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Old September 26, 2016, 15:32   #10
chris
PosChengband Maintainer
 
Join Date: Jan 2008
Posts: 702
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A quick update, mostly addressing recent posts on the forums, is available in the usual spot (5.0.2).

Bug Fixes:
[1] Last release had a tweak to fix early jewelry drops for Quest Rewards and Dungeon Guardians. Unfortunately, there was a bug in this code making late jewelry drops average from DROP_GREAT monsters. Hopefully, this release comes quick enough so that no one but myself was affected by this!

Forum Comments:
[1] I relented even further regarding jewelry, making rings of combat a little better in the early game. Azog, the guardian of the Orc Caves, now drops a ring of combat.

[2] I fixed the auto-roller display code during player birth. There seemed to be some confusion regarding the UI here ... This is not a point based buy in system for starting stats. Rather, it is the same old auto-roller the game has always had, but rather than forcing the player to guess what starting stats have a chance of working, the UI now tells the user when they are asking for too much. If the display is green, you should get your request. If orange, then you are being greedy, but it is still possible (Hey, you might get lucky). If red, then there is no chance for success. If black, then you are being too conservative! (Internally, I added scoring for other purposes, but this need not concern the player.)

[3] Mimics now get a saving throw during Dispel Magic in order to maintain their current form.

[4] Morgul weapons are now more rare (Rarity changed from 6 to 16).

[5] I tried to address the "out of range splash" exploit on dungeon guardians. Of course, this offers new opportunities for dealing with these guys ... I'm sure you'll figure them out. (BTW, Hengband tried to address this exploit, but their redress only works if the monster has summoning, teleportation, or healing. Unfortunately, none of the guardians have this.)

[6] Minor: Left handed monks can now assume postures while using a shield.

[7] Hallucination no longer displays the monster list at all.

[8] Object Lore: Fixed learning the OF_WARNING and OF_REFLECT flags.

Other Changes:
[1] Monster Lore: The game now reports actual observed spell frequencies rather than the funny guess code. Basically, we keep track of the number of turns a monster cast a spell as well as the number of turns it moved or attacked (while in LoS where it could have cast). If you probe or use easy_lore, than you will see the true frequency as set in r_info, but I prefer to have a record of my actual experiences for the current game.

[2] Egos: IGNORE_ACID has been adjusted on a few types. High level egos, to be competitive, need this flag (e.g. Helmets of Valkyrie) while a few low level types don't deserve it (e.g. Cloaks of Electricity). Some mage like egos now grant mage resistances (confusion and blindness).

[3] Wilderness: Some monsters can now climb in the mountains, and don't need levitation to chase the player. (Basically, I think the Wilderness Mountains are scummable, so I'm trying to address this.)

[4] Beholders have been redesigned a bit. Their melee attacks are non-physical, being just a gaze, so Str and Dex no longer offer bonuses to hit and damage and they never gain critical blows (You aren't bashing things with your eyeballs, after all!). Blows are gained by level (slight boost from Int) like a monk. Finally, the Beholder can "melee at a distance", gazing at nearby foes that are not necessarily adjacent. The range is short, but this change is quite powerful. They lose many of their early level spells (Paralyze, Confuse, Cause Wounds, etc) to compensate. They no longer start with objects on birth and now have some early detection spells.

[5] Monsters with a max level now gradually become less and less common, rather than suddenly cutting off at a specific level (Every 10 levels, their rarity doubles).
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