Mercurial > hg > early-roguelike
diff urogue/history.txt @ 256:c495a4f288c6
Import UltraRogue from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
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date | Tue, 31 Jan 2017 19:56:04 -0500 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/urogue/history.txt Tue Jan 31 19:56:04 2017 -0500 @@ -0,0 +1,1469 @@ +# +# history.txt +# +# UltraRogue: The Ultimate Adventure in the Dungeons of Doom +# Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong +# All rights reserved. +# +# See the file LICENSE.TXT for full copyright and licensing information. +# + +2.01 - Dec 17/84 +1) MAXTRAPS set to 20, up from 15. the dungeon gets nastier +2) hitpoints gained per level change/loss increased by 50%. + this will be essential when new monsters added and amulet + level is increased to 50 or so. + +2.01 - Dec 21/84 +1) MAXPDEF set to 4 (maximum number of saved characters). + +2.01 - Dec 23/84 +1) all load control and time code now non-optional. controlled + by external variables initialized in tunable.c. load average + is now read by a separate program and obtained via popen(3). +2) 2 new armors added, mithril and crystalline. +3) when wearing crystalline armor, a wielded weapon can be turned + into a wand of lightning by bolts of lightning from monsters + (75% chance) +4) blessed (enchanted) food lasts 3 times as long as regular food + up to 6000 turns (regular food is 2000 max) +5) tidied up messages so they all have periods on the end, etc. +6) not being able to play because of holiday() code is distinguished + by a separate message +7) when wearing crystalline armor, monsters that normally hug won't + +2.01 - Dec 24/84 +1) fixed handling of being hit by lightning shot by yourself +2) fixed inventory message for sticks with one charge +3) a highly charged (>50) stick or weapon of lightning can do extra damage + +2.01 - Dec 25/84 +1) mithril armor decreases by 25% the chance of being hit by magic + or wands (VS_MAGIC and VS_WAND -5) except by silver arrows +2) all forms of teleportation cause confusion unless you are currently + affected by a clear thought potion. wizard teleportation via ^X + is exempt +3) falling through a maze or normal trapdoor can cause damage and you can + die from it. also, you are confused unless currently affected by a + clear thought potion +4) when askme is set, more prompting for names is made for scrolls and + potions + +2.01 - Dec 26/84 +1) fixed bug for when wizard or after reading scroll of creation, making + an object of which there is only a single type does not redisplay the + level +2) ring of teleportation can also cause confusion. oversight in changes + made in other code +3) 19 new weapons added. list of weapons used to start with has not + changed +4) calculation of worth of multiply occuring objects changed to include + multiplying by the count of the number of objects +5) silver arrows are aimed by magic and so miss only if monster saves + against magic and the arrow otherwise would have missed anyway +6) fixed bug if entering wizard's password from the command line and is + typed in wrong, then a game restore is attempted +7) changed format of asking for object creation to allow more objects + to be chosen +8) format of name being saved in the score file is changed to indicate + level number and level name of the person + +2.01 - Dec 27/84 +1) added 17 new monsters. the scorefile name of the monster that killed + you is incompatible in indexing, but that's life. + +2.01 - Dec 30/84 +1) wererats can now summon giant rats, up to 4 of them +2) ogres are now greedy + +2.01 - Jan 2/85 +1) elves that carry bows have a 10% chance of carrying silver arrows +2) slightly higher probabilities of traps being successfully set +3) format of top ten adventurers output changed to two lines for + neatness since more stuff added + +2.01 - Jan 3/85 +1) a cursed scroll of create monster now creates 3 to 6 monsters + around you. a normal one and a blessed one create just one + +2.01 - Jan 6/85 +1) amulet moved up to level 50 for safety :-) +2) added new weapons, including a claymore and a footbow +3) some of new weapons now available during initial selection + +2.01 - Jan 7/84 +1) more weapons added +2) code to handle creation of objects completely rewritten to no longer + have a limit on the number of items +3) fixed bug in wizard monster creation routine to allow ESC to terminate + without selection + +2.01 - Jan 11/85 +1) fixed code in chase.c so that a monster can actually use a footbow + if it's carrying one +2) fixed bug in chase.c that wrong pointer is used to point to a + monster's silver arrow. it turns out that the code executes as + expected but the comments are then wrong + +2.01 - Jan 13/85 +1) added fire traps as another type of trap. needed for burning oil +2) changed name of molotov cocktails to burning oil. when thrown and + misses monster, it makes a fire trap and also lights up the room +3) 6 new rings added - carrying - pack loses 1/3 of its weight + - adornment - worth 1000 gp, but nothing else + - levitation - avoids traps and things like that + - fire resistance, lightning resistance, and + cold resistance - obvious +4) certain monsters will die instantly when hit by burning oil + +2.01 - Jan 14/85 +1) full damage is always done with burning oils except on fireproof + monsters +2) monsters that divide will not do so when hit by burning oil +3) fixed bugs in messages for firetraps + +0.00 Alpha - Jan 15/85 +1) flameproof monsters aren't burnt by burning oil +2) version and name of game changed to UltraRogue. hopefully, + it will live up to it's name +3) format of scoring output changed to remove redundant information +4) crysknife can poison now. if the monster doesn't save against + poison, it loses half its hit points +5) flameproof monsters ignore firetraps and can run through them +6) many special properties of weapons changed from hardcoded names + to flags +7) boomerangs and other weapons that return do so now +8) maximum attempts to set traps per level changed from 8 to 16 +9) maximum transactions at a trading post changed from 4 to 8 + +0.00 Alpha - Jan 16/85 +1) corrected code for handling of silver and poisoned weapons + +1.00 Alpha - Feb 1/85 +1) it's now possible to roll crystalline armor at start +2) enchanting armor causes it to weigh 20% less for each + and 20% more + for each - + +1.00 Alpha - Feb 4/85 +1) quitting uses experience point score instead of gold +2) corrected handling of weight of enchanted armor +3) discovering a firetrap lights the room +4) it's now possible to die from fire traps + +1.00 Alpha - Feb 5/85 +1) changed weight of enchanted objects in wrong place. now fixed +2) minor fix to messages in trader.c +3) changed the effect of a scroll of acquirement. a blessed scroll + now works as in old version, a normal or cursed scroll will + allow acquirement of an object of random type. +4) split rogue.c into rogue.c and monsdata.c + +1.00 Alpha - Feb 10/85 +1) armor doesn't rust if you're not wearing any +2) added 8 artifacts, now trying to make rogue compile again +3) time window for restored games changed to 60s instead of 25s. + +1.00 Alpha - Feb 13/85 +1) misc. tidying up of messages. some changed to be wizard only + messages +2) one unique monster added, have not yet tested nastiness of beast +3) changed chasing code to hopefully remove bug that stops running + in a room even though monster is invisible or can surprise +4) seeing distance is now a variable so that later enhancements can + be made +5) added apply command ('A') to make an artifact work (does nothing + right now) +6) it is now possible to trip and fall down the stairs, and die + in the process +7) blessed objects weigh 20% less and cursed weigh 20% more +8) fighting (but not to death) allowed until 1/3 of max hit points +9) time of stiffening by basilisks, etc., is now randomized +10) tidied up code to handle signals and autosaving +11) poison pool traps implemented +12) quaffing a potion of haste self when already hasted lasts a + longer time than before +13) if strength is high enough, the hero can break free of + a hold +14) creation of artifacts now supported (sort of) +15) scoring routines changed to track gold and experience separately. + now i have to figure out how to set the gold to zero without + resetting the score file +16) gold is counted (including worth of objects) even for quitting and + dying. however, position in scorefile is determined by experience + points only +17) three new scrolls 1) nothing - does nothing + 2) silver plating - magic aimed weapons seldom miss + 3) ownership - make weapons return +18) 6 types of food now - details still to be fixed up +19) corrected handling of normal and cursed scrolls of acquirement + +1.00 Alpha Feb 14/85 +1) creation of artifacts mostly working now. no code to support + their special functions yet +2) corrected names of artifacts and food so the inventory routine + gives correct case and plural forms of names +3) handling of duration of enchanted food fixed + +1.00 Alpha Feb 15/85 +1) creation, picking up, dropping, and throwing artifacts now apparently + correct. no functions yet implemented yet +2) mad wizard changed to mad sorceress and is no longer confused. + level, intelligence, experience points and damage increased +3) nymphs try to steal the most valuable magic item carried now +4) picking up an artifact gives experience equal to 0.1 of it's + worth in gold +5) new wizard command 'V' added to find the worth of an object + +1.00 Alpha Feb 16/85 +1) monsters that steal magic and gold no longer vanish when they've + stolen an item. instead, it turns invisible and tries to run away. + a nymph isn't so bad, but watch out for the mad sorceress. + the monster will carry around the item until killed +2) picking up things with a full pack in a trading post no longer + identifies it +3) falling into a poison trap does not automatically poison current + weapon and there is a 75% probability of losing 1/3 hit points + and 2 strength +4) buying anything in a trading post tells you what it is and all others + of the same type +5) quaffing a potion of healing at or near max hit points increases + maximum by more +6) a wand of nothing does nothing +7) cursed scroll of ownership causes thrown weapon to always disappear + +1.00 Alpha Feb 17/85 +1) corrected handling of wizard scorefile manipulation commands +2) corrected code to create objects via the scroll of acquirement +3) a cursed scroll of acquirement creates a cursed object +4) wearing a ring of levitation allows you to move over any kind of + trap without being harmed +5) poisoned weapons now identified as such in inventory name + +1.00 Alpha Feb 25/85 +1) corrected handling of scoring of gold for total winners +2) changed mad sorceress to be non-unique to make dungeon really nasty +3) added code to calculate cost of silver, poisoned, and owned weapons +4) code to stop running when a monster appears corrected for when + monster can surprise or is invisible + +1.00 Alpha Mar 1/85 +1) cursed potion of see invisible does nothing when wearing ring + of see invisible. +2) putting on a ring of see invisible while blind cures blindness + +1.01 Alpha Mar 4/85 +1) changed encryption scheme used by read/write routines to code + supplied by Michael Mauldin (mlm@cmu-cs-cad.arpa) +2) eating too much causes paralysis for a short time +3) changed rnd (random integer in a certain range) routine to use + a better algorithm +4) changed version string for internal checking to something more + useful + +1.01 Alpha Mar 8/85 +1) changed inv_name to show silver weapons properly +2) changed name of "silver weapon" scroll to "magic hitting" +3) scrolls of ownership and magic hitting now prompt for weapon to + apply scroll to +4) rnd changed back to old algorithm because new one is SLOW + +1.01 Alpha Mar 20/85 +1) picking up an artifact more than once does not add more experience + points +2) new unique and VERY NASTY monster added, Lucifer. only appears + on level one when you have an artifact on you. he is NOT + pleasant. i am certain that he will prevent total winners until + i can tune his parameters. + +1.01 Alpha Mar 22/85 +1) changed maximum objects per normal level from 9 to 5 +2) changed monster window to half it's current value to stretch + out the levels new monsters can appear over +3) increased traps per level again from 20 to 25 + +1.01 Alpha Mar 28/85 +1) decreased abilities of Lucifer to try things out +2) changed probability of food up and other stuff down +3) changed probability of potion of gain level down + +1.01 Alpha Apr 1/85 +1) changed traps per level up to 30 +2) fixed bug in wearing ring of cold resistance +3) changed window for saving to 180s because save/restore with + new algorithm is much slower +4) added support for lairs of unique monsters, 1 in 15 chance of + being summoned while going up the stairs +5) trading posts can't appear until level 15, up from level 5 +6) you can't be blinded when wearing a ring of extra sight +7) hit points per level gained/lost reduced to original values +8) deleted some wizard commands and re-arranged some of the rest +9) changed how wizard teleportation specifies type of level +10) modified parameters of sucessfully striking a monster +11) Lucifer devalued again + +1.02 Alpha Apr 2/85 +1) reduced probability of being summoned at random while running around +2) restored probability of hitting parameter +3) doubled requirements for experience level changes + +1.02 Alpha Apr 4/85 +1) restored requirements for experience level changes +2) increased probability that a monster hits on an attack +3) changed probability of food downwards and other stuff upwards +4) changed probability of some scroll's cursed and blessed probabilities + +1.02 Alpha Apr 5/85 +1) throne room monsters no longer hasted +2) fixed messages for scrolls of magic hitting and ownership +3) infinite loops in wanderer() due to trying to place a monster + in a different room than the hero on a THRONE level +4) changed format of scorefile to include what artifacts were + retrieved +5) initial attributes of a fighter increased +6) Lucifer downgraded again (sigh) + +1.02 Alpha Apr 12/85 +1) food probability adjusted upwards +2) size of string to hold fruit food name increased +3) monsters per treasure room increased to 20 from 15 +4) maximum number of magic objects per level increased from 5 to 7 +5) added code to differentiate a winner carrying all artifacts + and some +6) reduced probability of summoning + +1.02 Alpha Apr 16/85 +1) monsters that can walk through stone are not affected by wand of + antimatter. so much for an easy kill of Lucifer +2) throne rooms always contain treasure, up to 3 times as much as normal + +1.02 Alpha Apr 23/85 +1) max monsters/treasures in a party room upped again from 20 to 30 + +1.02 Alpha Apr 26/85 +1) improved wizard outfitting command to start with more and better stuff +2) fighters gain and lose 12 instead of 10 hit points max per level +3) throne rooms always contain lots of treasure +4) fixed message in experience level changes to include period + +1.02 Alpha Apr 28/85 +1) monsters that can breathe can do so more than once with 50% chance + after each use of losing (or retaining) ability +2) catch zapping and bolts into darkened rooms, passages, and phased + players in walls and flag as error for wizard +3) mad sorceress improved in ability +4) changing name of fruit in options now also changes name in rest of game +5) handling of SIGINT and SIGQUIT corrected for when escaping to shell + and returning. used to exit with endit(). now does quit() to + prompt before exiting +6) options listing now includes name of option for the environment + variable +7) throne rooms made nastier by increasing hit points further and also + decreasing AC of monster even more +8) monsters below level 80 start getting nastier in a lot of ways + and is level dependent (deeper == nastier) + +1.02 Alpha Apr 29/85 +1) all monsters in throne rooms can now walk through walls +2) past level 80, all monsters that can use breath weapons will never + lose that ability +3) Lucifer upgraded + +1.02 Alpha Apr 30/85 +1) algorithm for nastier monsters below level 80 changed (nastier) +2) potion of raise level made much rarer +3) being drained a level is restored only half the time +4) monsters in thone rooms can see invisible heros +5) scrolls of acquirement are rarer and are more likely to be cursed + +1.02 Alpha May 1/85 +1) Lucifer hit points upgraded +2) Lucifer never loses ability to zap with breath weapon +3) fixed bug in returning of weapons with blessed scroll of + ownership read on them +4) circular buffer implemented for messages and each line of buffer + increased in size +5) rings, weapons, sticks, and armor can explode if enchanted too much +6) owned things show up that way in inventory + +1.02 Alpha May 2/85 +1) length of time that all food lasts increased +2) throwing a scare monster scroll curses it + +1.02 Alpha May 3/85 +1) attacking rust monsters with bare hands causes segmentation faults + fixed by checking for whether hero wields a weapon or not +2) evil sorceresses (and nymphs) will steal anything, including + what you're wearing, below level 95 +3) it's now imposssible to enchant a ring of slow digestion beyond 3 + since food consumption code is not designed to handle it + +1.02 Alpha May 6/85 +1) adjusted probability of things exploding when enchanted too much from + 1 in 8 to 1 in 5 +2) being summoned while just wandering in the dungeon is changed + to 1 in 99999 to make life interesting +3) stick of fire now kills monsters that are flammable +4) fixed bug in handling firetraps for monsters +5) corrected new code to handle monsters running through fire traps + +1.02 Alpha May 8/85 +1) fixed bug in wizard dungeon level change command +2) total daemons changed from 30 to 60 to allow for new things +3) fighting while blinded changed from "it" to "the monster" +4) algorithm for making monsters nastier below level 80 made + even nastier +5) fire traps always burn even when levitated +6) fixed monster name lookup in shoot_bolt when bolt misses +7) monster lair traps implemented for levels below 50 +8) rust traps implemented to rust armor +9) messages for CANRUST monsters hitting you after armor is + destroyed is changed +10) placement of player in a throne room corrected +11) unique monsters are always awakened by the hero entering the room +12) a monster with enough strength can shatter crystalline armor with + a single blow +13) a monster with enough strength can make the armor ring when hit, + aggravating all monsters on the level +14) monsters that can shriek can shatter crystalline armor +15) strength of monsters below level 80 also increases with level +16) check more often for null pointers when refering to current armor + in fight.c and monster.c +17) selling or dropping an artifact in a post loses it forever, but + you can still go up the stairs as if you did have it. same with + it being stolen by a monster + +1.02 Alpha May 10/85 +1) creation of firetraps done only when there is room in the traps array +2) potion of extra hearing - cursed, normal and blessed +3) potion of extra scent - cursed, normal, and blessed +4) hero can smell or hear monsters whenever they appear in dungeon + or possibly when he enters a room, always when potions have been + quaffed + +1.02 Alpha May 11/85 +1) scroll of food detection implemented +2) corrected algorithm for blessed food and added message when + eating it so people trying will know to try it again +3) code to handle super food consumption added +4) changed algorithm for ring of slow digestion food consumption + to not use hardwired enchantment levels +5) hearing and smelling new monster messages changed to reflect + distance and rooms somewhat +6) partial implementation of artifact powers completed +7) many of minor malevolent and side effects implemented +8) some major malevolent effects implemented +9) Phial of Galadriel implemented +10) Palantir of Might implemented + +1.02 Alpha May 12/85 +1) fixed dying by fire traps to remove seg fault while trying to + print reason for dying +2) selling an artifact or having it stolen and vanishing when + monster that stole it is killed loses the artifact permanently + and the ability to go upwards is lost if it's the only artifact + in the hero's possesion +3) login name included in scorefile +4) stick of invisibility - makes monsters appear or disappear + cursed (all in room), normal(one in direction), blessed(one + appears in direction) +5) implemented Amulet of Yendor, Silmaril of Ea, Sceptre of Might, + Wand of Orcus +6) partial implementation of Magic Purse of Yendor +7) 20 units of food are consumed every time a artifact power is attempted +8) code for blessed scrolls of magic mapping, gold detection, + food detection, potions of magic detection and monster detection + in place +9) minimal code for wand of invisibility implemented + +1.02 Alpha May 13/85 +1) minimal code for potions of super heroism and disguise added +2) no healing when phased and in rock +3) changed "owned" to "claimed" in inv_name() for weapons +4) wand of invisibility implemented +5) bug in removing rings of add ability fixed when unwearing one +6) leaving rooms when wearing ring of illumination darkens it + +1.02 Alpha May 14/85 +1) rewrote all code to handle changes in the five major player + abilities +2) completed implementation of the Crown of Might +3) implemented blessed mapping and detection abilities +4) more minor effects +5) more major effects +6) copy over login name to scorefile name entry only if it's + not the same as the name entry started with +7) falling down stairs probability shifted according to encumberance +8) undead monsters are not affected by poison +9) ring of regeneration restores hit points faster +10) ring of sustain health stops disease and parasitic infections, but + doesn't cure them + +1.02 Alpha May 15/85 +1) fixed bugs in handling power boosted strength and dexterity +2) implemented potions of disguise and superheroism + +1.02 Alpha May 16/85 +1) changed potion of disguise to be like a scare monster scroll and + shortened length of time it lasts +2) implemented more minor effects +3) cursed scroll of magic mapping done - forgets map +4) fighting stops "hits" and "misses" messages to stop having to + hit the spacebar all the time +5) 1 in 50 chance when fighting to stop fighting completely at random. + a neater way of stopping fighting when neither side is hitting the + other +6) moving over some traps using the 'm' command can result in no + trapping, especially if player is thief +7) asleep on top of a sleep trap doesn't print many messages + about what the trap is +8) reduced nastiness of level-dependent monster characteristics +9) make probability of losing breath weapon dungeon level dependent +10) fixed bug in stopping running when a monster enters room +11) Magic Purse of Yendor code in place but not tested + +1.02 Beta May 17/85 +1) fixed bag of holding code for Magic Purse of Yendor +2) can't put Magic Purse inside itself +3) lowered probability of a nonthief moving over a trap successfully +4) add contents of Purse to score +5) added more major and minor effects +6) lowered probability of an artifact being deactivated by a minor + effect + +1.02 Beta May 18/85 +1) check for no wielded weapon or no armor worn when being hit + by breath weapon +2) check for no wielded weapon when blasting it in default major + effect of artifact activation +3) changed many messages in minor effects to check for blindness +4) it is possible to trip and stumble over your weapon, and die in + the process. poisoned weapons do a lot of damage to the hero +5) fighting or shooting some wands at the quartermaster increases + the cost of things and probability of things being cursed + by other quartermasters and in trading posts. monsters on level + are aggravated +6) fighters using the 'f' or 'F' commands are get bonus number + of attacks dependent upon level per turn +7) when not under influence of potions of extra scent or extra hearing, + thieves have higher probability of hearing or smelling a monster +8) cursed detection scrolls and potions implemented +9) scroll of electrification implemented + +1.02 Beta May 19/85 +1) five new rings added +2) worth of artifacts increased by a factor of 10 +3) when msgline is blank and last message is requested via ^P, + don't decrement message buffer index the same way since it was + not incremented to clear the line +4) initial hit point bonus for constitutions above 15 +5) new command listen ('=') to listen for nearby monsters +6) ring of breathing - player is unaffected by gases +7) ring of free action - player can't be held or slowed except by an + artifact side effect +8) reduced duration of confusion after teleportation +9) ring of wizardry - doubles spell and prayer ability for players + who are not clerics nor magicians +10) listen for monsters nearby with higher probability for thief +11) ring of resurrection - you might come back from the grave: cursed, + normal, and blessed versions