comparison urogue/history.txt @ 256:c495a4f288c6

Import UltraRogue from the Roguelike Restoration Project (r1490)
author John "Elwin" Edwards
date Tue, 31 Jan 2017 19:56:04 -0500
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1 #
2 # history.txt
3 #
4 # UltraRogue: The Ultimate Adventure in the Dungeons of Doom
5 # Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong
6 # All rights reserved.
7 #
8 # See the file LICENSE.TXT for full copyright and licensing information.
9 #
10
11 2.01 - Dec 17/84
12 1) MAXTRAPS set to 20, up from 15. the dungeon gets nastier
13 2) hitpoints gained per level change/loss increased by 50%.
14 this will be essential when new monsters added and amulet
15 level is increased to 50 or so.
16
17 2.01 - Dec 21/84
18 1) MAXPDEF set to 4 (maximum number of saved characters).
19
20 2.01 - Dec 23/84
21 1) all load control and time code now non-optional. controlled
22 by external variables initialized in tunable.c. load average
23 is now read by a separate program and obtained via popen(3).
24 2) 2 new armors added, mithril and crystalline.
25 3) when wearing crystalline armor, a wielded weapon can be turned
26 into a wand of lightning by bolts of lightning from monsters
27 (75% chance)
28 4) blessed (enchanted) food lasts 3 times as long as regular food
29 up to 6000 turns (regular food is 2000 max)
30 5) tidied up messages so they all have periods on the end, etc.
31 6) not being able to play because of holiday() code is distinguished
32 by a separate message
33 7) when wearing crystalline armor, monsters that normally hug won't
34
35 2.01 - Dec 24/84
36 1) fixed handling of being hit by lightning shot by yourself
37 2) fixed inventory message for sticks with one charge
38 3) a highly charged (>50) stick or weapon of lightning can do extra damage
39
40 2.01 - Dec 25/84
41 1) mithril armor decreases by 25% the chance of being hit by magic
42 or wands (VS_MAGIC and VS_WAND -5) except by silver arrows
43 2) all forms of teleportation cause confusion unless you are currently
44 affected by a clear thought potion. wizard teleportation via ^X
45 is exempt
46 3) falling through a maze or normal trapdoor can cause damage and you can
47 die from it. also, you are confused unless currently affected by a
48 clear thought potion
49 4) when askme is set, more prompting for names is made for scrolls and
50 potions
51
52 2.01 - Dec 26/84
53 1) fixed bug for when wizard or after reading scroll of creation, making
54 an object of which there is only a single type does not redisplay the
55 level
56 2) ring of teleportation can also cause confusion. oversight in changes
57 made in other code
58 3) 19 new weapons added. list of weapons used to start with has not
59 changed
60 4) calculation of worth of multiply occuring objects changed to include
61 multiplying by the count of the number of objects
62 5) silver arrows are aimed by magic and so miss only if monster saves
63 against magic and the arrow otherwise would have missed anyway
64 6) fixed bug if entering wizard's password from the command line and is
65 typed in wrong, then a game restore is attempted
66 7) changed format of asking for object creation to allow more objects
67 to be chosen
68 8) format of name being saved in the score file is changed to indicate
69 level number and level name of the person
70
71 2.01 - Dec 27/84
72 1) added 17 new monsters. the scorefile name of the monster that killed
73 you is incompatible in indexing, but that's life.
74
75 2.01 - Dec 30/84
76 1) wererats can now summon giant rats, up to 4 of them
77 2) ogres are now greedy
78
79 2.01 - Jan 2/85
80 1) elves that carry bows have a 10% chance of carrying silver arrows
81 2) slightly higher probabilities of traps being successfully set
82 3) format of top ten adventurers output changed to two lines for
83 neatness since more stuff added
84
85 2.01 - Jan 3/85
86 1) a cursed scroll of create monster now creates 3 to 6 monsters
87 around you. a normal one and a blessed one create just one
88
89 2.01 - Jan 6/85
90 1) amulet moved up to level 50 for safety :-)
91 2) added new weapons, including a claymore and a footbow
92 3) some of new weapons now available during initial selection
93
94 2.01 - Jan 7/84
95 1) more weapons added
96 2) code to handle creation of objects completely rewritten to no longer
97 have a limit on the number of items
98 3) fixed bug in wizard monster creation routine to allow ESC to terminate
99 without selection
100
101 2.01 - Jan 11/85
102 1) fixed code in chase.c so that a monster can actually use a footbow
103 if it's carrying one
104 2) fixed bug in chase.c that wrong pointer is used to point to a
105 monster's silver arrow. it turns out that the code executes as
106 expected but the comments are then wrong
107
108 2.01 - Jan 13/85
109 1) added fire traps as another type of trap. needed for burning oil
110 2) changed name of molotov cocktails to burning oil. when thrown and
111 misses monster, it makes a fire trap and also lights up the room
112 3) 6 new rings added - carrying - pack loses 1/3 of its weight
113 - adornment - worth 1000 gp, but nothing else
114 - levitation - avoids traps and things like that
115 - fire resistance, lightning resistance, and
116 cold resistance - obvious
117 4) certain monsters will die instantly when hit by burning oil
118
119 2.01 - Jan 14/85
120 1) full damage is always done with burning oils except on fireproof
121 monsters
122 2) monsters that divide will not do so when hit by burning oil
123 3) fixed bugs in messages for firetraps
124
125 0.00 Alpha - Jan 15/85
126 1) flameproof monsters aren't burnt by burning oil
127 2) version and name of game changed to UltraRogue. hopefully,
128 it will live up to it's name
129 3) format of scoring output changed to remove redundant information
130 4) crysknife can poison now. if the monster doesn't save against
131 poison, it loses half its hit points
132 5) flameproof monsters ignore firetraps and can run through them
133 6) many special properties of weapons changed from hardcoded names
134 to flags
135 7) boomerangs and other weapons that return do so now
136 8) maximum attempts to set traps per level changed from 8 to 16
137 9) maximum transactions at a trading post changed from 4 to 8
138
139 0.00 Alpha - Jan 16/85
140 1) corrected code for handling of silver and poisoned weapons
141
142 1.00 Alpha - Feb 1/85
143 1) it's now possible to roll crystalline armor at start
144 2) enchanting armor causes it to weigh 20% less for each + and 20% more
145 for each -
146
147 1.00 Alpha - Feb 4/85
148 1) quitting uses experience point score instead of gold
149 2) corrected handling of weight of enchanted armor
150 3) discovering a firetrap lights the room
151 4) it's now possible to die from fire traps
152
153 1.00 Alpha - Feb 5/85
154 1) changed weight of enchanted objects in wrong place. now fixed
155 2) minor fix to messages in trader.c
156 3) changed the effect of a scroll of acquirement. a blessed scroll
157 now works as in old version, a normal or cursed scroll will
158 allow acquirement of an object of random type.
159 4) split rogue.c into rogue.c and monsdata.c
160
161 1.00 Alpha - Feb 10/85
162 1) armor doesn't rust if you're not wearing any
163 2) added 8 artifacts, now trying to make rogue compile again
164 3) time window for restored games changed to 60s instead of 25s.
165
166 1.00 Alpha - Feb 13/85
167 1) misc. tidying up of messages. some changed to be wizard only
168 messages
169 2) one unique monster added, have not yet tested nastiness of beast
170 3) changed chasing code to hopefully remove bug that stops running
171 in a room even though monster is invisible or can surprise
172 4) seeing distance is now a variable so that later enhancements can
173 be made
174 5) added apply command ('A') to make an artifact work (does nothing
175 right now)
176 6) it is now possible to trip and fall down the stairs, and die
177 in the process
178 7) blessed objects weigh 20% less and cursed weigh 20% more
179 8) fighting (but not to death) allowed until 1/3 of max hit points
180 9) time of stiffening by basilisks, etc., is now randomized
181 10) tidied up code to handle signals and autosaving
182 11) poison pool traps implemented
183 12) quaffing a potion of haste self when already hasted lasts a
184 longer time than before
185 13) if strength is high enough, the hero can break free of
186 a hold
187 14) creation of artifacts now supported (sort of)
188 15) scoring routines changed to track gold and experience separately.
189 now i have to figure out how to set the gold to zero without
190 resetting the score file
191 16) gold is counted (including worth of objects) even for quitting and
192 dying. however, position in scorefile is determined by experience
193 points only
194 17) three new scrolls 1) nothing - does nothing
195 2) silver plating - magic aimed weapons seldom miss
196 3) ownership - make weapons return
197 18) 6 types of food now - details still to be fixed up
198 19) corrected handling of normal and cursed scrolls of acquirement
199
200 1.00 Alpha Feb 14/85
201 1) creation of artifacts mostly working now. no code to support
202 their special functions yet
203 2) corrected names of artifacts and food so the inventory routine
204 gives correct case and plural forms of names
205 3) handling of duration of enchanted food fixed
206
207 1.00 Alpha Feb 15/85
208 1) creation, picking up, dropping, and throwing artifacts now apparently
209 correct. no functions yet implemented yet
210 2) mad wizard changed to mad sorceress and is no longer confused.
211 level, intelligence, experience points and damage increased
212 3) nymphs try to steal the most valuable magic item carried now
213 4) picking up an artifact gives experience equal to 0.1 of it's
214 worth in gold
215 5) new wizard command 'V' added to find the worth of an object
216
217 1.00 Alpha Feb 16/85
218 1) monsters that steal magic and gold no longer vanish when they've
219 stolen an item. instead, it turns invisible and tries to run away.
220 a nymph isn't so bad, but watch out for the mad sorceress.
221 the monster will carry around the item until killed
222 2) picking up things with a full pack in a trading post no longer
223 identifies it
224 3) falling into a poison trap does not automatically poison current
225 weapon and there is a 75% probability of losing 1/3 hit points
226 and 2 strength
227 4) buying anything in a trading post tells you what it is and all others
228 of the same type
229 5) quaffing a potion of healing at or near max hit points increases
230 maximum by more
231 6) a wand of nothing does nothing
232 7) cursed scroll of ownership causes thrown weapon to always disappear
233
234 1.00 Alpha Feb 17/85
235 1) corrected handling of wizard scorefile manipulation commands
236 2) corrected code to create objects via the scroll of acquirement
237 3) a cursed scroll of acquirement creates a cursed object
238 4) wearing a ring of levitation allows you to move over any kind of
239 trap without being harmed
240 5) poisoned weapons now identified as such in inventory name
241
242 1.00 Alpha Feb 25/85
243 1) corrected handling of scoring of gold for total winners
244 2) changed mad sorceress to be non-unique to make dungeon really nasty
245 3) added code to calculate cost of silver, poisoned, and owned weapons
246 4) code to stop running when a monster appears corrected for when
247 monster can surprise or is invisible
248
249 1.00 Alpha Mar 1/85
250 1) cursed potion of see invisible does nothing when wearing ring
251 of see invisible.
252 2) putting on a ring of see invisible while blind cures blindness
253
254 1.01 Alpha Mar 4/85
255 1) changed encryption scheme used by read/write routines to code
256 supplied by Michael Mauldin (mlm@cmu-cs-cad.arpa)
257 2) eating too much causes paralysis for a short time
258 3) changed rnd (random integer in a certain range) routine to use
259 a better algorithm
260 4) changed version string for internal checking to something more
261 useful
262
263 1.01 Alpha Mar 8/85
264 1) changed inv_name to show silver weapons properly
265 2) changed name of "silver weapon" scroll to "magic hitting"
266 3) scrolls of ownership and magic hitting now prompt for weapon to
267 apply scroll to
268 4) rnd changed back to old algorithm because new one is SLOW
269
270 1.01 Alpha Mar 20/85
271 1) picking up an artifact more than once does not add more experience
272 points
273 2) new unique and VERY NASTY monster added, Lucifer. only appears
274 on level one when you have an artifact on you. he is NOT
275 pleasant. i am certain that he will prevent total winners until
276 i can tune his parameters.
277
278 1.01 Alpha Mar 22/85
279 1) changed maximum objects per normal level from 9 to 5
280 2) changed monster window to half it's current value to stretch
281 out the levels new monsters can appear over
282 3) increased traps per level again from 20 to 25
283
284 1.01 Alpha Mar 28/85
285 1) decreased abilities of Lucifer to try things out
286 2) changed probability of food up and other stuff down
287 3) changed probability of potion of gain level down
288
289 1.01 Alpha Apr 1/85
290 1) changed traps per level up to 30
291 2) fixed bug in wearing ring of cold resistance
292 3) changed window for saving to 180s because save/restore with
293 new algorithm is much slower
294 4) added support for lairs of unique monsters, 1 in 15 chance of
295 being summoned while going up the stairs
296 5) trading posts can't appear until level 15, up from level 5
297 6) you can't be blinded when wearing a ring of extra sight
298 7) hit points per level gained/lost reduced to original values
299 8) deleted some wizard commands and re-arranged some of the rest
300 9) changed how wizard teleportation specifies type of level
301 10) modified parameters of sucessfully striking a monster
302 11) Lucifer devalued again
303
304 1.02 Alpha Apr 2/85
305 1) reduced probability of being summoned at random while running around
306 2) restored probability of hitting parameter
307 3) doubled requirements for experience level changes
308
309 1.02 Alpha Apr 4/85
310 1) restored requirements for experience level changes
311 2) increased probability that a monster hits on an attack
312 3) changed probability of food downwards and other stuff upwards
313 4) changed probability of some scroll's cursed and blessed probabilities
314
315 1.02 Alpha Apr 5/85
316 1) throne room monsters no longer hasted
317 2) fixed messages for scrolls of magic hitting and ownership
318 3) infinite loops in wanderer() due to trying to place a monster
319 in a different room than the hero on a THRONE level
320 4) changed format of scorefile to include what artifacts were
321 retrieved
322 5) initial attributes of a fighter increased
323 6) Lucifer downgraded again (sigh)
324
325 1.02 Alpha Apr 12/85
326 1) food probability adjusted upwards
327 2) size of string to hold fruit food name increased
328 3) monsters per treasure room increased to 20 from 15
329 4) maximum number of magic objects per level increased from 5 to 7
330 5) added code to differentiate a winner carrying all artifacts
331 and some
332 6) reduced probability of summoning
333
334 1.02 Alpha Apr 16/85
335 1) monsters that can walk through stone are not affected by wand of
336 antimatter. so much for an easy kill of Lucifer
337 2) throne rooms always contain treasure, up to 3 times as much as normal
338
339 1.02 Alpha Apr 23/85
340 1) max monsters/treasures in a party room upped again from 20 to 30
341
342 1.02 Alpha Apr 26/85
343 1) improved wizard outfitting command to start with more and better stuff
344 2) fighters gain and lose 12 instead of 10 hit points max per level
345 3) throne rooms always contain lots of treasure
346 4) fixed message in experience level changes to include period
347
348 1.02 Alpha Apr 28/85
349 1) monsters that can breathe can do so more than once with 50% chance
350 after each use of losing (or retaining) ability
351 2) catch zapping and bolts into darkened rooms, passages, and phased
352 players in walls and flag as error for wizard
353 3) mad sorceress improved in ability
354 4) changing name of fruit in options now also changes name in rest of game
355 5) handling of SIGINT and SIGQUIT corrected for when escaping to shell
356 and returning. used to exit with endit(). now does quit() to
357 prompt before exiting
358 6) options listing now includes name of option for the environment
359 variable
360 7) throne rooms made nastier by increasing hit points further and also
361 decreasing AC of monster even more
362 8) monsters below level 80 start getting nastier in a lot of ways
363 and is level dependent (deeper == nastier)
364
365 1.02 Alpha Apr 29/85
366 1) all monsters in throne rooms can now walk through walls
367 2) past level 80, all monsters that can use breath weapons will never
368 lose that ability
369 3) Lucifer upgraded
370
371 1.02 Alpha Apr 30/85
372 1) algorithm for nastier monsters below level 80 changed (nastier)
373 2) potion of raise level made much rarer
374 3) being drained a level is restored only half the time
375 4) monsters in thone rooms can see invisible heros
376 5) scrolls of acquirement are rarer and are more likely to be cursed
377
378 1.02 Alpha May 1/85
379 1) Lucifer hit points upgraded
380 2) Lucifer never loses ability to zap with breath weapon
381 3) fixed bug in returning of weapons with blessed scroll of
382 ownership read on them
383 4) circular buffer implemented for messages and each line of buffer
384 increased in size
385 5) rings, weapons, sticks, and armor can explode if enchanted too much
386 6) owned things show up that way in inventory
387
388 1.02 Alpha May 2/85
389 1) length of time that all food lasts increased
390 2) throwing a scare monster scroll curses it
391
392 1.02 Alpha May 3/85
393 1) attacking rust monsters with bare hands causes segmentation faults
394 fixed by checking for whether hero wields a weapon or not
395 2) evil sorceresses (and nymphs) will steal anything, including
396 what you're wearing, below level 95
397 3) it's now imposssible to enchant a ring of slow digestion beyond 3
398 since food consumption code is not designed to handle it
399
400 1.02 Alpha May 6/85
401 1) adjusted probability of things exploding when enchanted too much from
402 1 in 8 to 1 in 5
403 2) being summoned while just wandering in the dungeon is changed
404 to 1 in 99999 to make life interesting
405 3) stick of fire now kills monsters that are flammable
406 4) fixed bug in handling firetraps for monsters
407 5) corrected new code to handle monsters running through fire traps
408
409 1.02 Alpha May 8/85
410 1) fixed bug in wizard dungeon level change command
411 2) total daemons changed from 30 to 60 to allow for new things
412 3) fighting while blinded changed from "it" to "the monster"
413 4) algorithm for making monsters nastier below level 80 made
414 even nastier
415 5) fire traps always burn even when levitated
416 6) fixed monster name lookup in shoot_bolt when bolt misses
417 7) monster lair traps implemented for levels below 50
418 8) rust traps implemented to rust armor
419 9) messages for CANRUST monsters hitting you after armor is
420 destroyed is changed
421 10) placement of player in a throne room corrected
422 11) unique monsters are always awakened by the hero entering the room
423 12) a monster with enough strength can shatter crystalline armor with
424 a single blow
425 13) a monster with enough strength can make the armor ring when hit,
426 aggravating all monsters on the level
427 14) monsters that can shriek can shatter crystalline armor
428 15) strength of monsters below level 80 also increases with level
429 16) check more often for null pointers when refering to current armor
430 in fight.c and monster.c
431 17) selling or dropping an artifact in a post loses it forever, but
432 you can still go up the stairs as if you did have it. same with
433 it being stolen by a monster
434
435 1.02 Alpha May 10/85
436 1) creation of firetraps done only when there is room in the traps array
437 2) potion of extra hearing - cursed, normal and blessed
438 3) potion of extra scent - cursed, normal, and blessed
439 4) hero can smell or hear monsters whenever they appear in dungeon
440 or possibly when he enters a room, always when potions have been
441 quaffed
442
443 1.02 Alpha May 11/85
444 1) scroll of food detection implemented
445 2) corrected algorithm for blessed food and added message when
446 eating it so people trying will know to try it again
447 3) code to handle super food consumption added
448 4) changed algorithm for ring of slow digestion food consumption
449 to not use hardwired enchantment levels
450 5) hearing and smelling new monster messages changed to reflect
451 distance and rooms somewhat
452 6) partial implementation of artifact powers completed
453 7) many of minor malevolent and side effects implemented
454 8) some major malevolent effects implemented
455 9) Phial of Galadriel implemented
456 10) Palantir of Might implemented
457
458 1.02 Alpha May 12/85
459 1) fixed dying by fire traps to remove seg fault while trying to
460 print reason for dying
461 2) selling an artifact or having it stolen and vanishing when
462 monster that stole it is killed loses the artifact permanently
463 and the ability to go upwards is lost if it's the only artifact
464 in the hero's possesion
465 3) login name included in scorefile
466 4) stick of invisibility - makes monsters appear or disappear
467 cursed (all in room), normal(one in direction), blessed(one
468 appears in direction)
469 5) implemented Amulet of Yendor, Silmaril of Ea, Sceptre of Might,
470 Wand of Orcus
471 6) partial implementation of Magic Purse of Yendor
472 7) 20 units of food are consumed every time a artifact power is attempted
473 8) code for blessed scrolls of magic mapping, gold detection,
474 food detection, potions of magic detection and monster detection
475 in place
476 9) minimal code for wand of invisibility implemented
477
478 1.02 Alpha May 13/85
479 1) minimal code for potions of super heroism and disguise added
480 2) no healing when phased and in rock
481 3) changed "owned" to "claimed" in inv_name() for weapons
482 4) wand of invisibility implemented
483 5) bug in removing rings of add ability fixed when unwearing one
484 6) leaving rooms when wearing ring of illumination darkens it
485
486 1.02 Alpha May 14/85
487 1) rewrote all code to handle changes in the five major player
488 abilities
489 2) completed implementation of the Crown of Might
490 3) implemented blessed mapping and detection abilities
491 4) more minor effects
492 5) more major effects
493 6) copy over login name to scorefile name entry only if it's
494 not the same as the name entry started with
495 7) falling down stairs probability shifted according to encumberance
496 8) undead monsters are not affected by poison
497 9) ring of regeneration restores hit points faster
498 10) ring of sustain health stops disease and parasitic infections, but
499 doesn't cure them
500
501 1.02 Alpha May 15/85
502 1) fixed bugs in handling power boosted strength and dexterity
503 2) implemented potions of disguise and superheroism
504
505 1.02 Alpha May 16/85
506 1) changed potion of disguise to be like a scare monster scroll and
507 shortened length of time it lasts
508 2) implemented more minor effects
509 3) cursed scroll of magic mapping done - forgets map
510 4) fighting stops "hits" and "misses" messages to stop having to
511 hit the spacebar all the time
512 5) 1 in 50 chance when fighting to stop fighting completely at random.
513 a neater way of stopping fighting when neither side is hitting the
514 other
515 6) moving over some traps using the 'm' command can result in no
516 trapping, especially if player is thief
517 7) asleep on top of a sleep trap doesn't print many messages
518 about what the trap is
519 8) reduced nastiness of level-dependent monster characteristics
520 9) make probability of losing breath weapon dungeon level dependent
521 10) fixed bug in stopping running when a monster enters room
522 11) Magic Purse of Yendor code in place but not tested
523
524 1.02 Beta May 17/85
525 1) fixed bag of holding code for Magic Purse of Yendor
526 2) can't put Magic Purse inside itself
527 3) lowered probability of a nonthief moving over a trap successfully
528 4) add contents of Purse to score
529 5) added more major and minor effects
530 6) lowered probability of an artifact being deactivated by a minor
531 effect
532
533 1.02 Beta May 18/85
534 1) check for no wielded weapon or no armor worn when being hit
535 by breath weapon
536 2) check for no wielded weapon when blasting it in default major
537 effect of artifact activation
538 3) changed many messages in minor effects to check for blindness
539 4) it is possible to trip and stumble over your weapon, and die in
540 the process. poisoned weapons do a lot of damage to the hero
541 5) fighting or shooting some wands at the quartermaster increases
542 the cost of things and probability of things being cursed
543 by other quartermasters and in trading posts. monsters on level
544 are aggravated
545 6) fighters using the 'f' or 'F' commands are get bonus number
546 of attacks dependent upon level per turn
547 7) when not under influence of potions of extra scent or extra hearing,
548 thieves have higher probability of hearing or smelling a monster
549 8) cursed detection scrolls and potions implemented
550 9) scroll of electrification implemented
551
552 1.02 Beta May 19/85
553 1) five new rings added
554 2) worth of artifacts increased by a factor of 10
555 3) when msgline is blank and last message is requested via ^P,
556 don't decrement message buffer index the same way since it was
557 not incremented to clear the line
558 4) initial hit point bonus for constitutions above 15
559 5) new command listen ('=') to listen for nearby monsters
560 6) ring of breathing - player is unaffected by gases
561 7) ring of free action - player can't be held or slowed except by an
562 artifact side effect
563 8) reduced duration of confusion after teleportation
564 9) ring of wizardry - doubles spell and prayer ability for players
565 who are not clerics nor magicians
566 10) listen for monsters nearby with higher probability for thief
567 11) ring of resurrection - you might come back from the grave: cursed,
568 normal, and blessed versions
569 12) ring of teleport control - get to choose position and might actually
570 end up there: cursed, normal, and blessed versions
571 13) corrected multi-attack code to allow only fighters
572 14) cursed detection magic identifies itself for later in the dungeon
573 15) silver weapons do twice damage to undead monsters
574 16) source frozen for version as reference. further updates sent
575 out will be via context diffs
576
577 1.02 Beta May 20/85
578 1) modified saving throw for resurrection to take into account current
579 constitution adjusted for luck and ring values
580 2) rings of resurrection and teleport control now has enchantment
581 amount printed
582 3) a failed resurrection now waits for the user to read the message
583 before continuing with termination
584 4) off-by-one error in counting resurrection attempts
585 5) added diagonal moves to teleport control (sort of)
586 6) successful control of teleport modified by luck and ring values
587 7) corrected initialization of resurrection count
588 8) moved tripping, summoning, and other things inside the test for
589 valid commands
590 9) changed algorithm for determining successful resurection with
591 everything
592 10) bug in listen command changed you to a thief when using it
593
594 1.02 Beta May 21/85
595
596 1) a blessed scroll acquirement allows creation of an artifact or
597 monster even if not wizard
598 2) infestation is not supposed to be immediately fatal
599
600 1.02 Beta May 22/85
601 1) moved new.things (this file) into directory rogue to make updates
602 via context diffs more easy to apply
603 2) corrected message of deactivation of artifacts
604 3) changed definition of .rog_defs to an external variable in
605 tunable.c for customization purposes
606
607 1.02 Beta May 23/85
608 1) termination after load average is too high does a save instead
609 of just quitting
610
611 1.02 Beta May 25/85
612 1) corrected code for adding userid after name in scorefile
613 2) redisplaying of messages after being cleared by msg("") fixed
614
615 1.02 Beta May 27/85
616 1) dungeon level dependent monster ability algorithm made less
617 nasty
618 2) throne room monster ability modification algorithm made less
619 nasty
620 3) some of Lucifer's abilities made less nasty
621 4) levitated and phased allows upward movement through rock
622 5) discovered trading post stays lit when exiting room
623
624 1.02 Beta May 28/85
625 1) fixed firetraps combined with rings of levitation
626 2) fixed messages for major effects blasting of weapon
627 3) disguise can be seen through by monsters with high experience
628 for hitting, zapping, and throwing things at the hero
629 4) increased safe amount to enchant ring from 4 to 5
630
631 1.02 Beta May 29/85
632 1) documented 'f' and 'F' commands under help command
633
634 1.02 Beta June 1/85
635 1) increased the value of some items
636
637 1.02 Beta June 3/85
638 1) made leprechauns and nymphs harder to kill and more likely
639 to stay around
640 2) nymphs now attack whenever possible
641 3) monsters ignore rust traps now
642 4) changed help for 'f' and 'F' commands slightly
643
644 1.02 Beta June 3/85
645 1) missed change of ".rog_defs" to ROGDEFS
646 (thanx jason%ucblilac.CC@berkeley.arpa)
647 2) anything can be claimed now. inventory names and worth of objects
648 changed to reflect this
649
650 1.02 Beta June 4/85
651 1) check for monster wielding a weapon didn't check for null pointer
652 2) changed #include "stdio.h" to <stdio.h> in save.c
653 3) include mach_dep.h in io.c, save.c, and wizard.c
654
655 1.02 Beta June 6/85
656 1) shattering of crystalline armor when hit hard is less likely
657 when armor is well enchanted
658
659 1.02 Beta June 7/85
660 1) check for null pointer to damage string in determining how much
661 damage a blow or weapon striking does
662 2) added code from jason@ucblilac.CC@berkeley.arpa for support
663 of job control and tty interfacing for 4.x bsd systems
664 3) quaffing non-cursed potion of super heroism removes fear and
665 also prevents it until super heroism wears off
666 4) corrected oversights in jason's code for when terminating
667 by various legal means
668 5) generalized message for selling/dropping artifact in trading post
669 6) prices of objects in trading posts are now fixed at object creation
670 time
671 7) algorithm for randomizing prices by quartermasters and in trading
672 posts changed
673 8) prices as determined by bad luck made worse
674
675 1.02 Beta June 8, 85
676 1) corrected tty and job control handling for urogue -s and
677 urogue restore of saved games option
678
679 1.02 Beta June 9, 85
680 1) too much movement when disguised turns it off
681 2) reduced gain in monster strength below level 80
682 3) improved resistance of crystalline armor to shattering when hit
683 4) confused monsters can lose their confusion
684 5) food detection also looks in monster's packs too
685 6) evil sorceresses and nymphs can curse something in your pack
686 while they are looking through it
687 7) fix tty characteristics when restoring a game
688 8) improved chances of taking it with you when you are resurrected
689 9) corrected author and SIGQUIT handling
690
691 1.02 Beta June 10, 85
692 1) selling an object in a trading post marks the value in a private
693 location in case hero wants to buy it back
694 2) reduced slightly the chance of nasty side effects when using
695 artifacts
696 3) shattering armor removal algorithm fixed
697 4) lightning proof and being zapped by lightning checks for no armor
698 and/or no wielded weapons
699 5) change Makefile to be more efficient when maintaining distribution
700 and private copies by linking only once instead of twice
701 6) going to a new level and not wearing any armor causes seg faults
702 when testing for greedy monsters
703 7) null pointers when calculating damage caused by weapons handled
704 incorrectly
705 8) setting traps, traps due to falling objects that create traps,
706 and artifact side effects have more room by making trap array
707 bigger
708
709 1.02 Gamma June 19, 85
710 1) put in changes and moved things around in preparation for
711 changes to be received from dan@ciprico for sys3 (aka USGV3)
712 unix. generalized conditional compilation code to allow
713 further extension to multiple system source code versions. no
714 recompilation is neccesary with these changes.
715
716 1.02 Gamma June 21, 85
717 1) fixed bug in quaffing gain ability when dexterity or strength
718 has been lost
719 2) wearing a ring of wizardry doubles spell points for casting and
720 praying for all player classes provided that they have enough
721 ability to cast or pray
722
723 1.02 Gamma June 24, 85
724 1) gazing monsters have no effect when hero is invisible
725 2) reduced probability of losing disguise when moving about
726 3) leprechauns now attack
727
728 1.02 Gamma July 7, 85
729 1) can't read scrolls when blind
730 2) test for null pointers when refering to weapons and armor
731 in do_minor() in artifact.c
732 3) taking off armor removes stone from shoe
733
734 1.02 Gamma July 8, 85
735 1) corrected flag handling for nymphs and evil sorceresses
736 cursing an object that hero is carrying
737
738 1.02 Gamma July 10, 85
739 1) handling of ring of wizardry and spell points for clerics and
740 magicians fixed
741
742 1.02 Gamma July 12, 85
743 1) fixed handling of wizard spell points because of limitations in
744 certain C compilers. thanx to dan@ciprico
745 2) reset CBREAK mode in rip.c routine score() so that showpack() can
746 prompt and wait for a blank to continue displaying items
747 3) reduced slightly the probability of a monster hitting back to
748 original values as received from edjames@ucbshadow
749 4) incomplete changes to handle the ring of wizardry in casting
750 and praying
751
752 1.02 Gamma July 18, 85
753 1) make dexterity of a monster level dependent past level 60 of
754 dungeon
755
756 1.02 Gamma July 21, 85
757 1) silver weapons can't rust no matter what
758 2) hitting a rusting monster with a non-metallic weapon no longer
759 tells you the rust vanishes
760 3) no message of rust vanishing from your armor if it is
761 inherently rustproof
762 4) fixed grammar on messages about falling through various traps
763
764 1.02 Gamma July 23, 85
765 1) changed code to ensure quartermasters sell things at positive
766 cost only
767 2) quaffing a blessed potion of gain ability sometimes increases
768 the player's body AC as well
769 3) fixed initialization code for fighters to give them extra
770 body AC and also more damage from bare handed attack
771
772 1.02 Gamma July 26, 85
773 1) wearing a ring of adornment also causes greedy monsters to run
774 after you
775 2) monster's level dependent attributes are dependent upon the maximum
776 level you have been
777 3) a blessed scroll of magic mapping show traps and such too
778 4) monsters stepping into firetraps while hero isn't in room
779 also marks the room as lit
780
781 1.02 Delta July 28, 85
782 1) sys3 support added, courtesy dan@ciprico
783 2) new random number routines added to the optional files
784 for people without srandom and random
785
786 1.02 Delta, July 29, 85
787 1) teleporting turns off being held by a bear trap
788 2) being hit by a breath weapon while running stops you running
789 3) replaced Makefile.install with one supplied by jason@ucblilac
790 4) fighting mummies with no weapon usually causes seg faults so
791 pointer must be checked (dan@ciprico)
792 5) entering a room through a secret door while phased is supposed to
793 light the room (dan@ciprico)
794 6) trying to dip where there's no pool gives wrong message
795
796 1.02 Delta, July 30, 85
797 1) added support for news option in command line
798 2) quit signals produce core files only in wizard mode
799 3) wearing a ring of adornment adds 4 to number of transactions
800 allowed in trading posts
801 4) ring of burden deleted and replaced by ring of vampiric regeneration
802 5) ring of carrying comes in various degrees now and cursed is like
803 the ring of burden used to be
804 6) ring of vampiric regeneration restores amount of damage done to
805 monster to player, sort of like a vampire does
806 7) ring of regeneration hit points now made somewhat experience
807 level dependent
808 8) food consumption of the regeneration rings make experience
809 level dependent
810 9) wand of blasting and grenades implemented
811
812 1.02 August 9, 85
813 1) baseline release for urogue
814 2) friendly fiend wants a ring of adornment
815 3) player startup body AC initialized wrong
816 4) negative transaction count after selling ring of adornment fixed
817 5) fixed opening of authors file
818
819 1.02 August 11, 85
820 1) inventory name of a claimed ring had blanks in wrong place
821 2) fixed printing of inventory and counting of things inside
822 the Magic Purse of Yendor
823
824 1.02 August 12, 85
825 1) Closes PERMOK and PASSCTL after they are no longer needed. This is
826 a good practice, and was part of the reason for screwing up our server.
827 2) Quaffing a restoration after superheroism had nasty effects.
828 3) Screen no longer clears right after score file is displayed on death.
829 4) Changing your Ac from 10 would not affect status line.
830 5) Expression tree overflowed on trader.c using the 4.1 compiler.
831
832 above changes by tecot@cmu-cs-k.arpa. the system they run has
833 a "networked" filesystem under 4.1 bsd.
834
835 6) a thrown grenade hitting a monster also explodes and makes a lot
836 of noise
837 7) probabilities of magic items of various kinds changed to make
838 things harder
839 8) costs of things re-arranged to reflect value to player more
840 accurately
841
842 1.02 August 13, 85
843 1) being zapped by a breath weapon while not wearing armor causes
844 core dumps
845
846 1.03 Alpha, February 16, 86
847 1) added 100+ monsters to the monster table with new attributes
848 supported
849 2) added mike cooper's new character classes
850 3) added mike cooper's changes to inventory display management to
851 be more like Berkeley rogue 5.x
852 4) changed experience level management to allow effectively no
853 limit on experience level
854 5) spell and prayer points are now taken from the same pool
855 6) healing rate reduced to make life harder
856 7) code to correct sun compiler laziness that is handled by
857 other compilers
858 8) redo flag structure to extend to 400+ monster flags
859 9) display remaining spell points in menu of spells to cast/pray
860 10) healing rates reduced
861 11) control rewritten to do what it says in README
862 12) README updated to tell about the environment variable
863 13) MOTD, PAGER, NOPLAY, and NEWS files supported for various
864 messages and display of same
865 14) uptime output is used for load control
866 15) control uses the login name rather than uid for authorization
867 16) code for RTU2 and 4.2 RT PC versions added
868 17) fixed up some sun problems
869 18) FLYing and FAST monsters move twice as quickly when not next
870 to hero
871 19) melee attack bonus for various character classes computed
872 by a function instead of code in the if statement
873 20) CTRL-<dir> keys deleted and option used for determining
874 type of running
875 21) fixed saving throw modification for mithril armor
876 22) changed message for monsters stealing magic
877 23) changed environment variable to UROGUE
878 24) dungeon-level-dependent attributes start sooner now
879 25) more weapon flags
880 26) silver weapons become metal ones too
881 27) monsters appear more often
882
883 1.03 Alpha, February 21, 86
884 1) added changes to circumvent compiler bug in 4.2BSD on the RT PC
885 2) corrected maximum number of levels displayed in player level
886 calculation
887 3) corrected calculation of needed experience points to gain a
888 new level after losing a level
889 4) thrown weapons at gas spores kill them
890 5) synchronized messages and experience level numbers when
891 gaining levels
892
893 1.03 Alpha, February 22, 86
894 1) Friendly Fiend appears in a trading post and follows you around
895 2) minimal code for support of CHARMED and FRIENDLY monsters
896 3) Friendly Fiend gets upset if you cast spells in his place
897
898 1.03 Alpha, February 22, 86
899 1) fixed up Friendly Fiend handling when he has been hit or
900 "killed"
901 2) changed ninja experience level names
902 3) added paladin praying abilities at level 9 no matter what wisdom
903 4) reduced Friendly Fiends abilities
904 5) shops become normal levels for picking up objects when Friendly Fiend
905 is "killed"
906 6) handle a one room ordinary level properly
907 7) once Friendly is "dead", shop items are identified when picked up
908
909 1.03 Alpha, February 28, 86
910 1) applied bug fix in inventory code sent by Mike Cooper
911 2) added AT&T 7300 sys5r2 support
912 3) implemented Jason Venner's improvements to handling getting the
913 load average
914
915 1.03 Alpha, March 9, 86
916 1) applied fix to too many saves running out of file descriptors
917 submitted by Web Dove
918 2) applied fixes to messages and stuff for the quartermaster from
919 Mike Cooper
920
921 1.03 Alpha, March 14, 86
922 1) applied bug fix by mike cooper in display of quartermaster's
923 wares to sell
924 2) applied mike cooper's patches for sys5 curses support
925
926 1.03 Alpha, March 15, 86
927 1) added flags for size of monster and size of weapon and initialization
928 2) changed whatis command to display all possible monsters that match
929 the characters
930
931 1.03 Alpha, April 14, 86
932 1) incorporated random() and srandom() from 4.2BSD
933
934 1.03 Alpha, April 18, 86
935 1) fixed segv in control.c using patch from mike cooper
936
937 1.03 Alpha, April 19, 86
938 1) fixed screen clearing in initialization and termination for sys5
939 2) added option to print version number
940 3) doubled healing rate
941 4) potion of gain ability is much rarer now
942 5) Tiamat and Bahamut can now summon dragons (suggested by carl hommel)
943
944 1.03 Alpha, April 20, 86
945 1) fixed up terminal state when exiting
946 2) removed wizard scorefile commands from rip.c
947 3) fixed testing for valid initialization of player class
948
949 1.03 Alpha, April 28, 86
950 1) added SAVETIME and WARNTIME to allow installations to tune
951 how strict they are on load checking
952 2) changed treasure room generation and room darkness constants
953 to create them less often and starting deeper
954 3) require return at game termination to handle windowing
955 systems
956 4) changed #ifdef and #ifndef to #if defined() and #if !defined()
957
958 1.03 Alpha, May 2, 86
959 1) fixed up missed #ifdef changes
960 2) fruit name initialization screws up on very long names
961 3) monsters with multiple turns getting killed on their first
962 turn should never get a second turn (Mike Laman fix)
963 4) dropping and picking up multiple stuff sometimes screws up count
964 (another Mike Laman fix)
965 5) enhancement by Carl Hommel to zapping: save = 1/2 damage,
966 rather than no damage. bolt damage peters off towards the end
967 of the zap
968
969 1.03 Alpha May 5, 86
970 1) changed order of message and flag clearing for normal scroll
971 of remove curse to have a more consistent message
972 2) the gold sense command has been removed and it is automatically
973 done for thieves whenever a new level is created
974
975 1.03 Alpha May 11, 86
976 1) fixed minor formatting error in last prompt for carriage return
977 before exiting
978 2) tons of minor and major bug fixes by Mike Laman, some pointed to
979 by lint and others from looking at code, with more for me to fix
980 (sigh!), including sys5 curses things and temporary absence of
981 brain
982
983 1.03 Alpha May 12, 86
984 1) putting on a ring of free action turns off being held and those
985 monsters can never hold hero again (ever)
986 2) diddled around some more with format of prompt before exiting
987 3) changed define of "reg" in curses.h to have less warning messages
988 4) added a single new monster
989 5) changed name of NUMUNIQUE define in rogue.h to NUMSUMMON
990 6) use vowelstr() in giving name of monster summoning hero
991
992 1.03 ALpha May 19, 86
993 1) added a whole lot of things by Carl Hommel including different
994 algorithms for shooting bolts, new armor and weapons, and
995 general tidying up of things
996
997 1.03 Alpha, May 20, 86
998 1) added 67 new monsters from Carl Hommel and miscellaneous bug fixes
999
1000 1.03 Alpha, May 21, 86
1001 1) initial support for SCO/Microsoft Xenix implementation of sys5r2
1002 supplied by Tom Haapanen
1003 2) fixed monster flags in new monsters supplied by Carl
1004 3) changed number of new monsters/level constant from 3 to 4
1005 (this number is too high given the actual number of monsters in
1006 the monster table and the levels one has to go down. there
1007 should be 320 non-summoning monsters to be about right)
1008 4) healing rate restored to original value
1009
1010 1.03 Alpha, May 22, 86
1011 1) protected and claimed objects stay with the hero when he
1012 resurrects
1013 2) no saving throw against magic missile
1014 3) magic missile damage depends upon player exp level
1015 4) electrification bug fixed and range depends on hero exp. level
1016 5) stepping into a pool when electrified is painful
1017 6) monsters summon only when low on hit points and damage taken
1018 above changes by Carl Hommel
1019 7) number of magic items per level increased
1020 8) bunches of monsters created less frequently
1021 9) summoning while running around reduced in probability
1022 10) don't kick any daemons off when being summoned to give initiative
1023 to the player
1024 11) increase the number of objects in a throne room
1025
1026 1.03 Alpha, May 24, 86
1027 1) changed algorithm for creating monsters with CANSHOOT weapons
1028 and increased probability slightly
1029 2) added new monsters from Carl Hommel and a bunch of my own
1030 3) rearranged the hero-summoning unique monsters to be strictly
1031 in order of hit points
1032 4) rearranged some of ordinary monsters to make progession of
1033 experience points for killing monster more monotonic
1034 5) fix handling of extra long monster names in wizard monster creation
1035 and monster genocide
1036
1037 1.03 Alpha, May 25, 86
1038 1) more modifications in and around chase.c, command.c, and fight.c
1039 to remove the electrification bug. Carl's fixes removed one,
1040 the one that Jason reported is still there.
1041 2) maximum traps/dungeon level increased
1042 3) massively rewrite Makefiles, installation procedure, and
1043 various sources to reorganize sources
1044
1045 1.03 Alpha, May 28, 86
1046 1) charmed monsters, new spells for druid and illusionist,
1047 monsters striking each other, etc. by Nick Flor
1048 2) save throw handling changed to be centralized in one routine,
1049 blessed/cursed stick handling, and wizard ^O command improved
1050 by Carl Hommel
1051 3) fixed save throw test for monster and hero differentiation
1052 4) monster is not allowed to hit itself
1053
1054 1.03 Alpha, May 29, 86
1055 1) fixed pointer to struct bug save_throw() in fight.c
1056
1057 1.03 Alpha, June 4, 86
1058 1) check for NULL pointer when zapping with wand
1059 2) potions have some food value
1060 3) fix body AC for ninja
1061 4) fix ucount for RTU3
1062 obove fixes by Carl Hommel
1063 5) including files in wrong order in main.c and rip.c pointed
1064 out by Mike Cooper
1065
1066 1.03 Alpha, June 5, 86
1067 1) new program to replace all the print_* commands by Mike Cooper
1068 2) fixed bug in urprint to use right flag word size and to use
1069 correct number of flag words in monster initialization structure
1070 3) experiment with allowing many familiars but only one at a time
1071
1072 1.03 Alpha, June 6, 86
1073 1) fixed format of scorefile output
1074 2) familiars are never confused
1075 3) changed algorithm for generating a summoned familiar
1076
1077 1.03 Alpha, June 7, 86
1078 1) yet another change to generating summoned familiar
1079 2) not clearing familiar_ptr when familiar is killed
1080 3) handling of monsters that may be friendly with some
1081 probability
1082 4) handling of monsters that do not breathe air
1083 5) algorithm for blessed scroll of charm monster changed
1084 6) groups of monsters will all be friendly or none
1085 7) all familiars can use armor and weapons
1086 8) familiars have extra hit point and better ability scores
1087 based upon the hero's experience level
1088 9) fixed up a few messages here and there
1089
1090 1.03 Alpha, June 9, 86
1091 1) handling of quartermaster selling stuff that is overpriced fixed
1092 2) enchanting a stick might bless/curse it
1093 3) new potions and powers to go with them and other misc. modifications
1094 such as food value for potions, change in damage done by a firetrap,
1095 and other miscellaneous stuff
1096 above by Carl Hommel
1097 4) set familiar_ptr to NULL when going to a new level
1098 5) use ISGOD flag in monsdata.c to give special abilities to gods
1099 dynamically
1100 6) move trading post and throne rooms display lower on screen
1101 7) changed ISBIG flag to ISTWOH for weapons
1102 8) added various degrees of friendliness into monster table
1103 9) make temporary buffer in inventory() bigger
1104
1105 1.03 Alpha, June 10, 86
1106 1) added yet another fix for summoning when scroll of charm monster
1107 been read and monsters are still alive
1108 2) handle passing of pack to next familiar when going to a new level
1109 3) CANWIELD and CANSHOOT monsters pick up things on the dungeon
1110 floor too if they are weapons or armor
1111
1112 1.03 Alpha, June 11, 86
1113 1) ISSCAVENGE is not turned on automatically for familiars
1114 2) monsters created by a normal and cursed scroll of create monster
1115 are not friendly
1116 3) monsters summoned by another monster are never friendly
1117 4) normal and blessed wand of polymorph leave friendly monsters
1118 friendly
1119
1120 1.03 Alpha, June 11, 86
1121 1) fix for updating mw correctly by Pat Place
1122 2) remove Dr. C. reference in vers.c
1123 3) remove extra turn wizard message from do_chase()
1124 4) fixed rogue/Makefile to find hdrs correctly for lint
1125
1126 1.03 Alpha, June 13, 86
1127 1) potion of continuous breathing R_BREATHE, turns on HASOXYGEN
1128 2) potion of flying CANFLY. hero is levitated, and have rnd(2)
1129 of getting an extra attack
1130 3) CANFLY means never setting off non-fire traps
1131 4) HASOXYGEN means never getting zapped by a pool or gas trap,
1132 or breath weapons
1133 5) NOSHARP not affected by arrow or dart damage but affected poison
1134 6) ISUNDEAD and CANPOISON not affected by dart poison
1135 7) you don't automatically know what cursed potions are
1136 8) wizards get a higher chance to ressurect
1137 9) prayer command changed
1138 above by Carl Hommel
1139
1140 1.03 Alpha, June 14, 86
1141 1) wearing a ring of wizardry gives spell abilities no matter what
1142 intelligence or wisdom ability is
1143 2) implemented armor and weapon restrictions by player class
1144 3) preparations for having shield/cloak/charms and eventually
1145 rings as all objects to wear
1146 4) renamed short pike to ranseur and long pike to pike to be more
1147 historically accurate
1148 5) corrected testing of genocided monsters in summon()
1149 6) create lots of monsters when making them standing still in
1150 the dungeon
1151 7) use killed() to throw away the monster list when generating a
1152 new level of the dungeon because it recovers storage from
1153 objects that monsters are carrying
1154
1155 1.03 Alpha, June 15, 86
1156 1) changed startup procedure to enforce armor and weapon restrictions
1157 2) hero goes through trading post at startup to outfit pack
1158 3) no more rolling of player characteristics
1159 4) druid charm monster prayer now a very early and cheap spell
1160 5) hero may have more things in pack depending upon player class
1161 6) charm monster depends slightly on hero experience level too
1162
1163 1.03 Alpha, June 16, 86
1164 1) fixed up pointer usage in discarding monster list
1165 2) increased purse that hero starts up with
1166 3) fixed up format of display of saved heros and new ones at startup
1167 4) increased maximum number of saved heros
1168 5) changed how wizard commands are started up to get around
1169 all the control character restrictions (Mike Cooper)
1170 6) added keypad support for terminals that have them (Mike Cooper)
1171
1172 1.03 Alpha, June 17, 86
1173 1) fixed up a lot of bugs in handling familiars (Nick Flor)
1174 2) improved steal() routine from Carl Hommel
1175
1176 1.03 Alpha, June 18, 86
1177 1) fixed up garbage display on screen left over from throwing away
1178 monsters using killed()
1179 2) fixed multiple messages for killing only one gas spore
1180 3) added HASOXYGEN flags to monsters that are not affected by
1181 gas breath weapons
1182
1183 1.03 Alpha, June 19, 86
1184 1) removed code to curse all things bought from a quartermaster
1185 2) fixed up FRIENDLY and CHARMED monsters not moving
1186 3) fixed up monsters picking up things and their display
1187 4) killed() called with NULL killer from shoot_bolt() shouldn't be
1188 5) hopefully fixed up stuff for killing Friendly Fiend in new_level()
1189 6) allow more than 1 digit to indicate saved player number
1190
1191 1.03 Alpha, June 22, 86
1192 1) check order of inclusion of rogue.h and mach_dep.h and curses.h
1193 2) fixed up message in Friendly Fiend's place
1194 3) simplified expression too complex in move.c
1195 4) fixed up display of objects picked up by monsters
1196 5) probability of major side effect of artifacts reduced
1197 6) urogue save file name made definable by installer
1198 7) prompting to save character done only when new one rolled
1199 8) friendly monsters next to hero run around when '.' is being hit
1200 9) character displayed when monster killed updated from dungeon
1201 level map instead of using abritrary character '.'
1202 10) lighting of room when monsters and weapons are just outside
1203 doorway fixed
1204 11) paladin's get better saving throws against anything
1205 12) rangers and ninjas are hardly ever surprised
1206 13) paladins never get diseases or infections
1207 other misc player class enhancements by Carl Hommel
1208
1209 1.03 Alpha June 24, 86
1210 1) yet another null pointer usage bug when monster can't be found
1211 fixed by Pat Place
1212 2) when a missile fired by a monster misses another one, it wakes
1213 up anyways
1214 3) garbage characters when killing a monster are displayed using
1215 unctrl() in wizard message
1216 4) paladin's have no fear
1217 5) fixed up setting of hero AC during startup
1218 6) fixed up range of numbers testing in geta_player() and puta_player()
1219 7) don't add anything to familiar's pack if there is nothing to add
1220 8) & no longer used as suspend in BSD versions
1221 9) more cash given to heros at startup time
1222
1223 1.03 Alpha, June 25, 86
1224 1) deleted some macros from rogue.h that are used only in a few places
1225 2) turn off ISMEAN flag from familiars and friendly monsters
1226
1227 1.03 Alpha, June 26, 86
1228 1) changed deletion of monster in killed() to after monster's pack
1229 has been deleted
1230 2) fixed up room lighting problem permanently
1231 3) minor bug fixes
1232 4) yet more removal of macros
1233
1234 1.03 Alpha, June 28, 86
1235 1) created new include files and deleted some macros
1236 2) implementation of ring of carrying changed to reduce weight
1237 by 150 gold pieces per enchantment
1238 3) amount of gold generated increased
1239 4) backstabbing for thief, ninja and assassin character classes
1240 5) monsters can wield weapons against hero
1241 6) amount of gold that hero starts with increased again
1242 7) initialization of sticks for hero at startup fixed
1243 8) frequency of monster creation reduced
1244 9) pluses of weapons used by monsters increased by a random
1245 function of the experience level of the monster
1246
1247 1.03 Alpha, June 29, 86
1248 1) fixed fighting of monster carrying no weapons
1249 2) message in wrong place for monster thrown weapon that misses
1250 3) more fixing of room lighting and darkening bugs
1251 4) fixed lighting of rooms during new level creation
1252 5) increased starting gold once again
1253
1254 1.03 Alpha, June 30, 86
1255 1) changed monster that Friendly Fiend summons
1256 2) monsters that CANSHOOT pick from a wider variety of weapons
1257 3) monsters that CANWIELD don't always
1258 4) monsters zapped run toward the hero
1259 5) split creat_mons() into creat_mons() and place_mons() routines
1260 so that other programs can use it too
1261 6) renamed familiar_* to fam_*
1262 7) reduced probability of monsters in a given room when level is
1263 generated
1264
1265 1.03 Alpha, July 1, 86
1266 1) algorithm for assignment of wielded weapons changed
1267 2) fixed stupid typo error in place_mons() in scrolls.c
1268 3) monsters that CANTELEPORT do so when running away
1269
1270 1.03 Alpha, July 2, 86
1271 1) electricity zapping a friendly or charmed monster loses the
1272 hero a friend
1273 2) fixed bug in place_mons() in scrolls.c; stupid typo
1274
1275 1.03 Alpha, July 5, 86
1276 1) undid changes in killed() in fight.c to discard monster pack
1277 2) corrected setting of fighting in killed()
1278 3) removed useless variables in rogue.c
1279 4) fixed initialization of character type in geta_player()
1280 5) fixed typo in secretdoor() in misc.c causing them to show as 'p'
1281 6) all remaining usage of cfree replaced with free
1282 7) make a group of monsters all friendly or all non-friendly
1283 8) removed debugging message in place_mons() in scrolls.c
1284
1285 1.03 Alpha, July 6, 86
1286 1) fixed up more bad pointer references in wanderer() in monsters.c
1287 2) fixed bad test for player class in wield_ok() in weapons.c
1288 3) make sure every new monster starts with ISRUN off
1289
1290 1.03 Alpha, July 8, 86
1291 1) new magic system installed. magic.c, magic_item.c files. Still buggy.
1292 2) rogue.c and rogue.h worked over
1293 3) various formatting improved
1294 4) new wear_ok() that allows players to wear anything, but
1295 penalizes their class-specific special abilities. wield_ok() coming up.
1296 5) scroll of regeneration duplicates monster's regenerative abilities
1297 6) familiar summoning made a scroll
1298 7) quaff(), read_scroll(), do_zap() calling changed.
1299 8) the Artifacts of Might do something if you just have them
1300 9) ring of piety analogous to ring of wizardry introduced
1301 above by Carl Hommel
1302
1303 1.03 Alpha, July 9, 86
1304 1) changed format of status lines
1305 2) fixed bug in increasing the hero's power and hpt in quaff()
1306
1307 1.03 Alpha, July 10, 86
1308 1) spiffed up message for familiar nearly hitting hero
1309 2) changed when familiars are gotten rid of when changing dungeon levels
1310 3) fix monsters getting attacks when dead
1311 above by Henry Chai
1312 4) fix nonagressive familiars to beat on unfriendly monsters
1313 5) changed some weapons for ninja and ranger at startup
1314
1315 1.03 Alpha, July 11, 86
1316 1) some fixes for casting of spells for non-MU player classes by
1317 Carl Hommel
1318 2) fixed up replacement of familiar when going to a new dungeon
1319 level by Henry Chai
1320
1321 1.03 Alpha, July 12, 86
1322 1) increased spell point regeneration rate
1323 2) replaced testing code for whether hero wants to try a hard spell
1324 3) fixed up the ranger's starting kit a bit
1325 4) improved ninja capabilities slightly
1326 5) increase duration of disguise spell
1327 6) attempt to fix monsters and heros in same spot
1328 7) moving through a friendly monster wakes it up
1329
1330 1.03 Alpha, July 13, 86
1331 1) fixed misc monster movement problems moving onto hero
1332 2) some tidying up of formats
1333 3) fixed up names of things carried by ranger
1334 4) improved ninja character abilities and make experience level change
1335 point higher
1336
1337 1.03 Alpha, July 14, 86
1338 1) fighters can stun their opponents by doing greater than 1/3 of
1339 remaining hit points in one blow
1340 2) fixed up messages in new hit() routine
1341
1342 1.03 Alpha, July 24, 86
1343 1) Change NUMMONST, MAXPOTIONS, etc to variables
1344 2) Change some potion, stick, wand define names for spellcasting
1345 3) P_SHIELD, S_MSHIELD WS_KNOCK, WS_CLOSE added
1346 4) WS_MDEG changed to WS_XENOHEAL
1347 5) Added defines to replace TRUE and FALSE values passed
1348 to various subroutines)
1349 6) Made P_REGEN cause SUPEREAT. Made it fusable.
1350 7) The usual formatting changes to artifact.c, maze.c, monsters.c, wizard.c
1351 8) Dropping armor and weapon to avoid artifact major
1352 effects is no longer so good an idea
1353 9) PHIAL does total healing, not light spell
1354 10) Low-level monsters might break a hold spell
1355 11) Everyone gets their hpts/pow changed against their armor/weapon,
1356 not just paladins
1357 12) Changed summon() to summon_help(), and added FORCE flag
1358 13) Reordered hpt/pow regeneration in doctor()
1359 14) Changed effect of R_CARRYING - still buggy
1360 15) PURSE intinsically allows more carrying
1361 16) Reworked logic in fight()
1362 17) Reordered status line to put Pow after Hpt
1363 18) Some monster spell casting implemented
1364 19) Created nothing_message() to print cryptic failure messages
1365 20) Twiddled do_throne() to create just UNIQUE monster + attendants
1366 21) Clerics get bonus exp. for turning/destroying undead
1367 22) do_zap() logic changed
1368 23) D_GODWRATH, D_CLUMSY deaths added
1369 above by Carl Hommel
1370
1371 1.03 Alpha, July 27, 86
1372 1) added wizard debug message flag as well as wizard mode (Henry Chai)
1373 2) stunning of monsters only when struck for 1/3 or more of
1374 max hpt in one blow
1375 3) various bug fixes by Mike Laman and Mike Cooper
1376 4) saving a game clears the screen after prompt
1377
1378 1.03 Alpha, July 29, 86
1379 1) checking for penalties for wrong armor and weapons fixed
1380 by Carl Hommel
1381
1382 1.03 Alpha, July 30, 86
1383 1) monsters now have probabilities of being a MU
1384 2) fixed up readchar() to handle errors in a saner way
1385 3) a monster type that is capable of using magic and is part
1386 of a group will always use have magical abilities
1387 4) the leader of a group of monsters will always be a bit better
1388 than the run of the mill monster
1389 5) patches by Mike Cooper to shorten names of variables and
1390 various defines to support ATT 7300
1391
1392 1.03 Alpha, Aug 5, 86
1393 1) Len Picard's bag code is ready
1394 2) changed ISWEARING to a function instead of a macro
1395 3) fixed minor bugs in sticks.c
1396
1397 1.03 Alpha, Aug 9, 86
1398 1) yet another attempt at fixing monster killing flag fixes by Mike Laman
1399 2) applied fix by Carl Hommel to magic casting code
1400 3) changed inventory command display format
1401 4) updated readchar() handling of read() system call
1402
1403 1.03 Alpha, Aug 10, 86
1404 1) added flag for summoned monsters that disappear
1405 2) fixed up mapping of internal types of objects to things structure
1406 in create_obj()
1407 3) correct loop to pick object type to select in create_obj()
1408 4) yet another attempt at getting rid of "invalid command ^@" message
1409
1410 1.03 Alpha, Aug 11, 86
1411 1) "leaders" of a group of monsters not so improved over others
1412 2) remove last reference to namefinder in Makefile.INST
1413
1414 1.03 Alpha, Aug 12, 86
1415 1) The usual formatting changes in command.c, fight.c
1416 2) Implemented '~' experience-to-next-level command.
1417 Has next_exp_level() called from check_level)
1418 3) is_carrying(TR_AMULET) protects vs CANDRAIN.
1419 4) Made more "hit" and "miss" messages.
1420 5) Moved extra exp code for clerics from affect() to killed().
1421 6) Reworked spell costs.
1422 7) Give MUs extra exp for casting spells.
1423 8) Made fumbles less frequent.
1424 9) Created feel_message().
1425 10) Renamed spell abbreviations.
1426 11) Corrected R_PIETY ordering.
1427 12) Made some extra-planar monsters undead, fixed some monster letters.
1428 13) Thieves get extra exp for picking up gold.
1429 14) 'p'raying asks if you really want to, and always maxes your hpt
1430 and pow to max)
1431 15) Casting 'HEAL' no longer increases pow.
1432 16) Reworked P_GAINABIL as they occur less frequently.
1433 17) Fixed S_SUMFAMILIAR.
1434 18) Prelim fix to helpful monsters casting spells.
1435 above by Carl Hommel
1436 19) upgraded leaders of packs a bit more and also added experience
1437 points for killing them
1438 20) BMAGICHIT now requires only a +3 weapon, not a +4
1439 21) druids can wield silver weapons even if they are metallic
1440
1441 1.03 Alpha, Aug 13, 86
1442 1) fix up keypad code to allow daemons to run after each turn
1443
1444 1.04 Alpha, October 24, 1992
1445 1) Update for modern compilation with ANSI C friendly compilers
1446
1447 1.05 Alpha, September 1, 1993
1448 1) Update save/restore code to not be simple core dumps so
1449 that they can work under modern memory management systems.
1450
1451 1.06 Alpha, July 21, 1995
1452
1453 1) Many changes made to fix remaining parameter passing related bugs.
1454 2) Also, changes made to toughen game. Entire dungeon is now only 50
1455 levels deep instead of 100 so that monsters get harder faster.
1456 3) No more trading posts except at beginning or if entrance to
1457 trading post is found.
1458 4) The hero now regains spell points more slowly, has a tougher time with
1459 some things, and generally is weaker than he used to be.
1460 5) The game is not as hard as it needs to be yet, although i can make it
1461 to about level 20 or so most times I play it.
1462
1463 1.06 Alpha, August 3, 1995
1464
1465 1) Many more changes to allow dropping of stuff even where monsters or the
1466 hero is, so there should almost never be messages of objects vanishing
1467 in a puff of smoke. Also more error checking, debugging messages, and
1468 generally much more bullet proof.
1469 2) Restored ability to zap with charged weapons.