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