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changes.txt
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Angband-v4
==========
Welcome to the changelog for Angband-v4. This file tracks changes at a
high level.
For a more detailed record of changes made, go to
http://trac.rephial.org/query?status=closed&milestone=4.0
For an even more detailed record, go to
http://github.com/angband/v4/commits/v4-master.
Gameplay changes
================
* Base objects. Base weapon and armour objects have been renamed to
avoid most adjectives and the word "of". In particular, adjectives
specifying materials have been removed (Mithril, Adamantite, Wicker,
Lead-Filled, Fur, Leather, Metal, Dragon Scale). Also removed: Elven
Cloaks, Blades of Chaos, Scythes of Slicing, Maces of Disruption. These
are all still in the game, but no longer as headache-inducing base
objects. They are generated using affixes.
* Ego items. The concept of an "ego item" has been split into two
concepts: affixes and themes. For a detailed explanation, go to
http://trac.rephial.org/wiki/NewEgos.
* Affixes. All generation of magical items is now done using affixes,
which are contained in lib/edit/ego_item.txt. Affixes can affect any
properties of an item: dice, sides, base ac, weight, plusses, pvals,
flags, but generally only change one or two things. (TODO: extent,
number.) Affixes come in four types (make, material and quality are all
prefixes; suffices are all magical mods) and six levels (bad, average,
good, great, uber, artifact-only). An object can have up to MAX_AFFIXES
(currently 8). Some affixes replicate the old "low-end" one-trick ego
types (of Resist Acid, of Slay Dragon, etc.), but there are many more.
Known affixes are browseable in the ego knowledge menu.
* Themes. Themes are collections of affixes, which are acquired
randomly during item generation. Themes are detailed in
lib/edit/ego_themes.txt. Once an object has a theme, it may not acquire
any further affixes. Themes are what used to be known as the "high-end"
ego types (Elvenkind, Westernesse, Gondolin, etc.). They also show up in
the ego knowledge menu.
* Artifacts. Artifacts look much the same as before (though some base
items have been renamed, as noted above). But they are now generated
using a unified system, so there is no distinction between an artifact
ring, amulet or light source and an artifact weapon or armour piece.
Artifact rings, amulets and light sources no longer need "dummy"
INSTA_ART entries in object.txt. N.B. The "dungeon" spellbooks are now
artifacts.
* ID. We have moved to "rune-based" ID. This means that any given item
property is discernible on any item which has it. Once you've learned
that your shield has RES_FIRE, you'll instantly know RES_FIRE when you
see it on any other item, because you've learned the rune for it. Runes
have random names, visible in the new rune knowledge menu. Once you
learn them, they go by the names you would expect (like "Resist Fire").
Inspecting items will show their known and unknown runes - but items
sold in stores have their runes scratched off.
* Combat. We have moved to "finesse" and "prowess" as replacements for
to-hit and to-dam. These are not simple replacements: both are skills
which vary by race/class and increase with character level. Finesse
determines both how fast you attack (how many blows) and how accurate
you are (to-hit). Prowess determines how much damage you do. Weapons
have ratings for "balance" and "heft", which is how much they prefer
finesse and prowess, respectively. So combat is now a lot more subtle
than simply maximising blows and loading up on to-dam.
* Monsters now have an 'evasion' rating which determines how hard they
are to hit. Their armour rating no longer affects this, and instead
indicates how much damage they will absorb from a hit. Some heavily
armoured monsters may not be affected by low-damage weapons (but you can
still kill them with spells or devices).
User interface
==============
Coding changes
==============