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-Sil1.3------------------

- Sil 1.3 ----------------------------------------------------------------------------------------------

- broke savefile compatibility
- sorry about this
- it needs to happen every now and then and I schedule it for the 1.X.0 releases

- monsters
- large changes to the early game monsters
- many new monsters
- replaced many of the more generic early monsters as many players had requested
- a few changes to some later game monsters
- stopped the Orc warrior "chain charging"
- it used to be that swapping with another orc counted as movement, setting up a charge
- it no longer does (in line with how the player abilities work)
- also anything that makes them skip a turn interrupts their charging
- (such as when they become aware of you)
- Gave Boldog resistance to fear (from his spear)

- new mac version
- replaced the old Carbon version with a Cocoa version
- the old version was really out of date and wouldn't compile or run on recent systems
- this should also remove some stubborn old bugs (see bugfixes)
- this version isn’t perfect (e.g. some minor problems with displaying text)
- but it does allow Sil to run on all new systems

- objects
- horns
- no longer require a will check to use
- this is because they all require a will check to have an effect anyway

- abilities
- made Leaping easier to acquire
- it no longer has a pre-requisite
- it now acts as a pre-requisite to Sprinting
- Channelling now halves the voice cost for blowing horns

- smithing
- now allows artefact rings to have bonuses to attack, evasion, and protection
- (since there are regular rings with these)
- removed the ability to add Grace to artefact cloaks
- (just a minor nerf to the extreme +Grace smiths)

- tunnelling
- attempting to tunnel but failing now takes a turn if you are confused
- otherwise control-dir in a corridor would effectively overcome confusion

- bugfixes
- stopped Great Cold-Drakes and Scatha the Worm having radius 40 light (!)
- fixed the 'could not find a vault at 100ft depth' bug
- control-t no longer aims successfully for throwing while confused
- smithing gloves of treachery now correctly forces a <-1> penalty to strength
- now correctly displays 'cut' status on the first turn on a new dungeon level
- fixed a bug where channeling's +5 bonus didn't apply to horns of force
- hopefully fixed various bugs with the Mac version
- crash on startup
- requiring admin password sometimes when opening saved games


- Sil 1.2.1 ----------------------------------------------------------------------------------------------

- monster songs
- made Morgoth's Song of Piercing a bit easier to resist (+5 bonus)
- fixed Morgoth's Song score to 20
- it no longer increases by 5 when his crown comes off like his Will does
- the Song of Silence now reduces monsters' Song Score by a quarter of the Player's Song Score

- abilities
- reworked some of the pre-requisites for the Will Abilities
- notably Hardiness is less essential and Constitution is a bit harder to get
- added Parry as an alternate pre-req for Two Weapon Fighting
- increased the Song skill requirement for the point of Grace from 13 to 15

- smithing
- you can now try out creating any item without the required smithing abilities
- things that you can't do without an additional ability are shown in red
- there are no known bugs with smithing remaining
- modified the stat costs for horns (used to all cost grace)

- dungeon generation
- significantly more flexibility in vault generation
- vaults can now appear rotated as well as reflected
- vaults now can have flags for extra traps, webs, rotation, debugging
- improved trap placement
- now much more likely to appear in interesting places
- so it can now be worth actually searching for them in some cases
- chasms can no longer be generated before 150 ft
- (to make sure you can get to the guaranteed forge!)
- halved the chance of locked doors
- now 8% of all doors are locked, 4% are jammed

- dungeon features
- chasms
- staffs of freedom and song of freedom can now close chasms
- but the difficulty is extremely high:
- 20 + number of adjacent chasm squares for the staff
- 25 + number of adjacent chasm squares for the song
- it therefore tends to close in from the edges
- secret doors
- tunnelling into them now gives you a (random) closed door instead of a broken door
- to avoid it sometimes being better to not find a secret door than to find it
- broken doors
- changed their symbol to '.', so they are more distinct from open doors and less confusing

- objects
- made herbs of restoration a bit more common early

- artefacts
- made the new mithril artefacts (Starlight and Silverhand) more rare (as originally intended)

- bugfixes
- fixed two smithing bugs
- one had to do with re-choosing an enchantment after modifying the numbers
- one had to do with abilities disappearing or duplicating on artefacts
- fixed a terrible bug with the monster ability 'Exchange Places'
- which could cause you to be sent out of the dungeon if you killed the cat warrior who was exchanging
- removed one of the messages when automatically picking up a thrown/fired item
- fixed a bug where cancelling some but not all free attacks with a '!a' weapon didn't use up any time
- fixed a bug where Woven Themes was having the effect of the removed ability Unwavering Voice
- players were (again) getting the Opportunist free attack when an enemy was pushed with Knock Back
- no longer takes any time to tunnel if you aren't going to be successful
- i.e. it is more like realising you can't, than like trying and failing
- fleeing monsters can no longer get free attacks of any kind
- monsters that are frozen by song of mastery no longer get free attacks of any kind
- can now automatically identify the Ring of Barahir (and perhaps others) by the Ability it grants


- Sil 1.2.0 ----------------------------------------------------------------------------------------------

- broke savefile compatibility
- sorry about this
- it needs to happen every now and then and I schedule it for the 1.X.0 releases

- many of the small improvements in this version are from the Sil variant: mpa-sil
- I've noted this below where I remember -- apologies for those I've forgotten to credit

- monster abilities
- monsters can now have some of the abilities that the player can get
- such as Charge, Cruel Blow, etc.
- Morgoth and Gorthaur have songs of power

- added chasms to the dungeon
- these block movement of you and most enemies, but not sight or line of fire

- added a player AI inspired by the Angband Borg
- called the 'automaton'
- it serves no real purpose, but people might want to try experimenting with its code and parameters
- and see how deep they can get it to go

- abilities
- Throwing Mastery now prevents thrown items from breaking
- Two Weapon Fighting no longer allows you to wield 'hand and a half' weapons in your off-hand
- Knock Back
- now requires there to be no monster in the square the creature is knocked into
- so orcs don't get swapped in corridors etc
- it now takes weapon weight into account in determining your effective strength
- so you will want a heavy enough weapon to get your full strength bonus
- Point Blank Shot now completely prevents the attack of opportunity from the
enemy you just shot at, instead of 50% chance for all adjacent enemies
- Skill requirements reduced on several early Evasion Abilities
- Added the Evasion Ability: Leaping
- Flanking no longer requires Dodging (though the latter still works well with it)
- Heavy Armour use now has an alternative pre-requisite of Crowd Fighting
- Lore-master no longer identifies chest traps (via mpa-sil)
- Majesty now takes the monster's Will into account
- instead of reducing morale by Will/4...
- it reduces it by half the difference between your Will and theirs
- Song of Sharpness now lowers enemy protection by 2% per point of Song
- this is usually a smaller effect than the old rules
- Song of Mastery is now slightly cheaper to make the skill point progression simpler
- Unwavering Voice has been removed
- having non-song abilities in the Song tree limits the ability for people to learn many songs
- and this was the weakest one in terms of game mechanics
- Woven Themes now makes the minor theme use (Song / 2) instead of (Song - 5)
- this makes it worse in most cases
- but this means more people will use Song abilities to get actual songs
- made slightly more expensive to make the skill point progression simpler

- smithing
- can now create horns using 'Jeweller'
- the difficulties of making mithril items have been reduced a lot
- 'slays' no longer cost a strength point to add to a weapon
- it was too steep a cost for the early game, making no-one add them
- artefact arrows now have half the difficulty
- it was crazy costing you as much for 1 arrow as for 24 or a regular equipment piece
- fixed several of the smithing bugs
- the game is now clear that you can only use one of Enchant or Artifice per item
- this removes the worst smithing bugs
- fixed a bug with artefact rings and amulets forgetting their special bonuses sometimes
- I think the only remaining bugs are glitches surrounding abilities on artefacts disappearing or duplicating
- the work around is to only add abilities to artefacts immediately before the end

- items
- weights
- randomised weights for weapons and armour are now less fine grained (via mpa-sil)
- they come in multiples of 0.5 lb instead of 0.1 lb
- other weights tweaked a bit to match (e.g. potions from 0.4 lb to 0.5 lb)
- increased chance of generating out of depth items from 1 in 10 to 1 in 7
- identification
- there is no longer a perception check when identifying items by use
- (you automatically pass if you get the opportunity)
- identification of passive abilities now occurs twice as quickly
- reduced the late game frequencies of many potions/herbs
- people typically had far too many of them by the throne room
- horns
- changed trumpets to horns
- changed colours, descriptions, adjectives
- dramatically reduced weight
- added the Horn of Force, which knocks back enemies in its path
- vampiric weapons no longer drain life from nonliving monsters
- herbs of rage
- now make you completely immune to fear
- previously it was just resistance, but the possibility of frightened rage was silly
- you can no longer identify monsters via the recall window
- staffs of treasures now display non-subdued Deathblades
- bows
- Shortbows now native to 50 ft instead of 100 ft
- so archers should be a bit easier to start
- Longbows
- now native to 150 ft instead of 350 ft
- to give players a better choice of archery style through the game
- no longer get the [-1] penalty
- it was a bit fiddly and too few archers were using them anyway
- Dragon-horn Bows are now 1d9 2.0lb
- a bit like deathblades or the old longbows
- they should be more tempting to the majority of archers who find them now
- throwing items (daggers, spears, throwing axes)
- now found in slightly larger stacks
- removed some of the special item types they could get that required wielding
- made an automatic throwing command: control-t
- throws the first throwing item in your inventory at your target or closest monster
- akin to "ff"
- artefacts
- made the Greatsword of Saithnar a bit less good
- made the Shortsword of Galadriel rarer
- tweaked the stats of the Helm of Curufin
- it had (-1) instead of [-1] only because 5 years ago that was how all helms were...
- the Cloak of Maglor now grants Song of the Trees
- as Unwavering Voice was removed

- display
- molds are now always visible once sighted for the first time (via mpa-sil?)
- made the darkest shade of grey (d1) a bit darker
- needed to tell it apart more clearly from the others
- visual display of hits on monsters changed
- there is no longer a colour difference when doing more than 10 damage
- instead, there is a colour difference when killing an opponent
- significantly improved the self knowledge screen to show the quantitative effects
- including the details of stacked levels of an attribute
- now also identifies items if the item granting the power is known
- (e.g. slay orc on melee weapon) (via mpa-sil)
- weapon and armour weights are now shown when you walk over them (via mpa-sil?)
- gave more detail in the in-game descriptions of some abilities (via mpa-sil)
- if you are in a pit or web, this is now displayed in the status line
- adjusted the 'notes' display
- to let it fit slightly longer notes
- and changed self-made notes so that the last few words don't automatically flow to the next line
- which makes it easier to manually write long multi-line notes without looking ragged
- falls now correctly display the character of the thing that made you fall in the combat rolls window
- e.g. the staircase or the false floor
- abbreviate "Health" and "Voice" when you have more than 100 points of it (via mpa-sil)

- interface
- removed "always pickup" and "prompt before picking things up" options
- the former let you get free turns and wasn't really any easier than manual pickup
- (since you want to pick up less than half of things and need a keystroke either way)
- the latter was only needed with the former
- added an user interface option to 'Forgo bonus attacks on unwary enemies'
- this used to be always on, but can now be toggled
- I've made sure it covers *all* bonus attacks (I'd missed Rapid Fire and maybe another)
- targetting
- firing an arrow 'ff' when the target is a location that is now out of line of fire, no longer fires
- added an automatic throwing command that throws the first throwing item in inventory at the first target
- both firing and throwing no longer automatically choose a target if it is out of range
- you can now inscribe your melee weapon with "!a" somewhere in the inscription (via mpa-sil?)
- this will trigger a warning every time you try to attack with it
- good for pacifists, extreme stealth characters, and smithing equipment
- you will also be similarly warned if trying to attack with a shovel or bare-handed
- monster memory now explains that touch attacks ignore armour
- you are notified when entering greater vaults (via mpa-sil)

- monsters
- unified how monster mana works
- they each have a capacity of 15 points of 'mana'
- it regenerates 1 point per round (if not singing)
- casting a spell uses 10
- starting a song uses 1 per round
- and monsters only decide to start if they have at least 10
- made the check for monsters to bash down doors the same as for the player
- I don't know how this had got out of sync
- it is now easier for monsters to bash doors
- allowed weaker monsters to rarely (1 in 10) push past stronger ones
- necessary for the new pathfinding code
- orc warriors
- now come in smaller groups
- also have the Ability 'Charge'
- easterlings
- easterling archers
- their longbows now do 2d7 instead of the old-fashioned 1d11
- easterling warriors
- have the Ability 'Flanking'
- Uldor, the Accursed is now an archer rather than a melee specialist
- makes him more different, and good to have an archer unique
- has the Ability 'Crippling Shot'
- Ulfang, the Black
- has the Ability 'Opportunist'
- Maeglin
- has the Ability 'Riposte'
- cats
- cat warriors
- have the Ability 'Exchange Places'
- Tevildo
- has the Ability 'Cruel Blow'
- and has melee reduced a little to compensate
- trolls
- all types have the Ability 'Knock Back'
- Dagorhir, the Elfbane
- now has the Ability 'Elf-Bane'
- his base att/evn was lowered a bit to compensate
- worm masses
- now become unwary properly when you are far enough away (like other monsters)
- since they don't breed when unwary, this should help with worm mass explosions
- their crawl attacks no longer halve your armour (unneeded complexity)
- but I've slightly increased damage to partially compensate
- raukar
- sulraukar are now easier to kill
- reduced evasion and protection
- ringraukar
- increased damage
- kemenraukar
- reduced evasion
- adjusted their AI slightly to weakly prefer open space to breaking through a wall
- shadow spiders
- reduced health (slightly), evasion, and melee
- they seemed to be a bit too tough, but you will still want to remember to run away!
- Thuringwethil is now coloured red to make her more distinct
- Gorthaur
- has gained a Song
- Morgoth
- has gained two Songs
- and a point of Con to make him slightly more resilient

- vaults
- added many new vaults, including many designed by Clouded and some by HallucinationMushroom (from the Forum)
- made vaults a little more common, including earlier in the dungeon
- removed iron walls (a.k.a. permanent rock)
- it wasn't really needed and we weren't doing anything interesting with it

- traps
- removed amnesia gas traps due to player frustration
- removed flame traps from chests as they just encouraged dropping your flammable goods (via mpa-sil)

- other
- digging
- you no longer need to be wielding a digger to dig with it
- carrying it in your backpack is enough
- this saves some turns (and tedium) when digging
- but to balance this digging now provokes attacks of opportunity from adjacent enemies (like archery)
- the strength requirements have been changed (via mpa-sil)
- you now need Str 1 to clear rubble, Str 2 to break quartz, and Str 3 to break granite
- it no longer depends upon the digger weight (as there was no clean way to do so)
- stealth
- reduced the difficulty of having monsters lose track of you (become unwary again)
- previously you had to beat them at their perception roll by 30
- now it is by 25
- Vanish still give +10 to this roll
- passing the turn in stealth mode doesn't suffer the speed penalty
- so it is no longer advantageous to toggle stealth mode on and off if you want to pass
- the word 'slow' is still displayed but that relates to the next action, not the last one
- unified and clarified the stacking behaviour of numerous effects on the player and monsters
- almost everything that can stack, does stack
- all temporary effects (except entrancement): add new duration to the existing duration
- speed: stacks but the final score is limited to be between 1 and 3
- elemental resistances: x levels of (net) resistance means damage/x
x levels of (net) vulnerability means damage*x
- sustains: +10x bonus to Will check
- resist fear, blindness, confusion, stun, hallucination: +10x bonus to Will check
- free action: +10x bonus to Will check
- see invisible: +10x bonus to Perception check
- aggravate: unwary monsters get +10x to perception check
- regeneration: your regeneration rate is (1 + x) times normal
- danger: monsters are generated as x levels deeper
- cowardice: damage threshold to trigger fear is 10/x
- haunted: x% chance per turn of generating a wraith
- hunger: each level triples the rate, each level of slow digestion divides it by three.
- sharpness: Amount from song (song*2 %) is added to amount from weapon (0%, 50%, or 100%)
- slays/brands: each valid one adds a die of damage
- light: your equipment levels add up to produce your light radius
- light from sources on the floor, or monsters, or lit rooms, add their light levels on that square
- things that don't stack
- tunnelling: you tunnel with the best digger available, multiple diggers don't stack
- abilities: multiple copies of an Ability (such as Sprinting) don't stack
- entrancement: cannot affect you when you are already entranced
- monster effects
- morale effects: all add together
- temporary effects: add new duration to the existing duration
- the extra deep monsters generated during the escape now come from a wider range of levels
- to add more variety to the escape
- you no longer gain double experience for finding artefacts and unique monsters
- it was a bit unnecessary...
- removed the 'crown' screen at the end of the game
- it was left-over from Angband and seemed out of place
- if enough people want something like that, perhaps a better version could be added

- Dungeon
- more stairs on the really big levels
- more chance that a shaft is placed instead of a stair
- these things should make the escape a bit faster

- bugfixes
- chests weren't generating their contents properly
- minor changes to some vaults to stop generating chests in locations where their items would disappear
- off-hand weapons were using the wrong damage sides when making a charge attack
- the boots of Irime now give the right self-knowledge text
- when extra deep monsters are generated on a level in the pursuit, this no longer includes territorial ones
- you can no longer see what items a creature is standing on if you detect it with staff of foes or listen
- you can no longer see what items a creature is carrying unless you can see its square directly
- monsters that can't use stairs will no longer try to flee to them
- fixed the problem in debug mode where looking at newly generated monsters could print garbage strings
- fixed the game taking a turn when declining to attack during the 'truce'
- fixed the game taking a turn when you aborted an attempt to blow a horn (via mpa-sil)
- fixed the game giving a turn of poison/regeneration/etc when you save via Control-X (!)
- fixed a bug with two-weapon fighting where the off-hand penalty was only (-2) (via mpa-sil)
- fixed a bug with removing autoinscriptions from one item type accidentally removing all of them (via mpa-sil)
- off-hand weapon weight was counting for heavy armour use (via mpa-sil)
- Feanorian lamps and lesser jewels granting brightness now auto-identify properly


- Sil 1.1.1 ----------------------------------------------------------------------------------------------

- abilities
- Stun has been removed
- it was the least interesting melee ability and makes way for a new one:
- Momentum is a new Melee ability
- it allows you to use your strength to full effect on lighter melee weapons
- it works by doubling the effective weapon weight for the purposes of capping the str bonus
- Cruel Blow and Crippling Shot now allow the monster to make a Will check to avoid the effect
- the difficulty is 4 times your level of critical hit
- you can now trigger these on a level one critical hit, but have more chance for higher levels
- it is a lot easier to trigger these against low Will enemies
- Knock Back now has a different trigger
- you now roll a skill roll of your strength*2 vs your opponents con*2
- you get the effective strength modifiers from charge, rapid attack etc
- you get a +4 bonus for wielding you weapon with two hands
- Giants, Morgoth etc are now quite a bit harder to knock back, and small things are easy
- Opportunist now lets you have one last blow as an enemy tries to flee through the stairs
- very satisfying if you slay them and get their items

- combat system
- simplified the limits on how many damage sides your strength can add
- now it is always a limit equal to the weapon weight in pounds
- so any 4 lb item can have up to 4 bonus damage sides from strength
- used to be a side per 0.5 lb for thrown weapons and per 1.5 lb for two handed weapons
- this will make Charge go better with two handed weapons again
- it will also make throwing daggers and axes a bit less good again
- if they are too bad we can revisit this with some extra bonus

- display
- renamed "Long Corslets" to "Hauberks" (a term used occasionally in the works of Tolkien)
- fixed some minor anachronisms in artefact and monster descriptions
- including renaming Earendil's bow as he didn't have it at the time of Sil
- new automatic notes for
- falling through false floors
- falling through trapped stairs
- encountering uniques for the first time
- {special} item types you know about are now displayed in the object knowledge menu
- useful for narrowing down the options when you find a new {special} item

- interface
- allowed 't' to select closest/target when aiming
- makes throwing a little bit easier as you can leave a finger on the 't' key
- just as you can with 'f' and firing
- (note for keypad users: '5' also works)

- dungeon
- decreased the chance of trapped stairs during the ascent
- made Glyphs of Warding harder for monsters to break
- they used to require a successful monster Will check against difficulty 17
- now against difficulty 20
- this is very hard
- the first creature that can break it at all is Delthaur at 700 ft
- I encourage people to try to exploit these and see if they are too good

- monsters
- Silent Watchers can no longer keep you permanently knocked out
- the maximum amount of time they will knock you out for is 5 turns
- this is how it was always meant to be
- sorry to those who never regained consciousness!
- Balrogs now drop an extra item when slain
- Shadow mold spores were treated as mixed elemental (dark) damage in some parts of the code and pure in others
- this resulted in some misleading info in the hit rolls window
- I've moved them to simply do mixed elemental damage
- i.e. an extra die when you are not-resistant
- it would have been much harder to make them the only melee pure elemental attack

- songs
- bonuses from songs can now never be negative
- the Song of Este now always at least doubles your regeneration

- items
- changed bow damage from (1d7), (1d9), (2d7) into (1d7), (2d5), (3d3)
- now very similar to the swords
- should make extreme archery against Morgoth less powerful
- made Dragon-horn Longbows twice as common as before
- staffs of light appear earlier, where they might be a bit more useful
- staffs of sanctity are a touch more likely to appear deeper in the dungeon
- lesser jewels appear earlier and no longer break when thrown
- moved Galvorn Armour from [-1, 2d4] to [-1, 1d8] to be more different to Mithril Corslets

- {special} items
- spider-slaying weapons now also glow if a web is (very) near

- artefacts
- added:
- The Mithril Helm of Ecthelion (for Psi)
- The Kite Shield of the Swan
- The Hauberk of Nevrast
- The Boots of Irime
- The Mail Corslet of Gundor
- modified:
- The Shortbow of Celegorm
- The Spear of Ogbar
- The Great Axe of Nogrod
- made some artefacts about 50% rarer:
- The Corslet of Fingon
- The Robe of Idril
- The Hauberk of Maedhros

- removed tridents
- they weren't useful and weren't really used in combat in Beleriand

- bug fixes
- many monsters were having occasional trouble with doors due to a subtle off by one error
- the Polearm Mastery bonus attack couldn't trigger Knock Back properly
- this should now be a powerful combination
- sometimes guaranteed good or great items (particularly greaves) were failing to become {special}
- feanorian lamps of brightness and lesser jewels of brightness didn't glow enough on the ground
- wielding a proficient weapon (e.g. axes for dwarves) used to give a bonus to throwing a different weapon

- platform specific
- linux version
- changing the fonts or gamma in the silx file should now work properly in X11

- Sil 1.1 ----------------------------------------------------------------------------------------------

- broke savefile compatibility

- getting silmarils
- it is now easier to cut out the first Silmaril
- your weapon can now break on either the second or the third Silmaril
- you no longer suffer the rapid attack penalties when cutting if you have that ability active

- elemental damage
- for pure elemental damage (breaths and things as opposed to melee with elements)
- you now get your resistance before your protection roll
- used to be the other way around
- you have always only had a limited amount of prot for such attacks
- e.g. rings of prot, hardiness, song of staying, (& shields for fire/cold)
- now these sources of prot actually matter a bit when you have resistance
- added elemental vulnerabilities
- these are very rare, and they lower your resistance by one level
- if it is a level below no resistance, you take double damage, then triple etc.

- monsters
- many changes, including the following...
- balrogs:
- added five more, giving a full complement of seven
- they are rare, but *very* dangerous
- giants:
- lowered perception substantially
- changed the colours, and flavour text and a few stats for Nan and Gilim
- orcs:
- improved Boldog's melee and damage by 1
- improved Orcobal's melee and damage by 1
- corrected 'Othrond' to 'Othrod'
- not sure where that mistake came from!
- gave him an extra 1 to melee to compensate him for the indignity
- cats:
- lowered cat warrior health by 2d4 (20%)
- lowered Umuiyan's health by 1d4, to put him into the progression
- moved Umuiyan from shortbow (1d7) to longbow (1d9)
- improved the archery score of cat assassins by 2
- lowered will substantially
- wolves:
- minor modifications of attack and evasion to put them into a unified pattern
- lowered the non-unique's health across the board (to 6d4, 8d4, 10d4, 12d4, 14d4)
- increased the health of Gorthaur and Carcharoth
- increased the damage of Gorthaur
- lowered the armour of wargs (from [2d4] to [1d4])
- trolls:
- increased health and melee slightly
- lowered will and perception substantially
- insects/centipedes:
- unified health to 2d4
- a decrease for centipedes and dragonflies
- an increase for hummerhorns
- these creatures gain their defence from evasion/prot rather than health
- (also worth noting: bats are 2d4 as well, birds are 1d4)
- spiders:
- increased the melee and damage of Ancient Spider attacks
- increased the melee and damage of Ungoliant's attacks
- increased the health of most late-game spiders
- increased Shelob's darkness radius and damage
- molds:
- made violet molds half as common as before
- now a quarter as common as other mold types
- humans and elves:
- reduced easterling archers' archery skill by 1
- improved easterling uniques' melee skill by 1
- increased Maeglin's melee and evasion
- serpents:
- added slightly erratic movement to all of them (25% chance)
- ancient serpents
- removed the elemental auras
- they were a bit confusing and too easy to force monsters to take damage
- now have [6d4] instead of [7d4]
- do an extra 2d4 breath damage do compensate
- dragons:
- can no longer make you forget the map
- this ability is now unique to Mewlips
- valar:
- increased Morgoth's will and perception after you knock his crown off
- due to him taking you more seriously as a threat
- and the need to challenge you!
- stone creatures no longer destroy staircases if they die on top of them
- Shadows and Hithraukar now pass under closed doors
- Shadows no longer pass through walls
- there are now no invisible wall-passing creatures!

- combat
- you now lose the stealth bonus against an enemy for the second/third attacks
if they are woken up by the first attack
- entrancement effects can no longer be 'chained'
- you cannot be entranced while already entranced
- you cannot be entranced if you haven't had a turn since last entranced
- fixed a message bug when throwing potions

- stealth
- monsters can now become less alert if they are out of sight and fail a check to spot you by more than 30
- they lose a point of alertness for every point more than 30 that they fail by
- they won't fall asleep though
- Vanish is now implemented as a +10 bonus to this check

- abilities
- Vanish: see above
- you can no longer get an Opportunist attack when knocking a monster back
- you now stop singing a song if you remove an item which was granting you that ability
- Charge has been made quite a bit weaker, and also more interesting
- it was by some distance the most overpowered ability, and should still be good
- it no longer doubles your weapon dice
- instead, your attack counts as if you have +3 Dex and +3 Str
- a bit like an opposite of rapid attack
- the ideal weapon for charging will thus be heavier than the ideal for normal attacks
- also charge no longer works if you are moving slowly (at speed 1)
- Zone of Control, Opportunist, Flanking, Controlled Retreat
- no longer work on unwary monsters or monsters during the 'truce'
- as this was almost always not what the player wanted
- a few fixes to Exchange Places
- can no longer be done unless the creature is visible (removes exploits)
- can no longer be done from within a web/pit
- now triggers traps if you end up in one
- Blocking now always works against all ranged attacks (fire breath, arrows, boulders etc)
- thanks to Angloki for the idea
- it still requires you to pass to get the bonus against melee attacks
- it is also now an alternate pre-requisite for controlled retreat
- fixed some oddities in the build up of the bonus to attack for Concentration
- i.e. it didn't work for certain free attacks you made in the opponent's turn
- now it builds the bonus by +1 if you made at least one attack since the start of your last turn
- Song of Aule now gives a bonus of Song/4 instead of Song/5
- who says we're just trying to make smithing less good?
- Crippling Shot now no longer works on critical resistant monsters

- smithing
- made forges appear a bit more regularly throughout the dungeon
- this should help a lot in avoiding games with too few forges
- increased the cost of the 'speed' attribute from 25 to 30 (at Psi's suggestion!)
- increased the cost of stat points by 20% (the base has moved from 10 to 12)
- increased the cost of damage sides by 25% (from 12 to 15)
- increased the cost of brands, slays, sharpness
- no longer get any benefits for putting penalties on items
- it seemed cool, but just lead to them being put on Gloves of Smithing an the like
- the one exception is Danger, which leads to quite a large difficulty reduction (-5)
- there is now a discount of 20% on the difficulties of robes, crowns, sceptres
- they now make good artefacts...
- you can now make all special item types including the bad ones
- the first forge is now guaranteed to be a normal forge with three charges
- to avoid the temptation to start-scum
- you are now asked to confirm spending points of smithing when making a masterpiece

- items
- fixed a bug where blowing a trumpet of blasting could *heal* you
- if your protection was higher than the earthquake damage
- staffs of self-knowledge now show attributes of your off-hand weapon (if any)
- dropped permanent lights now glow properly (at some point this stopped working)
- chest contents generation slightly simplified (more chance of jewellery now)
- removed halberds
- while undeniably cool, they are more a late medieval swiss weapon
- there are still glaives (which are mentioned in Tolkien) and Celebrist is now one
- changed the glaive stats to halfway between the old Glaive and Halberd
- renamed: 'leather gloves' to 'gloves', 'leather boots' to 'boots', 'steel greaves' to 'greaves'
- removed rings of attention/wrath
- enough wrath items already, especially with our other changes
- removed amulet of danger
- same reason, and there is a new cursed replacement amulet...
- removed rings of True Sight
- there are enough other True Sight types
- improved Mithril Helms and Mithril Greaves
- now all mithril items are better in at least one combat attribute
- not merely weight and ignoring acid

- {special} items
- adjusted the depths and rarities across the board
- added several new special item types, including cursed ones
- made some large changes to the special items types
- changed the single type slaying items (Orc Slaying etc)
- most now slay two types of monster and are named for a place
- Final Rest instead has Free Action on it
- note that 'of Gondolin' now refers to the orc/troll weapon
- since the blades from Gondolin in the books glowed when orcs were near
- the old 'of Gondolin' weapons are no more, though 'of Nargothrond' is similar
- removed (Avenger)
- though there is a new artefact shortsword with riposte
- added a sticky curse to (Vampiric)
- removed 'of Brilliance'
- these were introduced before slaying weapons glowed and it is inelegant to have both
- removed Boots of Slowness
- just too nasty
- removed Gloves of Agility
- special gloves were too similar to rings
- removed Gloves of Clumsiness
- changed Gloves of Weakness to Gloves of Treachery
- now with a nice bonus...
- changed name of Gloves of Power to Gloves of Strength
- added Gloves of Swordplay
- to compete with Gloves of Strength
- fixed a bug where some special weapons wielded from the floor wouldn't glow properly
- fixed the auto-identification of lanterns of brightness when refuelling them
- unified the True Sight types of helms and light sources
- so identifying one identifies them all
- this had slipped past me before

- artefacts
- added 21 new artefacts
- realised that quite a few of the artefact weapons were just too crazy and toned them back
- added descriptions for those artefacts which didn't have them
- set Calris aflame like all good Balrog swords should be, and made other changes to it
- we think it is really strong now and people are crazy not to be using it more...

- dungeon
- added some T-intersections in the corridors
- fixed two bugs in dungeon generation which could lead to doubled and tripled doors
- no rubble generated before 200 ft anymore

- traps
- made false floors half as common as other traps
- webs can no longer be generated in dead ends

- food
- it is now harder to get gorged (so it can't happen unless already 'full')
- the gorged effect wears off even faster

- interface
- added an onscreen main menu with all the interface commands
- it can be accessed with (m) or (Escape)
- the latter can be turned off if you find it annoying
- I intend this to be the main way to access many of these commands
- and in future versions I will remove direct access to some:
- e.g. Colours, Macros, Knowledge, Options, ...
- but not Character Sheet, Save, ...
- comment on the Angband Forum if you have concerns about this
- added back in the 'auto_more' option
- (I still wouldn't want to use it though!)
- stopped it wasting a turn when you try to pick something up and nothing is present
- also improved some interface oddities surrounding 'pick things up by default'
- stopped it wasting a turn when you decide not to make anything at a forge
- fixed bug with being warned about dropping your shield when you wouldn't have to do so
- added prompt warning you about being forced to drop your two handed weapon when wielding a shield
- the object knowledge screen now displays potion/herb/staff etc types that you have seen in previous games
- this is useful for the process of elimination...
- fixed some interface bugs for smithing:
- the name of an artefact is no longer reset when returning to the artefact submenu
- selecting menu options via their letters now works properly

- display
- the iron crown no longer shows up multiple times in the knowledge menu
- fixed some issues relating to Morgoth before and after being uncrowned
- staffs now display how many times they have been used when unidentified
- fixed a bug with the combat rolls window
- it wasn't displaying the old info correctly in many cases
- creating any object at a forge is now noted in the notes section
- including the stats and weight
- slight modification of messages for failing to tunnel
- fixed a bug where the player would identify their off-hand weapon when their main weapon struck truly

- platform specific
- linux version
- X11 now supports solid block walls and highlighted unwary/sleeping creatures
- X11 now supports the initial menu and more user friendly loading of characters
- GCU now makes the map quadrant of its virtual terms as large as possible
- thanks to bron for the patch!
- mac version
- can now easily open savefiles generated on other platforms (e.g. competition saves)

- challenge modes
- all of these were buggy!
- no artefact mode no longer generates monster-specific artefacts
- like Spear of Boldog etc
- straight down mode now works correctly
- disconnected stairs mode now works correctly

- behind the scenes
- notes are no longer temporarily stored in 'notes files'
- this should finally put an end to all the problems with these files!
- fixed some potential bugs in targetting, dungeon generation, hallucination

- thanks
- thanks go to many of the denizens of angband.oook.cz for their suggestions and bug finding
- this really does help to improve the game!
- thanks also go to our wonderful beta test team
- I have no idea how they played so many games so quickly



- Sil 1.0.2 ----------------------------------------------------------------------------------------------

- linux version
- X11, GCU & CAP should work now
- GCU & CAP are fairly unplayable though (mainly due to lack of decent colours)
- fixed Makefile.std
- removed a crash straight after launching due to a default filename being set
- fixed colours for X11 (no more green dungeon walls!)

- races/houses
- adjusted the dwarven race/houses slightly
- added a new Sindar house
- now all houses add a similar level of bonus to the race
- 1 stat point, and 1 affinity

- items
- made Mattocks a bit less damaging (5d2 from 6d2)
- but left the artefact mattock as is!
- changed Shovels from 3d1 to 2d2
- daggers of accompaniment
- no longer go into your off-hand before being identified
- can no longer be switched out leaving two weapons without the ability
- handles artefact lanterns better
- made some artefacts a bit less common:
- knife of Nargil
- Orcrist
- Axe of Hurin
- wrath now stacks
- danger now stacks
- danger now affects you even from your inventory
- this is odd, but otherwise it is so clearly best to remove the item
for one turn when descending the stairs

- status effects
- fear
- trying to attack while afraid no longer costs you a turn
- throwing items now also fails when afraid
- stunning
- now capped at 105 for all causes
- so at most 5 turns knocked out before you can act again
- fixed bug where knock out / entrancement wasn't setting evasion to [-5]

- monsters
- made uniques who were famous only in later ages less common
- made crebain much less damaging 1d5 -> 1d3
- changed the Will levels of many monsters, spreading them out more
- Morgoth is now immune to Elbereth
- 'auras' of Ancient Serpents
- now damage monsters as well as you
- now explained better in monster recall

- smithing
- difficulty of forging things in the 'minor slots' is increased by 20%
- rings, light, cloak, gloves, boots, arrows
- the 'major slots' are:
- weapon, bow, amulet, body armour, shield, helmet
- difficulty is no longer reduced for two handed weapons
- the time taken is now proportional to the difficulty
- the bonus from Song of Aule is reduced from Song/3 to Song/5
- fixed bug where display of experience wasn't changed when it was used up
- changed light source radius to not depend on the special value (pval)
- now can make Feanorian Lamp of Grace <+1> without reducing its radius

- interface
- changed key for options in creation menu from (=) to (O) to match normal play

- display
- added a 'previous round' of rolls to the combat rolls window
- fixed the bug with deleting the hunger display on minimum height terminal windows
- added the . for empty floors on the mini screenshot when you die

- notes
- stopped saying you have 'found' the further versions of the iron crown
- 'subdued' deathblades instead of 'destroyed'

- endgame
- monsters now get a +5 bonus to perception during the escape as they are vigilant
- Morgoth will no longer leave the Throne Room
- The monsters coming through the stairs during the pursuit are now always powerful ones
- There are now many more monsters in the pursuit when carrying 2 or 3 Silmarils
- minor changes to the method for knocking off the crown
- (now takes two, slightly smaller hits)
- fixed bug where you used to get the curse message even when failing to get the silmaril

- dungeon
- fixed a bug where an up-shaft was incorrectly created for you when stairs crumbled
- rubble can now be cleared by staffs of freedom and song of freedom

- abilities
- Lore-master now correctly displays monster Will and Perception in the monster memory
- the bonus from Song of Slaying now decays more slowly
- it now decays at the old speed when not being sung
- and half that speed when being sung
- Song of Elbereth now costs 1 point of voice per round
- monsters that are resistant to criticals are now immune to Cruel Blow

- skills
- easier to spot dungeon traps
- -5 difficulty compared with version 1.0.1

- misc
- interacting with your own square when there is nothing there no longer takes a turn

- Sil 1.0.1 ----------------------------------------------------------------------------------------------

- interface
- corrected the keypad in the (?) screen
- made Angband-like keyset use (+) instead of (/)
- brought back the (M) map command due to popular request
- using torches and lanterns now refuels your current one by default (if you are already wielding one)
- if you want to swap torches/lanterns, just remove the existing one first
- it now warns you about overfueling

- display
- added a 'Score' line to the character dumps to help with the Angband ladder
- made the combat rolls window more compact and more flexible
- removed monster health, alertness and morale info for the target if out of sight
- fixed display of "Mindless"
- fixed display of hits doing 10 damage
- stopped printing an empty description for one handed weapons
- added weights of weapons to character dumps
- fixed display of dates
- now shows artefacts' abilities in the Artefact info screen
- now tags the finding of an artefact with the level you identify it on
- but *also* shows the level it was found on if that was different
- no longer tells you that you didn't enter a greater vault if you didn't discover the vault
- but you still can never find that vault again
- now displays the correct depth for the note about missing a greater vault
- instead of the new depth you went to from that level
- adds a small screenshot to character dumps for dead characters

- potion of true sight now gives (temporary) resistance to blindness

- reduced the Will of cat-type creatures
- making them more vulnerable to being put to sleep/terrified

- abilities
- fixed the second prerequisite for Strength (to Knock Back)
- made the Song of Aule cost only 1/3 of a point of voice per turn
- the Song of Freedom now disarms and unlocks chests
- the Song of Freedom now has all its difficulty levels in skill checks reduced by 5

- items
- added Lesser Jewels
- fixed a bug where items with different prot values could be stacked together
- fixed a bug where weapons of Fury gave Knock Back instead of Whirlwind
- and daggers of accompaniment gave Rapid Attack instead of Two Weapon Fighting
- allows {special} items to stack before being identified if they have the same type
- most useful for found stacks of {special} throwing items
- staves of revelations now work in the Throne Room (if you get one there, good luck to you!)

- artefacts
- some minor changes to rarity and to the artefacts themselves

- monsters
- decreased the evasion of the Cat warrior family of creatures by a small amount

- traps
- change "trap doors" to "false floors"
- trap doors are a bit too comic in flavour
- the effect is basically the same
- tweaked to avoid ever killing characters with the damage

- staircases
- no longer take 100 turns of food and game clock
- the forcing downwards time limits still avoid the infinite levels problem
- the 'stair-scumming' problem of going up and down repeatedly is now avoided with trapped stairs
- trapped stairs
- there is a chance that the stairs give way beneath you like a trap door / false floor
- this chance is miniscule or even zero in normal play
- but it goes up the more you use the stairs in quick succession
- attempts to stairscum will quickly lead to being injured on a level with no escape
- we think this is pretty difficult to abuse..

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