrati].
  • Objects will no longer appear on top of services/containers.
  • Options are now correctly loaded before opening the ‘options’ menu.

Interface and gameplay changes

  • New option: fade messages in order to see the newest messages better [Giovanni].
  • You can now press ‘r’ when your character dies to immediately start a new game in the same save slot [Giovanni].
  • Vi-keys are now supported [Keith].
  • New feature: arrowslit.
  • Resting is now accessible by two key presses instead of three.
  • You are now told to press a key after the intro text.
  • The tutorial now shows progress [Stark].
  • Tutorial mode automatically deactivates after finishing it [Kyzrati].
  • Mouldy bread description changed.
  • The tutorial now tells you to stand on a pillar.
  • Disease consequences now interrupts running.
  • Changed light grey potion flavours so that the empty bottle is unique with that colour.
  • The order of features displayed in the seen panel is now better prioritised (this broke save compatibility with release #1!).
  • Coating weapons now gives a clearer (and correctly spelled) message.
  • The map window header and frame now updates depending on context (when displaying character info, using services, etc).
  • Replaced some messages and visuals of services, especially merchants.
  • Floor effects now changes the colours of attributes in the Attributes panel, to make floor effects more visible.
  • The settings file is now called TGGW.ini (instead of game.ini).
  • Sacks are now brown to be easier to see [Giovanni].
  • Restoring fountains are now white instead of green to distinguish them from portals.
  • The tutorial question now shows a reminder and can be cancelled.

Balancing

  • Zombies are slightly faster now.
  • Pillars and large rocks are now slightly more common.
  • Manually designed rooms are now slightly rarer.
  • Valves have been slightly adjusted.
  • Ice trolls balanced (they were mistakenly over-powered).
  • some minor adjustments that may or may not be noticed.