** v2.00 Rebranded & gave contact details Changed version numbers Changed fixed quests Dealt with all incidences of Sauron, Morgoth, One Ring, Grond and Iron Crown in code Changed info files (many items/egos/arts available earlier or more common, others removed, etc) Created new rings of Robustness and Alertness Set tiles for the two quest monsters Improved spell success rates for casters, increased mana for mage-casters Randarts never get extra blows Reduced max damage from powerful monster distance attacks Great and good objects are more likely, cursed objects less likely Edited store inventories Less low-end hounds, and hounds are worth less XP Trapdoors are more common than other traps; level teleportation is more likely to be down than up Rings of speed and rings/amulets of +stat cannot be as good as before Some store services are no longer available Guild is closed Rooms are more likely to be lit Pseudo-id and level feelings work much faster Nexus stat-swapping is less severe Slow/sleep/confuse effects are more likely to work on monsters No player ghosts, quests, or extra artifacts Less XP needed to gain levels... up to a point Various stat effect tables are 'steeper' High Dex gives a speed bonus New blows formula Removed quest ticker Some wands and staffs have less charges Some unpleasant monsters are more common or shallower Dragons have more hp and breathe more often There are more monsters per level, and wandering monsters appear faster The effects of Con bonuses take a while to kick in Some funky levels are commoner Enchantments are unreliable if you have low Cha Warning messages for the effects of low Int, Wis or Cha ** v2.01 Weakened some artifacts, added some minor arts Beefed up Lurtz and Saruman a bit Minor bugfixes No more +shots launchers Removed four early melee uniques Added more monsters Con over 18/70 is less useful than it was Spell stat over 18/50 is less useful than it was Zero-fail caster classes get faster mana regeneration and more spell damage Paladins no longer get OOD or Shock Bolt CL 36 is now a hard cap If players hang round at high level with many artifacts, they get 'prods' to hurry up ** v2.02 Removed some deep artifacts Changed Saruman and Lurtz's summons Beefed up Lurtz a bit more Reduced possible speed boost from boots Barbarian and berserker classes added Slightly harder to get 4 or 5 attacks Measures against stair scumming Word of Recall is a temple service ** v2.03 Added Sage class Added Maiar race, revamped Dunedain, High-Elf and Half-Elf Tweaked racial stat adjustments Improved default stat allocation a little Fighting classes get less HP relative to caster classes Paladin now gets more XP for evil monsters, less for non-evil Paladin loses Portal spell Bugfix to SP calculation Bugfix to level feelings Bugfix to sleep effects Set some display options TRUE by default (auto_display_lists, hp_changes_color, mark_squelch_items) Devices fail more often Picks are better than shovels Several monsters are more alert ** v2.0.4 New monster spells: summon besiegers, create trap (out of your sight) New armor type: thorns New weapon brands: vampiric draining and mana burn Characters no longer gain XP for casting spells Some artifact rarities have changed; all artifacts are more common below DL 8; all artifacts are less common if you are "not challenged" by your depth When an Elf or High-Elf pseudo-IDs a bow or arrows, they fully ID it When a Hobbit pseudo-IDs a sling or shots, they fully ID it When an Dwarf pseudo-IDs a helmet or heavy armor, they fully ID it When a Gnome zaps a wand or staff, they fully ID it Half-troll casters can wear heavier equipment without losing SP (and from the 2.0.3 bugfix release: Teleport Other is a bolt not a beam Branded ammo are more likely to be destroyed on fire When a monster melees you, nearby sleeping monsters who have LOS to you are likely to wake up If you are very poisoned, you lose multiple HP per turn Smart monsters with full mana will usually summon if they can You can start the game with 'n' or 'o' in Windows ) ** v2.0.5 New race: Sprite Chaos attacks only have a 1 in 3 chance of making you hallucinate If your stats are badly drained, you may resist further draining New monsters (some dangerous), various small monster changes Strong unresisted acid attacks can reduce your Cha if you do not have the sustain - ditto Nether your Str, and Confusion your Int or Wis. Useful new objects, including the notorious wand of wall building (and from the 2.0.4 bugfix release: Corrected documentation - gnomes only auto-ID wands, not staffs Base delay factor now defaults to 3 Many weak monsters can no longer bash doors You can browse spells that you can't cast yet Sleep attacks are now much more effective (except against very wakeful monsters) High-Con characters have more hp, but low-Con have less ) ** Bugfix release Ban Sidhe is not found Mage gets Detect Objects later, and never CLW Druid gets Fire and Frost beams later ** v2.0.6 Now supports UT32 tileset - many thanks to Buzzkill!