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24/10/1998 - PernAngband 2.9.9a
- Added the DragonRider from the Anne McCaffrey's Books, masters of
teleportation.
- The CTRL+l key leaves the game without saving
- Added the Tanker point, like the mana point, but can only be refilled
by eating the Firestone (for DragonRiders)
- Added the RohanKnight race, fast and wise
- Added the Ent race, can grow trees, but slow
- Removed some races from Zangband which were not enough tolkienian...
- Added the BeastMaster class which can summon pets
- Added the Blood of Life
- DragonRider now can choose to breathe a bolt, a beam or a ball
- Added the Unique level patch from Glenn Vanzanden
- Added the Mage Staves , with new ego items:
-of Mana : multiply your max mana
-of Spell : Increase your spell power
-of Mana & Spell : try to find !:)
-of Power : Activate for some spell, they carry 2 spells
All the ego mage staves have a penalty to damage and to hit
- Added The Mage Staff of Gandalf, extremely powerful but even rarer than
the One Ring !
- Added the boots of jumping activatable for phase door every 10+d10 turns
- Added Helm of the Dwarves and of the Noldor
- Beastmasters' pets now give kill experience to the player
- Added the Alchemist class which use power batteries to convert magic item
- New unique level : Treasure room at level 11
- Replaced the Trump Hound from the Trump realm by the Trump Home spell, which
allows the player to access to her/his home from everywhere in the dungeon
- Added the new artifact The Ring of F'lar, which belonged to F'lar the
powerful DragonRider
26/10/1998
- Added potions of Mutation
- Warrior-Mage now can choose Sorcery instead of Arcane
- Invisibility, Potion of Invisibility, Ring of Invisibility and
The One Ring now has invisibility like in the Lord Of The Rings !!!
- Added the parchments from Kamband
30/10/1998
- Ported PernAngband to the new Zangband 2.2.0
- Added the mimic class
- Some Zangband bugs are fixed
- The DragonRider can now only teleport on known terrain, because they must
mentally show the destination to their dragons but to do this they MUST
have seen the destination before (like in the Anne McCaffrey books) !
- The Ringwraiths are back!
- Some uniques like Bert, Tom, Bill are back, while others (Gandalf, Fangorn)
are gone!
- Morgoth and Sauron are back as the final quests
01/11/1998 - PernAngband 3.0.0
- All reference to Zangband have been removed
- Added monster corpses
- Added the Beastmaster Shanty for the beastmaster, the Mimic Tower for the
Mimic, and the Weaver Tower, where you can ask for corpse quests
- The corpse quests require you to bring back to the weaver some corpse,
head,... of a kind of monster, and you'll get a reward, like maybe
the full knowledge about this monster, or some armor made with the corpse
(maybe dragon scale mail for dragon, ...)
- Added susceptibility to fire, for the Ents! They take twice more damage from
fire, but it's hopefully cancelled by resist fire.
- Changed some artifacts / unique monsters to be more pernish
- Added a new armor type : the DragonRider flying suit[9,+0] resist fire/cold
- New monster flag : PET , the monster is your pet when it's created
- Added the army man which use the PET flag will be used to give you an army
in some future quest.
03/11/1998
- The exe file is now pernang.exe(in the dos version)
- Replaced the AMBERITE monster flag by the DRAGONRIDER flag
- Some Unique will have the PET flag so they will help you !
- All the Amberite are now gone and replaced by DragonRiders or uniques
(with some of them friendly)
- Can sell the Mage staves in the Weapon smith and Magic shop.
- Now when an alchemist tries to extract a power from an item, if he can't
it won't show up again in the extractable list the next time
- The DragonRider must eat more because of their dragon
- The Troll Fortress quest
- Added The Battle of the five armies quest !!!
05/11/1998
- Nature spell : Stop breeders
- New ego item sword of life, it multiplies your max hitpoints
- Now some Mimic forms give you bonuses to blows per round like the Vala:
+5 blows !!!
- Added a new Unique : The Philosophy Teacher !
- Pink horrors are replaced with 2 Blue horrors when they die
- Bloodletters of Khorne drop a blade of chaos when they die
- Absorb light mutation bug fixed (I think)
- Vampires and vampire mimics no longer can get food in the inns.
- Renamed the artifacts with their real names
- Replaced the pattern by the Straight Road (idea from GSN-Band)
- Replaced the pattern weapons with weapons of Valinor (idea from GSN-Band)
- Player and monsters can't pass through the trees (unless they can fly:)
- When a Dragonrider dies he drops some firestones
- Added the Whip of Gothmog, which can be dropped by Gothmog when killed
- Begin to add a new feature : the between
- Add a great description of the Ents and the Rohan's Knights from Akhronath
07/11/1998
- The between is fully implemented now.
- The dimension door spell is replaced by the between gate.
It put a between gate at the player position and at the destination
location. And when you walk on the between you are transported on the other
between gate. But the between is SO cold that when you are in you lose some
hp even if resistant or immune to cold! Only the dragonrider can go between
without taking damage.
- Stole the Stone of Lore from Oangband ! :)
- Monsters can't use the between now because of a bug
- Now you can eat corpses and temporarily gain some of the powers of monsters!
- Raise Death replaces Terror in the death realm, cast it on a monster corpse
on the floor and the monster is brought back to life!
09/11/1998
- Added the boomerang, the player wears them instead of the bow and with the 'f'
command (like for the bow) can throw them but them come back ... if they don't
break !
- Add 2 boomerang artifacts
- Add another dragonrider artifact belonging to Mardra
- Add The Anchor of Space-Time, it prevents disruption of the space-time
continuum
11/11/1998
- Add the carry slot in the equipment, to wield monsters that can't move :)
- Fixed a bug that prevented dragonriders from being summoned
- Add a Neuter sex (for the neuter players) :-)
- Add the Death Mold race (stolen from Kamband) :-)
13/11/1998
- Add in spell description the bonus of mage staves
- Add the scroll of summon never-moving pet for wielding them !:)
- When a monster is wielded it can attack monsters when you attack
It can sometimes attack the wielder too, because he/she is not in perfect
symbiosis
- Muar the balrog is back and will drop Calris when killed
- Add the Symbiotic realm, like a life realm for your monster
- Add the Symbiant class which can be in perfect symbiosis with their monster
15/11/1998
- The number of artifacts is now 132
- Add some spells to the symbiotic realm
- Add a spell to use the spells of the monster you wear
- Add a light-speed (nearly stop time) spell
- Finished the Symbiotic realm, only two books because they can use their
monster's powers.
18/11/1998
- Warriors can now spread their attacks after level 34
- The experience factor of the races can now be > than 255
- The DragonRider need more experience to advance (+220%) because it's a REALLY
powerful race.
- Monsters can now use the between but if they are not immune to cold they
will lose some hp
- Added a health bar for the monster you are carrying ( MH xxxxx/xxxxx )
- Added sanity (from Kamband) ( the line SN xxxxx/xxxxx in the window)
- Stolen the aquatic monsters from Kamband
- Add the Gods from Kamband and GSNBand
- The Philosophy Teacher now causes insanity !:)
- Now only the Symbiants can carry monsters in their inventory, in fact they
act like "living-books" !:)
- Add the Tactics from ADOM. You can change the tactic in the Character window
- Add a new town unique : Mathilde, the science student, she is in my class
and giggles all the time, don't kill her ! :)
- Fixed bug : The carried monster cannot absorb damage done by itself !
- The Battle of the five armies now has a reward (The Arkenstone)
20/11/1998 - PernAngband 3.0.2
- Now there will be some between gates randomly placed in the levels
- If you are in great favor with your god they can resurrect you
22/11/1998
- Add Random artifacts from Kamband - They are junk items which can be
activated every few turns and their activation is chosen randomly
- Fixed (I think) a bug in the unique levels
- Add a flooded level type (enable those levels in the PernAngband options)
to make the aquatic monsters more useful
- Gandalf and Fangorn are back as Friendly uniques
- Changed the Necklace of the Dwarves into The Nauglamir to be more
Tolkien-like
- Changed The Serpent of the Chaos into Dark God, Mighty Coder from Hell :)
- Reworked the corpse system (stolen from Rangband), now they all have
different weights based on the monster weight. You can hack up the corpse
with 'h' and cure it with 'K'.
24/11/1998
- Add a new Unique : The Physics Teacher !
- Changed the Town layout of Gondolin with the one made by Akhronath
with 2 quests : Hunt for Eol and Maeglin's Mine
- Add a new Unique : Eol the Dark Elf
- Stole the silly messages when you hit a monster from Kamband
26/11/1998
- Add a scroll of Craftmanship to enchant weapon's pval.
- The first 300 monsters have received a weight
- Add a new spell type : Identify, now you can have a Ball of identification !
- Add a new set of object flags (mainly unused now) :-)
- Add a NEVER_BLOW flag for object
- Add the NEVER_BLOW flag to The Mage Staff of Gandalf to rebalance it.
- Add a new ego item weapon : of Nothing (with the NEVER_BLOW flag) !! :)
29/11/1998
- Add a Harper (bard) class !!! they use music books and most
of their spells are prolonged in time, ex: you cast a hiding song,
and for each turn you lose some mana (breath) while the effect (invisibility)
continues. If you start singing another song the old one is stopped.
There is also a spell which costs no mana which is used to stop singing.
- Stolen the *Defender* ego-item from Pziband
- Stolen the Spectral ego-item from Pziband
01/12/1998
- Added musical instruments : you wear them in the bow slot and you can
activate them for a song. The longer the song lasts the longer it'll be
charging, you can stop the song by activating it when it sing.
- Finished the Harpers
- Now the Harper mana stat is Charisma !
- New Artifact : The Palantir of Minas Tirith, which can be activated for
the list of the uniques of the level !
- Added 3 new artifacts : The Harp of Master Robinton, The Drum of Piemur,
The Flute of Menolly
- Added the Micro$oft quest at Minas Anor
- Changed the niceness description of the gods
- The Harper and ONLY the harper can use a musical instrument without any
chance of failure.
- The wilderness size is now taken from misc.txt
- All the monsters have a weight now ... pfff, it was a lot of work !:)
- The Alchemists are easier to play
- Add the Vapor quest at Minas Anor
- Add the Rebellion in Gondolin(from Akhronath) quest at Gondolin
02/12/1998 - PernAngband 3.0.4
- Changed certain god realm name on the suggestion of Akhronath
- Add the bounties list like in Kamband (OK, ok, stolen from Kamband) :)
- Add the Fire-lizards, they are friendly
- New roguelike command : 'i' for hack up corpse, 'I' for curing meat, 'C'
for Sacrificing at altars
05/12/1998
- Add the Power Mage class, like the Corrupted in Kamband, with 100 randomly
generated attack spells
- Corrected the character generation bug !!!! Thanks to Tim Baker for the fix
- Corrected the segmentation fault bug for the object 653. Thanks to Tim baker
- Corrected the files.c bug in get_line(). Thanks to Tim baker
- Add the GF_DESTRUCTION type of attack to allow Power Mage to have destruction
- Changed the names of the songs, Thanks to Akhronath
07/12/1998
- Add the Eggs, some monsters (only Firelizards for the moment) can be found
as eggs and will hatch after a certain amount of time based on the monster
weight, you can also stop the development by "activating" them ('A' key),
or resume the development by activating them an other time.
- Add the last of the Gondolin's quest from Akhronath :
Invasion of Gondolin (Danger level 90, with some funny stuff like Gothmog,
Muar,..., some Great hell wyrms) !!!
- Fixed a bug which made it so when you drop your wielded monster you also
drop Nothing if you are not a Symbiant
- You can imprint some monsters (Firelizards for now), when it has
been given an imprint it will follow you on each levels. They may not
appear on a certain level but they will be back for the next. To
imprint a monster you must find an egg, carry it on you and when it'll
hatch you'll give it the imprint
- The Harper will begin the game with a Blue Firelizard egg
09/12/1998
- The Black market now generate items based on your level
- Add a new shop : The Pet Shop where you can find some eggs
12/12/1998
- Your godly favor will go down when they resurrect you
- Repaired a stupid bug : I haven't coded the Satisfy Hunger effect of the
Symbiant class !:)
- Add the easy floor feature !!!
- Add an always small dungeon option
- The scrolls of Artifact Creation can now be used on rings and amulets
15/12/1998
- The One Ring is now "just" heavy cursed !:)
- Add 3 new vaults
18/12/1998
- Add the fate : you can be fated to meet some monsters or to find an object
on a certain level or ..... to DIE (very rare). You don't know your
fate until a soothsayer or a scroll of divination shows it to you. You
also get a feeling when entering a level where you will meet your fate.
In the future there will be more fates, like finding a great vault, an
artifact or even, as Murazor the Witch-King of Angmar, to never die by the
hands of a mortal !:)
- Changed Trump Weapon to Dragon Weapon
- Smeagol will now drop ......... A ring of invisibility (because the One Ring
would be a little too powerful :)
23/12/1998
- Replaced the Amber notation in the player characteristics by the old one
from Vanilla Angband
- When the player is on a tree he can be hit by a monster for half
normal damage
- Paladin and Priests are given a religion at the beginning
- In the wizard spoiler creation (A + ") you can chose to make a spoiler for
batteries
- The random artifacts now have a charging time (no more mass genocide every
turn)
- Add a Soothsayer at Bree
- Add the batteries of extra life, you can now make a sword of Life !
25/12/1998
- The Alchemists are now better fighters, equal to the rangers
- New extremely powerful power for the Alchemist (level 30 and higher) :
Artifact creation !
They just have to chose the flags, the name and to suffer the bad side effect
like curse equipment, permanent stat loss, high failure rate and ..... they
have their artifact ! But they can't give it an activation !
They can also add some bad flags (like cursed, drain exp, ...) to reduce the
chance of failure. Merry Christmas ! :)
- Add the Runecrafter class, they use runes instead of books (see birth.txt)
- Cleaned the Alchemist's code
27/12/1998 - PernAngband 3.0.7
- Added (.... stolen from Sangband) the Pick of Erebor. It can be activated for
passing through secret passages in the walls.
- The Potion of *Enlightenment* now show every grid of the dungeon, like the
debug command 'u', I just think it's more beautiful :)
- WOOOOOOOH I'm sorry there was a BIG bug in the PernAngband 3.0.7 release.
The game was sometimes hanging without any solution to stop it !
After some hours of debugging I've found it, it resulted from the correction
of the bug of the glyph of warding! Now everything works (I hope)
- Change the titles of the Runecrafter with the proposition of Jonathan R Lewis
- Add TANG, The Angband Newbie Guide made by Chris Weisiger
([email protected]) It's in the help directory
29/12/1998
- Fixed a bug which allowed beastmasters to sing when they summon pets!
- Fixed the bug in the Fate screen
- Some cosmetic changes in the r_info.txt and birth.txt with the help of
Chris Weisiger ([email protected])
- Add new ego-items for the musical instrument and the horn, there were
suggested by Akhronath
- New sentence to say for the speaking unique pets
- 4 new musical instrument artifacts from Akhronath and I'm happy to declare
there is 143 artifacts in PernAngband!
- Added, .... stolen, 5 new artifact from Angband/64
31/12/1998
- Add the quiver slot to wield your ammo
- A scroll of remove curse have 1 chance into (55-level) to reverse the curse
effect ie: a ring of speed (-2) can become a ring of speed (+2)
01/01/1999
- Add a new monster flag : MORTAL, which means that the monster is a mortal
being. It's used for the new fate : Never to die by the hand of a mortal
being. The orcs are considered mortal, but I'm not sure, it's not mentioned
in the silmarillion or the Lord of The Rings, the trolls are immortals along
with the dragons, BUT the Dragonriders are mortal and Dark God (Yes, let your
joy explode!) :-). But well, don't be afraid your preferred monsters
(Morgoth and Sauron) are immortals :-)
PS: If someone thinks that a monster should or not be mortal just email me
because I'm not certain for some (ok, ok a lot of) monsters
03/01/1999
- Add the ring of precognition which work as if the player had activated the
cheat mode (peek into object, monster, vault creation). There is no need
to say it's very rare :-)
- Add the black breath concept from Tolkien. Beware now the weapons of morgul
they confer the black breath! The undead can also give it.
05/01/1999
- Changed the harpers ranking names, some racial histories with the ones from
Akhronath
- The One Ring is now A LOT more powerful, because at the time you find it
you already have one or two immunities, your stats are near the max, plus
some other things that made it less useful. Now it confers 5 blows, mana x5
spell power x5, after all Sauron has put the most part of his power in it.
I also plan to change the activation.
- Add 2 wand artifacts, The Wand of Stone to Mud of Thrain and the Wand of
Fire Balls of Mithrandir, they can be recharged at will and will never be
destroyed, for this purpose the new RECHARGE flags has been used (note :
it works only for the artifacts)
07/01/1999
- The runecaster is a little more playable at low levels and starts with a
Rune [Arrow] and a Rune [Fire]
10/01/1999
- The Chaos Warriors now get chaos resistance at level 25
- The Maia mimics get +7 speed, the Vala mimics get +15 speed
- Updated the Rebellion in Gondolin and Hunt for Eol quests with the help of
Akhronath ([email protected])
13/01/1999
- Reimplemented the old magic system from vanilla to complement the new one
The old mage and priest are come back as the Wizard and the Prior
17/01/1999
- Add susceptibilities to fire, cold, acid, lightning, poison for the monsters.
ie: Now a white dragon will take a x3 damage from a fire attack.
Thanks to Jerome Wojcik <[email protected]> for his help.
- Add the pets command (press P) from Zangband 2.2.3
- Changed the Trump realm into the Dragon Realm (mainly just name changes)
19/01/1999
- Changed the activation of the One Ring
- The One Ring is now Permanently cursed
- The One Ring is no longer aggravating because of it's new summoning ability
- It's now possible to run through the grass
21/01/1999
- Add the persistent dungeon option at birth
- When a breeder multiplies it have a 7/100 chance of mutating into an other
monster. (in general a worse one) This would prevent monster farming abuse :)
24/01/1999
- NEW : the body changing feature! with a new class to use it. Your spirit
can leave your body to go into another one but while your spirit is alone
your max hp is of 1. When in the corpse of a monster your first blows are
the monster's one and you can use it's magical power. Your life is also
changed by the monster's one and you gain all it's abilities and resistances
while losing those of your real race because you have left your body.
- Add a lot of new vaults mainly from Weisiger <[email protected]>
28/01/1999
- Death Molds now can teleport onto store entrances
- A new randart activation that fires light after absorbing the ambient one
05/02/1999
- Changed the Roguelike commands. Now ^G to sacrifice, $ to hack up a corpse
^O to Cure meat
- Updated the command.txt file
- Add the AB's gfx for the weapon/armor
- Multiple dungeons : The old levels 1-33 are now in the Mirkwood forest with
trees and grass, 34-66 are the Land of Mordor with mountain, wall and dirt
67-127 are the Dungeon of Angband with wall and normal floor and occasionally
flooded levels (if chosen in the options).
The ability to levitate is now a GREAT advantage in the Mirkwood forest !
You can reach Mirkwood from Menegroth, Mordor from Minas Anor and Angband
from Gondolin. In the vanilla town there are three stairs.
When you take a staircase down in the last level of a dungeon you arrive back
in town.
07/02/1999 - PernAngband 3.0.9
- X in the roguelike mode for the pet commands
- Updated the magic.txt file with the new classes
09/02/1999
- Updated version.txt, modified dungeon.txt
- Shelob is now a little bit more powerful in order to make her the quest
monster of the last Mirkwood level.
- The Vanilla books are now sellable in the magic shop/temple and the bookstore
13/02/1999
- New class : the Sorcerer, they can't wield any weapon useless it's a Mage
Staff and without it they are the WORST fighters of the game even bare-handed.
But to compensate this they are the BEST magical class : the can use any
book of any realm without having to learn the spell, but they also don't
gain any experience from casting a spell.
- Added the susceptibilities flags to the monsters.
15/02/1999
- Stolen the exploring system (like the tactic one) from Angband/64
- Fix the bug of vanilla town, now the vanilla town flag is saved
- Ents are rebalanced, they have a -9 speed penalty
- Tweaked the Troll Fortress quest to make it less easy
21/02/1999
- Corrected some bugs in the town files. The crashing wilderness bug
seem to be gone.
23/02/1999
- Fixed the bug of the traps. No more grey "invisible traps" on a level
covered with grass, same for the dirt
- Updated the Gondolin town and quest with the Akhronath's ones
- Enabled the S-lang support
- A new script directory is in lib, it contain a file script.sl which indicate
every S-lang script files that must be loaded
- Add the event's gestion to the slang script. An event is produced in certain
conditions (like a keypress,...) and a script can put an handle on it to have
a function called each time the event happens. I've made a stupid example
that use the key 'y' to shout at the monsters.
PS: Take a look at slang.txt in the help directory
- Add the load/save function to the script
24/02/1999 - PernAngband 3.1.0
26/02/1999
- I've finally successfully compiled Python. So the S-Lang support is replaced
with the python one. The 'y' key and the thieves quest are there too.
- Stolen and modified intro.py from Pangband
- The random quest bug is fixed (maybe :) ). I say maybe because as for the
wilderness one it doesn't happens by me so I can't test it :(
- Today one of my dream have become true! With the help of a python script
I've made a new quest for the DragonRiders that can be given at the Weyr
of Arda in Menegroth. You enter forest area and the only thing you can use
is the flame of your dragon(no magic, no wands, ...). And you need to
destroy every thread while saving at least 50% of the trees, and your own
flame can consume them!
28/02/1999
- Yeah, the wilderness bug is now gone. And a minor bug which looks like the
the wilderness one is gone too. It happened when you try under certain
conditions to go in the wilderness with an imprinted pet.
- Fixed the random quest bug
- Fixed the inventory bug that when picking up an object said you have foo
in slot r and reorder it after that o the letter is no more r. I know it was
really annoying but well it's now gone :)
- The undead races now start at night
02/03/1999
- The spectres can now pass through trees and mountains
- A new dungeon type at Bree: The Upper reaches of Galgals(level 1-10) !
- Changed the code for the different dungeon types. Now it's a lot easier to
add a new dungeon type. I'll maybe make a d_info.txt to define the dungeon
types
- Add a new dungeon: The Volcano, you reach it by going to the north east of
Minas Anor. Level 30-45
05/03/1999
- Spectres can't pass through trees because trees are pure and natural
things :)
- New dungeon type: The Hell !!! Level 500 to 530, Yes 530 ! With a little
present for you at the bottom... if you manage to survive :) I can just
said one more thing: don't go there with your level 1 character :)
You can reach it near the volcano hole.
- Now fire balls can burn the trees
- Invisibility now consume a lot of food
- Fixed a strange bug with the pool of deep water... It was possible to
sacrifice at and to worship (before the crash:) one :). Thanks to Steve Dice
- Add a very nasty surprise at level 1.... Moldoux, the defenceless mold with
1 hp no powers, can't move, can't attack... Oh and if it's killed there just
one Great Wyrm of Power which can be summoned to avenge it !
07/03/1999
- The look command doesn't stop anymore on the trees, grass, ...
07/03/1999 - PernAngband 3.1.2
13/03/1999
- Sorcerors have now a bad pseudo-id
- Sorcerors have now a -25% penalty of hp
- Add a scroll of deincarnation
- Add the possibility to engrave the floor with some magic words found in some
parchments. The words are in Adunaic(Numeronean), Quenya, Sindarin or any
other tongues of Middle Earth. But the parchment also give useless words
with the useful ones, so you have to try different combinations.
- No more "human" sex when randomly chosen
16/03/1999
- Mathilde will say the right sentences now
- Fixed a bug in melee2.c which could produce an x and an y out of the limits
- Disabled the engraving command for now because it's too unbalancing...
- If you pray while low on hitpoints (< 20%) your god will do something to help
you, like summoning pets, curing wounds, killing enemies...
19/03/1999
- There is now a minimum level needed to enter some dungeons, to prevent
gaining great objects easily
- Fixed the OLD bug of the pink horrors, now only 2 blue horrors
will be summoned
- Fixed a bug with the tiles for the non unique DragonRiders
21/03/1999
- The Dragon realm users receive some experience for the kills of their pets
- The Palantir of Minas Tirith now can teleport you next to the quest monster
but it'll take more time to recharge
- Fixed the possessor's number of blows bug. Also the town uniques corpses (
Maggot, Martti, Mathilde) can't be used to attack because their attack is
moan with no damage
- Added a faq (see pern_faq.txt)
- Added a new monster ally, the Dolphiner. They came from the planet Pern
and can summon dragonriders, their friends. They are men riding dolphins
******************** Attempts to rebalance the game **************************
- Changed the xp modifiers of the new races in an attempt to make them more
balanced. Thanks to Shawn Cheng <[email protected]>
- Invulnerability, Wraith Form and Life Multiplier now consume a *lot* of food
- RohanKnight's gain less speed at each levels
- Sound attacks of the harpers are less likely to stun...
- IMPORTANT NOTE: At the character birth if you choose a forbidden class for
your race, you'll be considered as a cheater and the game won't be scored.
It's mainly to prevent the too powerful combination of Deathmold Mimic or
Deathmold Possessor. The characters made before the next release won't be
affected by that
- Some more attempts that I don't remember :)
- Changed the Mana and life multipliers, now mage staff of mana(100%) will
ADD 100% of mana to your max mana and not multiply it by 100 :)
******************************************************************************
23/03/1999
- Replaced Menegroth by the new Lothlorien skilfully made by Akhronath
([email protected]), with 2 new quests + The Battle of the Five Armies +
(only for DragonRiders) The Fight against a Threadfall
Thanks again Akhronath !
- Deathmolds can now enter wilderness
- Radically changed the score calculation, in the future it'll serve to choose
which characters must be turned into monsters. Note that the old score files
are compatible but the old scores mean nothing with the new system
26/03/1999
- Changed some aspect of the python implementation to make it more portable
- The usleep python function may react strangely
- When you pick up the same type of ammo that you wield in your quiver it
automatically combine with it
- The specials levels are now restricted to a certain depth AND a certain
dungeon type
- The number of collected bounties now count for the final score
- Add a new option to not pick up monster's corpses. It's yes by default.
I've made it to avoid losing good characters by auto picking up a great
wyrm of power corpse and getting -500 speed !
28/03/1999
- Reimplemented the player ghosts, but in a different way. First the bone files
are a lot more complex to include more aspects of the dead character. Second,
only the best characters are allowed to become ghosts when they die, or commit
suicide, it's based on their final score. In the bone directory there is a new
file which held the name of the bone files that the player want to be used.
To add a bone file, put it in the bone directory, add it to the bones.txt file
and increment the number of bone file in the same file.
When a game is loaded it looks for this file, try to find some unallocated
ghosts and modify r_info with the new info from the ghost. When this is done
the bone file is not used anymore because all the info is saved in the
player savefile. The race/class characteristics are not fully handled now.
- Now even with a Mage Staff the Sorcerors have a penalty of -10 to hit/dam
- A Vampire can now wield the Phial of Undeath without being scorched, while
all the other light artifacts scorch them
30/03/1999
- The Arcane Zap spell now works correctly
- Updated the FAQ with the help of Leon Marrick
- Updated magic.txt with the help of Leon Marrick
- WOH ! Impressive ! Great work indeed ! Well, Andreas Koch has made a
powerful graphic editor for PernAngband !!!! And it has also drew some new
tiles! The editor is really impressive, you load the graphic file, the prf
file and you can assign a tile to every monsters/objects/... you want, just
with a click ! It can even scan the *_info.txt to search for new things that
are not in the current prf file and to add them !
You just need a big screen resolution(1152x864x16bits works for me)
Thanks for the great work Andreas([email protected]) !
- The Archer class as suggested by Mike Hommel <[email protected]>. They gain
some extra shot and might with levels and can also create ammo with rubble
and junks.
05/04/1999
- Fixed a bug in the Weyr of Arda at Lothlorien
- Add the artifact's descriptions made by ... well I don't have his/her name.
Anyway, great work.
- The rings of teleportation can now be activated but they'll be destroyed in
the process. It's like a last chance option :)
08/04/1999
- The uniques used in the special levels are no longer shown as killed in the
list and can only be created in the special level.
Note : This will only affect the new characters.
- Fixed : When a Power Mage spell fails it is not cast anyway.
- Wall creation works for Power Mage
- Divia wrote some missing artifact descriptions
12/04/1999
- Reimplemented the engraving feature. There are some parchments in the
dungeon which contain Adunaic/Quenya/Sindarin/... words you can use to
engrave the floor with 'x'(']' in the roguelike keyset). You must read them
before engraving even if you know the words from your last game. Also the
inscription is magical and so needs some mana to work. So there is a new
and unique feature : each grid in the dungeon have some mana on it's own.
You can sense the mana of one grid by pressing 'X'('[' in the roguelike
keyset), but this is not very precise nor easy, it's based on the magical
ability. When an inscription is used it decrease the grid's mana and when
there is not enough mana the inscription don't work anymore. The maximum
mana of each grid is 255. i.e.: when you engrave the protection inscription
which use 8 mana on a grid with 80 mana, a monster won't be able to walk on
it for 80/8=10 turns, but well, this can save your life !
Note : There are not a lot of inscriptions, if you have some ideas, don't
hesitate, email me !
14/04/1999
- Changes in the r_info for the HAS_EGG flag as suggested by Akhronath
- Bloodletters of Khorne only have a 20% chance of dropping Blade of Chaos
17/04/1999
- Raal's Tomes of Destruction have a 20% chance of dropping a Raal's Tome of
Destruction
- Symbiants are more likely to receive the grow molds mutation
20/04/1999
- Quest monsters can not be pets or breeders
- Can now place Trees(T), Mountain(M), Shallow & Deep lava(l, L) and
Shallow & Deep water(w, W) in the special levels
- Add a new dungeon type: The lost city of Numenor which is mainly composed
of water and which can be found to the west of Bree
********************* IMPORTANT *************************
- The savefile from the old versions of PernAngband are no longer compatible
with the new one. It's mainly due to the new magic system but also some other
changes. I'm sorry but this would be hard to write a converter since all
the realm change (they have more spells) and so the books too and also the
way to remember which spells are known, forgotten, tried...
*********************************************************
22/04/1999
- Some new graphics from Andreas Koch
- Fixed the wilderness generation bug which sometimes hung the computer when
trying to go on a wilderness border
- The features(in f_info.txt) have some flags now. This allows me to create 2
new types of wall: The Glass walls which you can see through but that you
can't pass and the Illusion walls that you can pass but not see through
- The screen is now correctly redrawn when leaving/entering a body
- Add the Wands of Wall Creation
- Death Mold powers have moved to the activation command('U')
24/04/1999
- Your are no longer crushed when flying over trees/mountain without being a
DragonRider
- The Vanilla feelings are back
26/04/1999
- All the spellbooks are now placed on the top of the inventory.
- The Sorcerors can now use the Wizard and Prior books
- The new magic system is ready. I'm just waiting for Akhronath and Shawn
Cheng. And now adding a new realm or an old fashioned magic system is
performed the same way and easily
- Add the Illusionists from Kangband. Someone has asked for them so... :)
28/04/1999
- Finished the Valarin Realm
- Between gates are now allowed in the vaults. To place them place 2 times a
number from 0 to 7. I.e.(from weisiger <[email protected]>):
D:XXXXXXXXXXXXXXXXXXXXXXXXX
D:#,,,,,X&...@X..**&X....9X
D:#...&1X.,,,2X..**&X3...9X
D:#...&.X1,,,.X2.**3X....9X
D:#,,,,,X&...@X..**&X....9X
D:XXXXXXXXXXXXXXXXXXXXXXXXX
But BEWARE ! You MUST put the 2 occurrences of the number, no check are done
so it'll surely crash or bug if not ! You've been warmed.
- You can now walk over the water with a Valarin spell
30/04/1999
- A monster on a between gate when the player is using the other is teleported
to the player location
- Add some Between vaults from weisiger
- Added the Sigaldry realm
- The Rings and Amulets are now allowed to be random artifacts
- You can use the between gates in the special levels via the numbers 4,5,6,7,
8,9,0
- Alchemists MUST wear gloves (no cesti nor gauntlets) in order to do alchemy.
They also begin the game with some gloves
- Add a Potion of Learning which allow you to learn one more spell than you
normally can. No need to say that they are very rare
- The more you learn spells in a realm the more efficient with that realm
you are
02/05/1999
- Implemented the Nether Realm
09/05/1999
- Magical stair at the bottom of each dungeon
- Reworked the imprinted pet system, now it will work lot better
- Add the scrolls of spell which can cast a spell like a book. They must be
created by the Sigaldry magic, they can't be randomly generated
- Updated the Sigaldry realm
- Added Staves of Wishing! You can wish for objects, monsters, spells but
NOT FOR ARTIFACTS nor for staves of wishing
- Flying monsters can now pass over trees and mountains
11/05/1999
- The game will ask you to choose ammo from your inventory if your quiver is
empty
26/05/1999
- Add the Crusade Realm
- Add some new inscriptions
- It's now possible to add up to 32 realms
03/06/1999
- Wraith form is less powerful since it's not so rare. Now damage is only
divided by 5 and armor raised by 50
05/06/1999
- Add the speaking patch from Matt Graham. Just edit the monspeak.txt file
to add new entries. And don't hesitate to send me what you've added !
11/06/1999
- There are fewer gods and each god has one or two preferred races and if one of
this race pray to him they gain better benefits. Also the praying effects
are more differentiated (based on the different gods)
- Add the 'only once' quest type
- It's harder to please your deity
- The Nazguls are MUCH more powerful (ideas from Akhronath):
******** Quote from Akhronath mail ********
All weapons which are not ego-items cannot harm them, and will be destroyed if
the character hits a Nazgul with it. Ego-items which have slay evil or slay
undead can harm them, but each hit has a 25% chance of destroying the weapon.
Other ego-items can't damage them, and have the same 25% chance of
destruction. An artifact weapon will be able to hit them only if the weapon
has slay evil or undead, but the weapon will be hit with disenchantment every
time it connects (but this is negated with disenchantment resistance on the
character). And even these artifacts can be destroyed, although there's only a
5% chance. Other artifacts, of course, can't damage the Nazgul, and still have
the 5% destruction chance.
When a character does any damage to a Nazgul or is damaged by a Nazgul, he has
a 25% chance of being afflicted by the Black Breath. Thenceforth the character
will slowly be drained of experience and sanity. The character can stay alive
by using restoring and curing potions, but to cure the Black Breath he must
either drink a Potion of Life or eat (a new item) Athelas Leaf. (Athelas isn't
really eaten, of course, but I can't think of another simple way to implement
it.)
This will really make the player think twice before going up to a Nazgul, and
makes it very useful to carry spare weapons.
*******************************************
So if you encounter a Nazgul .... RUN AWAY !
- Sensing the grid's mana is now done by pressing 'x' key to engrave the floor
The X key is free for some new function (maybe for the new riding system)
17/06/1999
- When browsing the spells while being a Power Mage there are no more bugs
when pressing escape
- Removed the forbidden race/class combination feature. But it's always
possible to recompile PernAngband with it with the FORBID_BAD_COMBINAISON
define(in config.h)
- New god : The RNG
19/06/1999
- The priest/prior/paladin's god is now chosen dependent on their race
- I have enough of hunting those damn ghost bug which makes them unable to
move. So it's now a feature ! They don't move because they are GREAT
adventurers who now just want to stand there to find peace :)
Hey, fixing bugs is easy this way :))
22/06/1999
- When 'A'ctivating the first screen showed is the equipment and no more the
inventory
- Some new gfx drew by Andreas Koch
06/07/1999
- You can place object kind in the special levels instead of artifacts by
using 1000+k_idx as the number instead of just the artifact index
17/07/1999
- Add the Yeek race, but not as in Zangband. It's the one from Drangband.
I was thinking of a race who advance even quicker than the humans in levels
since a long time and I've found it !
So they suffer lots of disadvantages but need less exp than the other
races, i.e.: When a DragonRider comes to level 2 a Yeek can already be at
level 7 !!
- Added the FLY attribute, it allows you to fly over trees and mountains
because it's no longer possible with the levitation one. It's also a lot
rarer since it's POWERFUL in Galgals and Mirkwood. DragonRiders have it
by default. There is also a change in the features flags, CAN_LEVITATE
means that you can just avoid them by floating over it (like a pit,
water, ...) and CAN_FLY means that you must have the FLY flag to cross it.
19/07/1999
- The monster's drop are now created at the same time as the monster is
created. First it disallows scumming of monster drops. And the most
important thing is that it will allow me to add the new ability of stealing
objects from monsters (everyone will be able to do it, but only Rogue will
be excellent at it). For the point of view of the player there is no change.
It may produce some strange object disappearance in the late game since
all the objects are generated with the dungeon. And thus it may need to
increment the maximum size of o_list in misc.txt. If such problems shows
up, email me.
- Press 'Z'('[' in roguelike mode) to STEAL an item from a monster. The
success rate is based on your dexterity, the fact that you are or aren't
a Rogue (being one makes it easier), the weight of the object to steal and
the base level of the monster. A Rogue will also gain some experience
if he/she succeeds. This made them more Rogue and less Warriors.
22/07/199
- Add more graphics from Andreas Koch along with a new version of the editor
26/07/1999
- The resurrection effect of the gods is now harder to get and decreases a lot
more your grace. It was ... well ... too powerful for the cost of some
crappy artifacts
- Finished the Magery realm created by Chris Weisiger ([email protected])
03/08/1999
- I've finally fixed it ! You know, this ugly bug that disallows the darkening
of the grass & mud tiles when they have been lit.
18/08/1999
- Yeah ! It's done! The new magic system is finished (I will add Spirit Realm
later). The final form is 4 Major Realms : Valarin, Nether, Magery, Shadow
and 4 Minor Realms : Crusade, Tribal, Sigaldry, Illusion.
The only problem is be that it could be unbalanced, especially the
Shadow realm since I've created it :)
Anyway it should be great. There are still a lot of old spells but some new
coloured funny spells for you to discover, as Control the Ring, Infuse Amulet,
Scribe Scroll, Doppleganger, Volcano Flow, Tidal Wave, and a lot of others!
The max number of spells a character can learn depends on his class. But
generally the player can learn fewer spells than the total number of spells he
has in all the books he can read.
I want to thank Akhronath (who has the first idea and who write some realms),
Shawn Cheng, Chris Weisiger and DSCreamer<[email protected]> for their great
help.
- Moldoux can not appear at any other level than level 1
21/08/1999
- A new version of the Tile Editor plus a full set of graphs (expect the books)!
- Moved the dungeon types definitions from tables.c to a new info file in the
lib directory: d_info.txt
It allows you to add new dungeon types easily.
There is also a brand new feature: You can specify which monster flags that
are NEEDED for a monster to be generated in the dungeon.
There is also an addition of dungeon flags. Here is the structure:
N:<index>:<name>
D:<long name>
W:<min depth>:<min depth>:<min player level>:<next dungeon>:<flags mode>:<min alloc>:<max alloc chance>
L:<floor1>:<%1>:<floor2>:<%2>:<floor3>:<%3>
A:<wall1>:<%1>:<wall2>:<%2>:<wall3>:<%3>:<outer wall>:<inner wall>
F:<flags>
M:<monster flags>
S:<monster spells>
- The quest rewards are always good
- I've finally found and fixed the Mirkwood Spiders Quest
24/08/1999
- Add the MAZE flag to the dungeon type flag list, which instead of a normal
dungeon generate a full big maze ! And it's EVIL ! Note that there will be
no rooms and no vaults generated, just a plain evil maze
The algorithm is from <[email protected]> on rec.games.roguelike.development
- Note about the dungeons : A dungeon can't have more than 40 levels
- You can use SMALLEST, SMALL and BIG as dungeon flags to specify the level's
size
- 6 new dungeon types: a Graveyard, an Illusory Castle, an Orc cave, a Maze
a Dragon's Lair and A Forest with specific gfxs and monsters restrictions
- Some new gfx form Andreas Koch mostly to add more flavor to the towns
29/08/1999
- You can add a guardian and a guardian artifact to each dungeons types with
the following flags: FINAL_ARTIFACT_artifact_number and
FINAL_GUARDIAN_guardian_number
29/08/1999 - PernAngband 4.0.0
01/09/1999
- Fixed the max_dlv non allocation error
- Fixed the Tribal realm spell descriptions
01/09/1999 - PernAngband 4.0.0b
- New dungeon type, the Netherworld with Muar and the Wand of Fireball of
Mithrandir at the bottom
- You can't gain a fate before being level 10
- Some cosmetic changes suggested by Akhronath
- A new Artifact by Akhronath, The Long Sword of Murazor 4d5, so ... the next
time you see a long sword 4d5, beware ...
05/09/1999
- Add a feature flag to allow running
- Fixed the Chaos Warriors bug (they were unable to use magic !)
- Fixed the Chaos Realm descriptions
- You can't rest on a between gate
- You can now steal from stores. But beware of the consequences if you fail...
- Fixed a bug in that when recalling to the town the player was sometimes
placed in the upper left corner
08/09/1999
- Fixed a bug that disallowed the creation of entrances to some vaults
14/09/1999
- Fixed the Dragon Tower bug
- Add minimum player level to the random dungeons
- Add shafts, you can use them do go up/down for up to 4 levels(but you can't
ignore quest levels). Original patch from Static Chaos. Idea from GSN
- Add a dungeon flags to forbid generation of doors
27/09/1999
- Some tweaks to the possessor code as written by Static Chaos i.e:
You must possess a monster that is able to open to door to do so. The
same applies to bashing. Your sex is modified by your body. Lots of tweaks
to the spells that can be used...
- The racial power of the Dwarves is now the same as The Pick of Erebor
activation: they can find hidden passage in the walls
- There is 1 chance in 10 that the level is an magical level, which means that
each grid will contain more mana than a normal level.
- Add some new sentences to the monsters sentence lists
04/10/1999
- Began to add the Druid class. But it's TOTALLY different from the other
variant's Druids. They make intense use of the mana flow from within the
earth and the elements, thus their spells can regenerate the mana they have
used by pumping it from the floor, like the Tunnel spell which will blink
the player and will try to absorb enough mana form the grid he/she lands on.
They can also (and they are the only to be able to do that) regenerate the
mana flow of the earth. They also can use enhanced attack types called
Druidic Bolt/Beam/Ball that can follow a mana flow laid by the player.
- The Druids can sense precisely the amount of mana of a grid
08/10/1999
- Added some revised graphics by Andreas Koch
- Added the code provided by Alexey Guzeev([email protected]) to
compile PernAngband under OS/2 with EMX
- It's finally fixed ! the damn bug that was crashing the game when leaving
a town on certain system (Mac and Windows) ! this will never happen again !
27/10/1999
- Finished the Druid class. They have 40 spells (8 * 5 books). The spells that
activate Mana Runes is not active for now, but it will in a near future.
- Add a slightly modified Tom Morton fake artifact patch (it won't print {} at
the end)
30/10/1999
- You can inscribe an object with !! to notify the player when it's recharged
- Lots of bug fixes thanks to Lothar Lange <[email protected]>