Documente Academic
Documente Profesional
Documente Cultură
1) -> Sil
Forked from NPPAngband which is a great variant of Angband incorporating many go
od features of Angband variants that hadn't made it to Vanilla Angband (and orig
inal features too!). By far the main change that Sil benefitted from was the upd
ated monster AI code (known as 4GAI). I started with the source code of NPP 0.4.
1, which was up to date with (Vanilla) Angband 3.0.5.
Here are the changes NPP made to Vanilla which Sil has kept:
NPPAngband 0.1.0
- Added patch to change player's color as their hit-points drop. This is an
option found under "display options".
- Added "themed chests", similar to Oangband. There are 16 themes, and may
frequently contain guaranteed good or great objects.
- Added Eytan Zwieg's vault flipping patch.
- Added a note taking patch, this is a birth option (birth_take_notes), and
needs to be specified before the character is started. I did a significant
re-write of this patch. Comments can be written to a file, and they will
automatically print out in a character dump. In addition, it automatically
records the turn, level of char, and dungeon level of certain events, such as:
the killing of uniques, finding of artifacts, and greater vaults created,
when a player is killed or wins the game. These notes automatically print out
with the character dump.
- Added DarkGod's html screen dump patch.
- Dropped Items may now be specified by theme. Code is mostly in place to
create themed monster drops. Currently, the themed drops are used in chest ope
ning
& vault creation (chests w/ monster 40 levels OOD).
NPPAngband 0.2.0
- Took interactive startup menus from EYAngband.
- The stun counter stops increasing when a player is knocked out, so players
have a much better chance of avoiding the "knocked out" instadeath.
NPPAngband 0.3.0
- Added 4GAI code from Sangband, which includes (as done by Leon Marrick):
- The "basic code": 4GAI monster ranges, spellcasting, learning,
mana and spellpower, movement, flow, processing, terrain-handling.
- The "associated code": monster spells, multi-hued
monsters, monster compacting, etc.
- Sangband-style monster melee attack code, various Sangband updates to the ab
ove,
- Some changes to randomizing functions to accommodate the above, more correct
rounding
- arc breaths for the monsters.
- Sangband project functions (this means no more hockey-stick corridors)
- Sangband update_view and line-of-sight functions
- many new types of monster resistances
- monsters surrounded by clouds (UnAngband, Sangband)
- True "Mimics" (Zangband, Sangband)
- Player given chance to add last words to notes file upon dying.
- Added shafts in addition to stairs, which take the player up or down 2 levels.
- In the knowledge screen, player can now view notes file
- Prior to alpha release ---------------------------------------------------------------------------------There are no detailed release notes from this era, which lasted about 7 years. T
he earliest development notes I can find date from Oct 2001. At that point, the
idea was to create a variant that only changed the edit files, as I had no way t
o compile the game. At some point I gained access to a compiler and many of the
main system changes were implemented. However, this necessitated huge changes to
the edit files so for example at the beginning of the alpha period, the monster
list was only complete down to 500 ft or so.
Major changes during this period:
- Shortened the dungeon to 20 levels with no town (or money)
- Overhauled dungeon generation
This version is quite a bit better, and should include sensible gameplay up to a
bout 600ft. Indeed up to this level, the only things it is missing are song/smit
hing, identify-by-use for permanent magical items, and those fun abilities I men
tioned. Today I fixed up a large number of artifacts, so those are now amply goo
d for the first half of the game (and can be tweaked at leisure later on).
- Sil alpha 3 --------------------------------------------------------------------------------------------Channelling has been removed (rolled into Will).
Perception is used for disarming traps and picking locks (rather than Dex).
Bows get damage bonus from strength.
Monster list fixed up a bit for the deep levels (not balanced, but no insane num
bers).
Improved auto-generated spoilers for objects and short monster description
(use debug mode (control-a) then double quotation marks to generate the spoilers
).
Food consumption rate restored to the old value (half the rate of alpha 2).
Using stairs now involves a loss of 200 turns of food. This is not entirely sens
ible (why not light, why not healing, why not take poison damage if poisoned...)
but seems to balance stair abuse for now. Better suggestions welcome.
- Sil alpha 4 --------------------------------------------------------------------------------------------Bows work differently (damage dice on the bow, not the arrow. no multipliers)
Cutting and poison show how much damage is to come.
Cutting from monster attacks and traps is lessened
Shadow creatures are always in shadow (even when you just come down the stairs)
Main-screen weapon and armour values are always correct.
There should be a new icon (in windows at least).
Some edit files (in the lib folder) have been renamed.
There are other minor changes too.
- Sil alpha 5 --------------------------------------------------------------------------------------------I've added several macros to the system specific pref files (pref-x11 and pref-w
in I think).
There are other small changes, such as longbows having a penalty to evasion to d
iscourage casual bow users from choosing them (they get in your way) and thrown/
fired items being automatically picked up when walked over. However, the main th
ing is to get your comments on (1) and (2).
- Sil alpha 6 --------------------------------------------------------------------------------------------Compilation changes.
Made food more common and made clear worm masses both rarer and less adept at co
mbat.
- Sil alpha 7 --------------------------------------------------------------------------------------------Stunning now gives -2 to all skills (rather than just combat) and heavy stunning
-4.
Creatures no longer create darkness when it is already dark.
I've spread the orcs out a bit so that they now go down to 550 ft instead of 450
ft. No new orc types were created (I think there is enough), but they've been ma
de a little harder to compensate. Hopefully orc soldiers will now get their (bri
ef) time in the sun before orc warriors become the orc to worry about (previousl
y they appeared just one level afterwards).
- Sil alpha 8 --------------------------------------------------------------------------------------------Added start menu
- Sil alpha 10 --------------------------------------------------------------------------------------------Fixed start menu
Added 50% more starting food.
- Sil alpha 12 --------------------------------------------------------------------------------------------Fixed some GTK problems
- Sil alpha 12 --------------------------------------------------------------------------------------------More difficult to disarm everyone (you get skill check of strength vs difficulty
0 rather than 3).
Especially difficult to disarm people wielding a weapon with two hands (-5 to di
fficulty).
Can see 'invisible' things with high perception (difficulty 10).
As I mentioned, I've changed all the line endings to unix. Hopefully for cygwin
you will notice no difference as I've also added a script that is run on 'make i
nstall' which changes all of them.
- Sil alpha 13 --------------------------------------------------------------------------------------------The main feature here is a new end game menu. It is still not perfect, but getti
ng there. The main feature is that you can select 'exit' and it will send you ba
ck to the title screen where you can make a new character or load an old one. Th
is was a surprisingly large amount of work and had some strange bugs with things
not being reset properly between runs. I think it is Ok now, but wouldn't be su
rprised if some strange bugs snuck through. It did require some modification of
the main-win and main-gtk files, so there is some chance that it will be broken
for you guys. If so, let me know the warnings...
I've also made some balance changes on Scatha's suggestion. Notably, light is no
w a bit more common, but light sources have smaller capacities (to smooth things
out a bit). There is now a monster health bar which works and probably many oth
er small changes. Scatha will appreciate that Gwathraukar are now native to 950
ft as they were always supposed to be.
- Sil alpha 16 --------------------------------------------------------------------------------------------- dragon breaths now have a limited range and lose one die of damage per square
of distance
- shields, helms and body armour have changed their statistics slightly
- monsters that are meant to be more or less accurate or evasive than usual have
been made more so
- it should now be a bit more obvious from playing that bats and birds a
re hard to hit etc.
- monsters native to 700 to 800ft are a bit better balanced
- orc archers have been moved to come between orc soldiers and warriors
- thus archers are a bit easier, and warriors a bit harder than before
- you get X experience the first time you go down to X feet
- you can throw potions of slowness and confusion for a small effect against mon
sters
- various other small changes
- Sil alpha 18 --------------------------------------------------------------------------------------------- changes to spears, gauntlets and quarter staves
- start near a broken sword rather than a curved sword
(this is Scatha's idea and will be changed back if too hard)
- time limit before monsters get harder has been doubled
(to 2,000 turns per dungeon level)
- only one type of vein in the rock (quartz)
- shovels can dig rubble, mattocks can dig rubble and quartz
(picks have been removed, enchanted mattocks can dig granite)
- the graphics for walls are a bit different
(now the veins stand out more, and the unseen areas are darker)
- stealth mode has replaced search mode
(use 'S' to activate -- gives +5 stealth, but slows you down)
- Sil alpha 19 --------------------------------------------------------------------------------------------- the options menu ('=' from the main game) has been fixed up quite a lot
- many distracting useless options removed
- 'challenge' options can only be set in character creation
- I don't expect any of you to use these, but maybe later...
- you may need to redo your window flags
- if you find you enjoy using any of the non-default options, let me kno
w at some stage
- 'running' now animates the character while you move
- this can be disabled with a new option if you want
- fixed the bug where chests sometimes generated 'nothings'
- Sil alpha 20 --------------------------------------------------------------------------------------------The last version didn't work on Windows (and perhaps on linux), so I've quickly
released another version. It also has the following changes:
- When using weapons two handed, less strength can be applied than one handed
- instead of up to one strength bonus per pound, it is one per 1.5 pound
s
- eg with a Greatsword 7lb, the maximum strength bonus is 4 rather than
7.
- Bastard Swords do more base damage two-handed to offset this rule
- Fear is no longer cumulative
- but it can affect you while already afraid (sets it to the maximum of
new and old values)
- let me know if you have any more starve-to-death while afraid instance
s
- You once again start near a curved sword rather than a broken one
- the broken one will be used in a challenge mode of the game
- Your fists do fewer critical hits than before
- 'Fine' items that improve both melee/evasion and damage/prot are much rarer
- It is easier to get useful bonuses on rings and amulets (eg strength and damag
e)
- If you load a save file of a dead character, it defaults to use their stat all
ocation
Bug fixes:
- The options screen ('=') no longer flickers
- Sil alpha 21 --------------------------------------------------------------------------------------------- archery is quite a lot more effective
- the target only gets half its normal evasion score
- so more opportunity for criticals
- and quite effective even if you only dabble in it
- firing at an adjacent target halves the damage you do (penalty used to
be smaller)
- bows get slightly fewer damage sides than before
- note that enemy archers get the same bonuses on you!
- throwing at an adjacent target also has the damage halved (penalty use to be s
maller)
- various minor changes
- for example the 'vault.txt' file is more explicable
- so if you have the desire to try your hand at making interesti
ng rooms...
- Sil alpha 22 --------------------------------------------------------------------------------------------- chest traps are revised and there are fewer stat draining needles
- it is still good to be able to disarm them (high perception)
- but even if you can't, it is well worth risking the trap to open them
now
- light draining attacks have been weakened in several ways
- archery changes
- bows now have a maximum strength bonus of 1 per 1.5 lbs of weight
- (like two handed weapons)
- long bows now have 1d9
- object changes
- less food available
- let me know if it is too rare now
- the ideal amount would involve you getting worried about it mo
st games
- and killing you occasionally
- fewer flasks of oil
- trumpets are rarer
- monster changes
- tweaked the size of monster groups
- they are now smaller when encountered early on for that monste
r type
- and larger if encountered later
- sword spiders have been made easier
- they are a bit weaker (less damage, lower attack rating)
- they are less observant of the player
- this means they are still nasty for their depth
- but not *so* much worse than everything else
- gorcrows and crebain now do slightly less damage
- to compensate for their new armour penetration
- hatchlings are no longer in groups
- monster AI changes
- 'smart' monsters now have a variety of improvements
- they surround the player more effectively
- they wake each other up if their friends are sleeping
- they have taken over the old wolf attribute of not going into
corridors
- and do so more cleverly than wolves did
- they take account of how many similar monsters
are nearby
- they take account of how wounded the character
is (in a better way)
- they take account of whether the player has tr
icked them
- monsters that call for help can do so when they have fled out of sight
- dungeon generation changes
- I've changed the distribution of interesting rooms etc
- they are now more common overall, and some of them can be found quite
early
- Sil alpha 26 --------------------------------------------------------------------------------------------Here is the latest version with the experimental 'forced descent'
- the 'free action' ability now correctly prevents paralyzation
- previously it actually *helped* paralyze you in some cases...
- pecking attacks
- no longer have armour penetration (previous changes reverted)
to race/house stats
naugrim get +3 con instead of +1
naugrim get +0 str instead of +1
naugrim get -1 dex instead of +0
house of belegost get +1 str instead of the old +1 con
all naugrim get will affinity
- forced descent
- there is an effective timer of 500 turns plus 2 turns per foot on each
level
- eg 600 for 50 ft, 700 for 100 ft, 800 for 150 ft...
- if you exceed this then you are forced downwards when trying to use th
e stairs
- eg if you have spent more than 600 + 700 + 800 = 2100 turns
- and your next stairs would take you to somewhere shallower tha
n 200 ft
- then they will take you directly to 200 ft instead
- using a staircase used to count as 200 turns worth of food
- now it counts as 100 turns of food and 100 turncount
- thus you have 28,500 turns before you are forced to 1,000 ft...
- monster experience
- there has been a decay in the experience you get from killing multiple
s of a monster type
- used to be: 10x / (kills_so_far + 10)
- eg 100, 90, 83, 76...
- now is: 4x / (kills_so_far + 4)
- eg 100, 80, 66, 57, 50...
- Sil alpha 27 --------------------------------------------------------------------------------------------- multiplied all monster experience by 1.5
- Sil alpha 28 --------------------------------------------------------------------------------------------I've changed it to 1000 + 100 per level (used to be 500 + 100 per level). This m
eans 38,000 turns before Morgoth and an average of 2,000 per level (including th
e turns for using stairs).
- Sil alpha 29 -----------------------------------------------------------------
- +3 to will
- -3 to all other skills except melee
- insect stings no longer ignore half your armour
- erratically moving creatures now sometimes move instead of attacking
- makes them a bit more confusing, especially when they are invisible...
- trolls are slightly less powerful (I reduced their evasion by 2 points)
- creatures no longer open the secret doors in vaults or interesting rooms
- you will have to find them yourself now...
- made some worm masses rarer
- fixed the bug where Nan wasn't dropping his greatsword
- Sil alpha 30 --------------------------------------------------------------------------------------------- Paralysis has been replaced by 'entrancement'
- it is a similar effect, but has one upside and one downside
- the downside is your evasion gets set to -5 while entranced
- the upside is that the trance is broken if you are hit
- better effect for herbs of Rage
- I've changed this quite a bit after conversation with Scatha
- now the effects are:
- cancels any fear you are suffering
- modifies your stats (+1 to Str and Con, -1 to Dex and Gra)
- gives you resistance to fear
- when you attack a creature, it attacks *all* creatures adjacen
t to you
- this is very fun, and useful when surrounded
- arrows slightly more common
- I want it to be possible to deliberately play an archer
- but had one char get to 600ft only finding 18 arrows...
- let me know if you have too much trouble getting them
- unfortunately, I also often find more than 100 with other chars...
- more special and fine objects
- doubled the chances to 2% per level
- eg 20% chance of special on level 10 (500ft)
- seems good regarding special items
- not sure if fine needs this change, but I like them to be symmetric
- I haven't noticed there being too many fine items
- small changes to staff frequency
- many are slightly more rare
- I don't want them to be boring finds...
- oathwraiths can no longer blind you
- it isn't all that flavourful and was *very* common
- I've also made them a little bit more rare
- they should be a bit more fair now
- removed potions of weakness and sickliness
- these two stats are covered by nasty herbs and don't need duplication
- monsters
- all monster 'spells' including breath weapons have been revised
- they now use an internal 'mana' value to prevent them being us
ed too often in short succession
- does not affect arrows or thrown stones
- I'd appreciate further advice on how good this is for particul
ar monsters
- ie let me know if there is a monster who uses its abil
ities too much or too little
- monster stunning more like player stunning
- used to be -2 to attack
- now -2 to attack and evasion
- all ancient serpents now move at normal speed
- previously some moved too quickly
- vampires all slightly improved
- to compensate for the fact that most people will have sustain
con when meeting them
- objects
- food is somewhat more common later on
- hopefully fixed the herb of rage bug(s)
- also, they can now make you cycle clockwise or anticlockwise
- special shadow cloaks no longer auto-id on wielding
- the same is true for dwarf masks when hit by fire
- spears and great spears now look different to each other
- daggers and shortswords are now coloured white rather than light grey
- makes it easier to visually identify sword types
- removed boots of speed (at least temporarily)
- you can still get rings of speed, and one artifact speed sourc
e (robe of Idril)
- I do like the idea of speed as an attribute, but as Scatha poi
nts out it is hard to balance
- the robe is pretty balanced (you get speed, but no armour valu
e)
- the rings are not too badly balanced as other rings get very p
owerful too (eg +2 dex)
- maybe I just need better rival boots?
- however I don't want to make it a game where you have an easy
time iff you find a speed item
- minor changes to artifacts
- Spear of Boldog and 'Aeglos' are now normal spears, not great
spears
- Calris is now a great sword not a bastard sword
- Anglachel and Anguirel now have +3 attack (instead of -1)
- Filthy Rag of Dungalef made five times more rare
- it was only that common for testing purposes
- when kemenraukar drop rubble on an object, the rubble is now displayed
instead of the object
- temporary and permanent resistances now stack correctly in the combat roll win
dow
- they have always stacked correctly, but there was a display bug
- can look around the dungeon properly after death even if you are enraged
- something I *haven't* fixed
- Scatha's bug where a longbow did 3d0 damage instead of 3d10
- let me know if this happens again and what the circumstances are (eg a
djacent to monster...)
- changed short swords from (+0,1d8) back to (+0,1d7) as they were alrea
dy good enough for high dex characters
- changed deathblades from (+0,1d10) to (+0,1d9) as they were slightly t
oo good
- changed broken swords from (-1,1d4) to (-2,1d5) to make them in line w
ith other sword types
- changed great spears from (+0,1d14) to (-1,1d15) to make them slightly
better and more flavorful
- if any of these are problematic (Scatha?) then do let me know
- I also like the way that it makes:
- all chopping weapons d(even)
- including all axes d4
- all slashing and piercing weapons are d(odd)
- monsters
- significantly improved the archer and scout/spy AI
- they now retreat much more
- and the archers try to stay *in* line of fire from you
- made trolls come in slightly smaller groups but with slightly larger m
elee damage
- this should make them a little less repetitive (and cut down t
heir tag-teaming)
- made distended spiders a little weaker
- oathwraiths no longer have passwall
- added
- unique troll (Dagorhir)
- 'Unmourned'
- Ururaukar
- Cat assassin
- Unrelenting horror
- Hithrauko
- changed the depths for some deep creatures
- darting horrors
- cause hallucination instead of acid
- lurking horrors
- cause entrancement instead of hallucination
- green dragonflies
- cause hallucination instead of poison
- objects
- changed the durations of many potions and herbs
- most have increased in duration
- ie 10d4 for short effects like quickness and 20d4 for
long effects like strength or resistances
- throwing items have been made more useful
- halved chance of breakage (10% -> 5%)
- more frequently come in the normal weight to help stacking
- sometimes found in groups of 2 to 4
- (in which case they will also have the normal weight)
- changes to targetting
- improved the interface
- explains the useful commands
- hides the other commands (experts can still use them)
- highlights your target (if the appropriate visual option is se
t)
- this is a big thing, and I hope to have it on by defau
lt
- I've also made it so that it automatically targets any
creature you attack
- player things:
- blowing trumpets (between -10 and -40)
- tunnelling (-10 if you succeed, -5 otherwise)
- bashing doors (-10 if you succeed, -5 otherwis
e)
- earthquakes (-30)
- monster things:
- melee attacks (-5)
- archery (-5)
- boulders (-10)
- fire, cold, poison breaths (-10)
- shouting/shrieking (-10)
- silent watchers screeching (-20)
- earthquakes (-30)
- when noise is made, monsters have a chance to notice it
- they produce a perception score = 1d10 + monster_perception +
sight_modifier + distance_modifier
- sight_modifier is +5 if they are unwary (rather than a
sleep) and in line of sight
- distance_modifier is -1 per square (which can't go thr
ough walls) and -5 per intervening closed door
- if the perception score is greater than the quietness score...
- then the monster's alertness increases by the differen
ce
- items
- artifacts
- doubled the chance of something becoming an artifact
- this will lead to twice as many artifacts early on
- but more like 1.5 times as many in total
- this might be too many now, but let's try it
- for reference, I generated level 950ft 20 times and only got 1
0 artifacts total
- staffs
- staffs of treasures now detect all items *except* other staffs
of treasures
- they also start with 1d4 charges rather than 2d4
- staffs of slumber should be considerably more useful now
- added staffs of foes, which detect all monsters on the level
- bows
- shortbows moved to 1d7 (from 1d6)
- longbows moved to 1d11 (from 1d9)
- monsters
- new monsters 'spawned' on the level during play do not include 'stupid
' monsters
- such as worm masses, molds and nameless things
- changes to the way monsters track the player
- used to be a monster-dependent radius
- now several methods
- 'stupid' monsters only follow if they can see the play
er and are within 3 squares
- some animalish monsters (bats, centipedes, insects) do
n't follow if out of sight
- deathblades, lurking horrors and silent watchers
- only pay attention to the player if within 2 s
quares
- escorts
- more variety in monster escorts again
- adjusted experience points from killing monsters
- arrows and thrown items now make some noise whenever thrown
- not just if thrown at a monster
- doors being bashed open and monsters calling for help now abort repeti
tive actions such as running or resting
- food use when using stairs now correctly takes hunger rate into accoun
t
- objects on the ground now can produce light or darkness
- with the exception of those that would be turned off (i.e. tor
ches/lanterns)
- modified the scoring slightly
- now having gotten closer to the surface is checked before quan
tity of silmarils
- end game
- rules
l level
- rules
- rules
- rules
k/evasion
- 1% chance per level of depth of doing both, otherwise choose randomly
- Sil alpha 39 --------------------------------------------------------------------------------------------- misc
- glyphs of warding
- can now appear in vaults
- now a different colour
- now are stronger against early creatures
- creature makes a will roll against difficulty 13
- a creature's will is currently half their leve
l
- so a level 9 creature has 4 will and no chance
to break it
- a level 10 creature has 5 will and a 1% chance
- a level 20 creature has 10 will and a 21% chan
ce
- Morgoth has 12 will and a 36% chance
- stat draining is now easier to resist
- will opposed with half the monster's level (rather than the wh
ole level)
- there is now a note made when you cut a Silmaril from the crown
- it no longer says 'you have been slain' when you win (!)
- it now cures hallucination and rage when you die
- so you can see what really killed you
- artifacts
- reduced the con bonus on the shield of fingolfin, but increased its pr
otection value
- monsters
- serpents (and ancient ones)
- increased protection and lowered health
- Morgoth
- increased protection slightly
- insects
- increased evasion
- cat assassins
- now can shoot arrows at you, and can come in groups
- makes evasion a bit less good in the end game
- objects
- amulets of preservation now just sustain grace and con (rather than al
l stats)
- armour of permanence now just sustains str and dex
- Sil alpha 40 --------------------------------------------------------------------------------------------Here it is, the first version with songs and abilities. Note that these are not
yet well balanced. Have fun, try things out and we will hopefully fix some bugs
and work out what needs balancing.
- most songs added
- some abilities added
- monsters
- horrors made a bit more rare
- kemenrauko made a bit more rare
- changed the attacks of shelob and ungoliant
- Shelob now has a paralysation attack as well as poison
- both have fewer dice with more sides (so poison resistance mat
ters more)
- cat assassins now have shortbows rather than longbows
- non-melee darkness attacks can now cause blindness
- i.e. mold spores and breath weapons
- skill checks
- many resistances are now +10 to saving throws rather than perfect immu
nity
- eg free action, resist fear, blindness, confusion, stunning, h
allucination, all sustains
- also see invisible just gives a +10 bonus to seeing invisible
creatures
- now it is official that on tied skill checks, the 'status quo' wins
- thus a tie on an attack is a miss
- a tie on confusion versus a player or monster means no confusi
on occurs
- a tie on a perception check means the perceiver doesn't notice
anything
- etc
- thus, ties aren't always against the player, but are always in
favour of the status quo
- took more care in finding numbers to use in skill checks
- monsters now have an effective will score
- will = level they are found on divided by two
+ 1 if they are unique
- 2 if they are stunned
- this score is often used when the player would use Wil
l
- I might hard-code monster Will in the future to allow
for some monsters with very high or low Will
- all checks against the player's Will now either use the monste
r's Will or difficulty 10
- thus nasty potions, traps etc all use difficulty 10
- monsters all use their Will
- in the future I might have to make some non-monster things use
a higher difficulty if this is too easy
- but it is so clean that I thought it a good idea
- there are 44 times it uses difficulty 10
- there are 37 times it uses monster will
- more useful messages for resisting special attacks
- e.g. giving 'you feel weaker for a moment' when you make your
saving throw vs strength drain
- rather than just 'You resist the effects!'
- tweaked the chance of some skill checks
- notably it is slightly easier for high strength characters to
bash doors and resist disarming attacks
- perception
- seeing invisible monsters now is a test against the monster's
will plus twice the distance to them
- previously it was a flat 10
- it is no longer more difficult to find doors or traps within a
vault or interesting room
- traps
- none of the traps have rolls determined by the player's depth anymore
- e.g. if you see a dart trap, it is always the same regardless
of depth
- added a web trap
- a cross between the roost and pit traps
- I might get rid of one of the pit trap types now
- made the traps on the Gates level more appropriate
- items
- removed herbs of blindness as there is already a potion of blindness
- lanterns of shadows no longer produce a sphere of darkness when on the
floor
- rings of evasion with negative modifiers are now cursed
- rings of Strength or Dex and amulets of Con or Grace can now reach <+2
>
- but this is exceptionally unlikely except in very deep vaults
- cloaks of protection now give just 1 side of protection (to 1d1), like
armour and shields
- items that grant 'attention' no longer wake mindless monsters like mol
ds or worm masses
- nor monster that don't pursue the player (like spiders)
- other
- most of the stupid subdirectories in the lib folder are removed
- improved the final mini-screenshot
- resistance to hallucination is now separate from resistance to confusi
on
- items of True Sight all give resistance to hallucination, as d
o items of clarity
- sleep songs and staffs now lower monster alertness by 5 plus the numbe
r by which the monster failed its save
- used to be by a flat 4d4
- more strength can now be used on thrown items
- 1 point of strength can be used per half a pounds of item weig
ht
- cf 1 pound for 1 handed melee, 1.5 for 2 handed melee
and bows
- if you have negative strength, the effects of this on damage are now a
lso capped like with positive strength
- previously fire and cold pure elemental damage were handled differentl
y from dark and poison
- now they are all done the same way
- in all cases, your shield protection is factored in, and so is
protection from magical means
- eg a ring of protection works
- now challenge options are listed in the notes file
- made the character screen menu look slightly better
- Sil alpha 41 --------------------------------------------------------------------------------------------- fixed a bug where drinking potions of poison or being hit by poison from chest
traps crashed the game
- added some new abilities:
- throwing proficiency
- zone of control
- flanking
- riposte
- controlled retreat
- vanish (formerly unobtrusive)
- opportunist
- lowered the bonus from improved criticals
- no longer get double stealth bonus from stealth mode + passing the turn
- Sil alpha 42 --------------------------------------------------------------------------------------------- other
- you now
- fixed a
- fixed a
- fixed a
-
onus
- added the defender's symbol to the combat roll window
- very useful when you get attacks against multiple enemies!
- songs
- made song of este a bit different/better
- it multiplies the rate at which you heal / recover from things
by (song/4)
- abilities
- added many
- fixed a bug with vanish
- monsters
- spiders
- dragons
-
- objects
- objects can now grant abilities
- added some special types
- of Murder
- (Avenger)
- of Speed
- modified 'of Hador's House'
- changed a few artifacts
- Maeglin's armour is now dropped when he dies
- he is now even rarer to compensate
- Sil alpha 43 --------------------------------------------------------------------------------------------- abilities
- added 'Woven Themes'
- added 'Two weapon fighting'
- added 'Bane'
- abilities gained through items no longer increase the costs of getting
more
- resting now counts as 'passing' for abilities that pay attention to th
is
- changed mighty blows (now called 'power')
- fixed bugs with keen senses
- shadow creatures can no longer be seen in strange cases
- light through closed doors or walls can no longer help you see
creatures
- lore-keeper now detects curses
- singing no longer causes you to grow hungry more quickly
- made whirlwind attack weaker
- (requires there to be no adjacent walls or rubble)
- items
- staffs
- staff of revelations detects doors better than before (it was
buggy)
- it also detects forges
- staffs of secrets are removed from the game
- staffs of freedom now detect doors as well
- staffs of light now make a radius 7 circle of light instead of
radius 2
- they no longer specially light 'rooms'
- the light special effect is now white, not orange
- staffs of imprisonment are now better at locking doors
- staff of foes now detects all foes on the level
- including ones far away and invisible ones
- amazingly, the bad rings used to weigh twice as much as the good ones
- this has been fixed
- removed rings of speed
- added daggers of accompaniment
- grant two weapon fighting
- is there a better name?
- graphics
- added the possibility of changing the background colour of characters
on the screen
- this has been used to create options for:
- solid walls
- hybrid walls
- highlighted creatures when they are not alert
- monsters
- Ancient sapphire serpents made half as common
- you saw them *much* more than the others because they are nati
ve to 950 ft.
- Unmourned made more rare
- misc
- monster confusion works like player confusion
- used to be equal chance of any direction, now biased towards p
referred direction
- 'bashing' can now be applied to walls, and if there is a secret door t
here, it can open it
- but is typically less easy than bashing a known door
- i.e. it sets the difficulty to the that of the most di
fficult to bash door-type
- fixed some end of game messages to make them fit on the screen
- move towards open source
- attributed the sounds and graphics
- determined that the only possible non-GPL code is in the mainxxx files
- deleted most of these
- will replace the others from Angband 3.1.2 soo
n
- Sil alpha 44 --------------------------------------------------------------------------------------------- some abilities made less good
- -2 to mel for rapid attack and off-hand
- charge mod is always 2
- sprinting takes 4 rounds to start up (previously 3)
- vanish made much harder (double monster's perception)
- cruel blow made less good (need triple critical to trigger)
- concentration improved (divisor in cap moved from 3 to 2)
- song of slaying made weaker (effect is halved)
- song of the trees improved (divisor moved from 6 to 5)
- song of staying improved (divisor moved from 4 to 3)
- song of Lorien weakened (no longer get +5 bonus)
- Sil alpha 45 --------------------------------------------------------------------------------------------- fixed main-win.c
- Sil alpha 46 --------------------------------------------------------------------------------------------- abilities
- piercing shot
- now requires double criticals
- no longer produces a message (too annoying)
- song of slaying (trying Scatha's new rules)
- artifacts
- removed evasion bonus from the ring of Barahir
- Sil alpha 47 --------------------------------------------------------------------------------------------- abilities
- fixed problem where Lore-mastery 'found' all artifacts on the level
- bane bonus is extended to all skill rolls against that type of creatur
e
- removed 'piercing shot'
- this is now a feature of arrows of piercing (and song of sharp
ness)
- added 'rapid fire' archery ability
- 2 shots per round, but at -2 str/dex
- only fires one shot if a second shot would be useless
- improved 'listen'
- can detect the creature fully if you succeed in your roll by 1
0 or more
- removes a previous -5 penalty, making it easier
- made riposte weaker
als
- objects
- arrows now break half as often
- even my 'careful shot' archer kept completely running out
- archery now uses the same strength modifiers as one-handed weapons
- max strength bonus of 1 per pound, not 1 per 1.5 pounds
- makes strength more important for longbow users
- shortbows made slightly lighter
- 2.0 lb to 1.5 lb
- longbows made slightly heavier
- 3.0 lb to 3.5 lb
- artifacts
- fixed bug where artifacts couldn't get radiance
- misc
- new version of the three silmaril 'curse'
- you have to use the lower of two rolls in all skill rolls
- the crown is now heavier
- realistically need strength 7 to move it
- fixed some unnoticed bugs involving MIN and MAX of randomised quantiti
es
- fixed a bug with items of attention not working properly
- interface
- improved the interface for character creation
- improved the interface for the 'knowledge' screens
- improved the main display of melee and archery skills
- takes into account multiple attacks and also is coloured
- substantially improved the monster recall information
- trimmed useless information
- rephrased things
- better colour choice
- monsters
- trying to make important tolkienian monster types stand out more:
- made most spiders a bit tougher
- they do have 'no_pursuit' so you can avoid them fairly
easily...
- made wolves do more damage (and some of the later ones are mor
e accurate)
- made ancient serpent breaths do less damage (8d4 -> 6d4)
- fire/cold monsters are now vulnerable to the opposite element
- one extra die of damage from melee branded attacks
- double damage from breath weapons
- note that 'cold' drakes are not really cold creatures and thus
not vulnerable to fire
- monsters of the same level now find it more difficult to push past eac
h other (unless they are afraid)
- this should reduce the tag-teaming a bit
- monsters can no longer push past 'hidden move' monsters (ie Gr
otesques)
- new monsters now generated on the stairs, instead of randomly on the l
evel
- the stairs are now a bit more dangerous to be near, and more l
ikely to be guarded
- also staves of summoning work like this now, so you can identi
fy them by use
- alertness
- new wandering monster system
- unwary monsters now move around, even when you are not nearby
- animals wander randomly
- orcs and other 'intelligent' types wander from place t
o place
- new monsters now generated on the stairs, instead of randomly
on the level
- thus completing a fairly faithful simulation of monste
rs now
- the stairs are now a bit more dangerous to be near, an
d more likely to be guarded
- also staves of summoning work like this now, so you ca
n identify them by use
- being in line of sight of a monster used to give it +5 to detect you
- now it gives you +X where X is the number of traversable adjac
ent squares
- eg floor, trap, open door
- so being at the side of a room, or the corner is very helpful
when sneaking past
- 'passing' or 'resting' gives a total of +10 to stealth, whether or not
stealth mode is used
- monsters used to become 'active' when within a 20 square radius circle
- now they are always active in some sense (they can wander arou
nd...)
- I've changed the distance from which they are marked as active
- no longer a circle, now uses the sound distance
- no longer 20, now 20 - the amount that your stealth on
this round exceeds their perception
- thus, >20 in good situations and <20 in bad on
es
- this is a bit experimental
- it might mean that monsters too easily start t
o ignore stealthy characters and wander off
- or that they are too good at finding noisy cha
racters
- I'm not sure
- Sil alpha 48 --------------------------------------------------------------------------------------------- abilities
- new 'poison resistance' ability for Will does what it says on the tin
- new 'versatility' ability for Archery give a bonus to melee if you hav
e more skill points in archery than melee
- 'knock back' now makes the monster miss its turn if successfully knock
ed
- makes it less bad against dragons/archers
- makes its knocking effect more obvious since most creatures ca
n't immediately come back
- 'cruel blow' and 'crippling shot' now need to do at least one point of
damage to take effect
- 'power' now works properly for thrown weapons
- 'vanish' now just subtracts 3 alertness from alert opponents that can'
t see you
- so it might take multiple turns for them to become unwary
- 'critical resistance' made weaker
- it no longer halves the number of bonus dice in criticals, but
makes bonus dice harder to achieve
- the amount needed to hit by for each die is increased by (will
/3)
- song
- it now takes a turn to start a new song/theme or to change to a new so
ng/theme
- cancelling a song or theme is still free
- there is now a command to 'exchange themes' if using woven themes
- takes a single turn and doesn't wreck the slaying bonus
- song of freedom changed in power somewhat
- now gets harder to remove traps, unlock doors etc as you get d
eeper (much like using perception)
- (no longer halves the skill score, but adds a level-dependent
penalty)
- song of freedom now grants free action
- and helps slowing time-out much faster
- song of lorien changed so that song level matters more
- (no longer halves the song score, but does add in a penalty)
- now weaker prior to song of 10, stronger after
- the main idea was to eliminate skill checks where we halve the
score
- it will probably need the penalty to be tweaked, but it needed
rebalancing anyway
- as the stealth system changed
- combat
- rings of damage (and artifacts with the same ability) now work on thro
wn weapons and archery
- endgame
- knocking off the crown now
points of RAW damage
- (previously was 10
- this is just a bit
- truce now correctly broken
- stealth
- removed the stealth-dependence of the distance from which alert monste
rs can start to seek you
- I had tried this in alpha 47
- it was too hard to balance and led to effective invisibility f
or very high stealth characters
- didn't work properly with alarm traps etc (they would be alert
ed, but still couldn't seek you)
- changed the noise creation from fighting
- now you get a penalty to stealth of 3 if you attacked a monste
r that round and 3 if you were attacked
- 6 if both
- this is divided by 3 if you have 'quiet fighting'
- there are additional penalties of 3 in each case if the creatu
re trying to detect you is awake and in line of sight
- these additional penalties are halved by 'disguise'
- monster alertness now has upper and lower caps
- alert monsters can become more alert from additional noise, but with a
- House Finarfin now has mostly golden hair (previously used the same as
all other Noldor)
- (Hopefully) fixed a bug which sometimes caused Sil to crash after the
first move
- at least on the Mac...
- and there was possibly a related bug with respect to setting p
olearms
- computer security
- removed some of the uses of strcpy etc which are potentially unsafe
- Sil alpha 53 --------------------------------------------------------------------------------------------- combat
- monsters are now biased in favour of using their first attack instead
of their second one
- (2/3 chance)
- monsters
- serious rebalancing of monster damage (and some melee scores)
- smithing
- decreased the smithing costs for protection sides
- now is a difficulty increase dependent on the expected number
of (half) points of damage reduction
- 4 for the first half-point, then 5 for the second, 6 f
or the third etc.
- other
- resting
- fixed a
running/resting
moves
tair
- they are either of the depth that the stair leads to (50% chan
ce)
- or one up or one down from there (25% chance each)
- note that levels with down shafts can now generated monsters t
hree levels out of depth
- also fixed some strangeness to do with how they swapped when s
omeone was on the stairs
- now all the miscellaneous damage-causing things use the combat roll wi
ndow too
- eg all earthquake effects, monsters getting hit by monster bre
aths, traps etc.
- helps to expose the mechanics of these thing
- and just generally fun to see the damage Ancalagon is causing
to his friends etc.
- fixed earthquakes a bit more
- added stunning for the player/monsters
- tweaked some things with the trumpet generated earthquakes
- high will scores increase the radius of the earthquakes made w
ith the staff of earthquakes
- monsters can't wake up before your first action
- simplified some of the GF_* code, removing outdated attack types
- fixed some strangely mangled sentences in the monster recall window
- changed the bonus for Focused Attack
- now equal to Perception divided by 2, instead of a flat +5
- let me know if this was a bad idea
- you now get experience for identifying special item types and artefact
s by use
- used to be just herbs, potions, staves, trumpets
- you get twice as much for these new things (20 * object_level
points)
- you miss this experience if using staves of perception or Lore
Master
- vaults
- tweaked
- allowed
are visible half
-
- traps
- trap doors now give three separate messages before you fall to give yo
u a chance to notice
- there is still nothing you can do, but it is less mysterious w
hen it happens
- acid traps were not generated in the past due to a bug
- now fixed
- there was a problem where roosts didn't disappear unless they summoned
at least two birds
- now they disappear if anything at all is summoned
- pit traps (and spiked pits) are now easier to climb out of
- difficulty 10 (15 for spiked) instead of 15 (20)
- they were complete death traps for armoured characters in comb
at...
- being a spider bane helps you to find webs and to break them
- traps are now handled differently internally
- previously invisible base traps were placed and then the trap
type was chosen only when discovered
fear
the main change...
much improved system
highlights
- monsters are braver in groups, but not if their comrades are f
leeing
- leads to impressive routing
- creatures with escorts have a larger morale effect
- rallying the troops
- or causing total despair when they flee or die
- slaying weapons and cruel blows cause additional fear
- Majesty and Song of Elbereth now work
- monsters can flee through the stairs
- There is benefit in choosing exactly who to attack/kill to bre
ak their morale
- the colours of the monster health bar are now the same as for the player
- the descriptions of their health now also match these categories
- 100% health = white
- 76 - 99% = yellow = "somewhat wounded"
- 51 - 75% = orange = "wounded"
- 26 - 50% = light red = "badly wounded"
- 1 - 25% = dark red = "almost dead"
- these bands are used for morale effects for the player's and monsters'
health
- shortened the monster health bar to length 8 to help with these quarte
rs
- experience
- monsters
- now get 40% as much experience for killing monsters
- but also get 40% experience for each time you encounter one (s
ee a new one)
- should total to nearly as much as before
- but should help stealthy characters a lot
- traps/doors/chests
- no longer give experience
- identification
- you gain 100 experience per unknown item you identify (by what
ever means)
- you gain twice this if it is an artefact
- overall
- an endgame character will probably get about 70k experience:
- 5k initial
- 10k descending
- 10k identification of items
- 25k encounters
- 20k kills
- monsters
- archers
- archers no longer keep shooting at you when they are afraid
- instead they run away like normal monsters
- now have appropriate maximum ranges for their bows (or boulder
s)
- and the same penalties for long range as the player ha
s
- fixed a bug where archers didn't retreat far enough from you w
hile firing
- they often stood with just one empty square between th
em and you
- now they mostly fire, but occasionally take another st
ep back
- improved their behaviour when stuck near walls and trying to c
ircle past the player
- are now removed if you inscribe the item with an empty string
- abilities
- you can no longer get a controlled retreat and flanking attack on the
same turn
- you get one or the other
- concentration changed
- can no longer increase concentration bonus more than once per
round
- but also the bonus is not reset if you pass ('5'), so it works
with focused attack much better
- indeed it is pretty good combined with multiples of focused at
tack, blocking, riposte, ZOC
- focused attack fixed
- the focus from passing used to last multiple turns
- blocking display fixed
- used to sometimes not show the doubled shield roll on the comb
at rolls screen
- improved hardiness
- changed [1d1] protection to [1dX] where X = Will/6
- majesty and song of elbereth finally added
- fixed some issues with the monster memory
- punctuation
- notes when monsters don't follow you
- shows Deathblades and @s correctly in monster list
- doesn't show hallucination monsters in cycle
- now remarks on mindless/unintelligent creatures
- character creation
- sex is now chosen near the end of the process, reflecting its unimport
ance
- areas of the screen being modified are now mostly highlighted in yello
w
- minor changes to elf history options
- monster alertness
- monsters now given slightly randomised alertness ratings when woken by
special things
- endgame
- player now has the curse explained to them
- doors
- much more likely to be unlocked, slightly more likely to be jammed
- new chances
- unlocked: 80%, locked: 16%, jammed: 4%
- file format
- changed the savefile formate quite a lot
- there is a good chance that it will remain the same now until
release
- Sil beta 1 --------------------------------------------------------------------------------------------(7 Dec 2011)
- House bonuses
- improved edain a little bit
- Monsters
- monsters now have individual will scores
- there are now fewer monsters on any level at 50ft
- since the variety was low, this helps reduce the millions of w
olves issue
- Dragons (except for hatchlings) have been made quite a bit harder
- They have always been too weak, especially considering that th
ey don't follow you
- and that they should be one of the toughest things for
their depth
- They now have higher melee damage and higher breath damage
- They also have a higher Will score, so they will have better c
hances to scare you, slow you etc
- made them a bit rarer too as there are special caves for them
now
- I'm trying to overshoot here, so let me know if they are too g
ood now, or not good enough...
- Nameless things made a little bit harder
- The two Balrogs have been made normal speed
- and had a slight improvement in stats to compensate
- Monsters that don't pursue the player (e.g. dragons and centipedes) ha
ve new behaviour
- their treasure if any is generated on the ground as a hoard be
fore you arrive
- they slowly become unwary again if you leave sight and then wa
nder back to their lair/hoard
- Monster memory
- now notes sleep resistance when Song of Lorien fails on a monster
- now notes Perception, Stealth, Will, and initial alertness of monsters
- Looking
- looking
bes it )
- you are
onster
-
- Objects
- attempted to double the chance of finding objects at shallower depths
than normal
- let me know if it is too common to find items early
- or if the items generated earlier than normal are too
much too early
- or if they are too stingy in either regard
- glowing swords now work in off-hand too
- no longer announces unidentified objects' abilities when the 'I' comma
nd is used
- increased the weight of gauntlets
- Abilities
- some abilities have been moved around
- exchange places is now in stealth
- quiet fighting has been removed (and the general noise penalty
reduced a bit)
- assassination is now easier to get, as is opportunist
- just check out the stealth ability screen!
- fixed some inconsistencies in the extra attack abilities
- Mac
- the mac version now has sensible window location/font/size defaults fo
r a laptop screen
- options
- added proper support for movement with the hjkl keys
- I'd advise people not familiar with this stick with arrow keys
and numbers for diagonals
- added support for the old Angband-like keyset
- again, stick with the Sil keyset if possible
- Sil beta 5 --------------------------------------------------------------------------------------------- broke savefile compatibility
- tutorial
- finished the map
- added messages on death/completion
- interface
- added a password for debug mode / wizard mode
- added improved descriptions of empty slots in the equipment window
- you now get a message "You have killed it" when killing unseen monster
s in melee
- monsters
- territorial monsters who have hoards now stay still there if unwary
- and occasionally fall asleep if they can sleep
- increased the protection of Grotesques and Silent Watchers (6d4 to 8d4
)
- fixed a bug where dragons and serpents were often passing their turns
- they are now a bit tougher as they are less stupid!
- fixed a bug where monsters tried to flee to the stairs even when you a
re standing on them
- vaults
- removed Glaurung from the Gorthaur vault!
- abilities
- changed controlled retreat
- now you need to not have moved on the turn before
- fixed a bug where the effects of Stun and Rapid Attack were swapped
- Lore-master wasn't always identifying things immediately
- I think this is fixed now
- combat
- fixed a bug where negative strength effect on damage wasn't capped for
bows
- smithing
- fixed a bug where arrows being forged were described incorrectly
- song
- changed 'stop singing' from song (a) to song (s)
- so you can just hit "ss" to stop
- all songs have shifted down one letter (so Elbereth is (a) etc)
- removed 'stop singing' as a fake ability in the ability screen
- you can no longer start singing from the ability screen
- fixed a bug where getting the unwavering voice ability didn't change V
oice immediately
- fixed a subtle bug in monster perception that probably no-one had noticed
- Sil beta 6 --------------------------------------------------------------------------------------------- commands
- new "interact with terrain" command
- hold down control while moving, or hit / before moving
- bashes doors, closes open doors, disarms traps, opens chests,
tunnels walls...
- if directed at your own square (z or 5), it can also use stair
s or forges and pick up items
- also comma is now a shortcut for interacting with your own squ
are (so replacing g/>/</0)
- this is a pretty major interface change and should make learning and p
laying the game smoother
- as part of this command clean up
- got rid of several commands including M and / and } and * and
%
- made several commands unnecessary, including o, c, b, T, D, >,
<, 0
- fixed a bug with the new / not working on adjacent forges and
staircases
- now the following should be true (and I'd like bug reports if it isn't
!)
- movement via keypad, number-keys, or arrow-keys, with 5 and z
as "wait a turn"
- 'running' and resting, by holding down Shift or pressing '.' (
full stop).
- interacting with terrain by holding down Control or pressing '
/'.
- firing arrows from first quiver by holding down Alt or pressin
g 'f'.
- note that I don't expect the number-keys at the top of the key
board to work
- for holding down Shift
- but they might work for Alt/Control
- and they should work for everything via '.' '/' 'f'
- fixed tutorial and commands screen to reflect these changes
- minor changes to fit with the new interact with terrain system
- you can no longer bash down secret doors
- you can no longer tunnel through doors
- can now attempt to break free of a web while in it
- use the normal disarm command (D or interacting with your squa
re)
- improved the HTML screenshot
- now captures the walls properly and has a better default name
- improved the extra windows
- now they are named properly
- and there is no funny interface for assigning functions to windows
- each window comes with its own particular function