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 +12) ring of teleport control - get to choose position and might actually + end up there: cursed, normal, and blessed versions +13) corrected multi-attack code to allow only fighters +14) cursed detection magic identifies itself for later in the dungeon +15) silver weapons do twice damage to undead monsters +16) source frozen for version as reference. further updates sent + out will be via context diffs + +1.02 Beta May 20/85 +1) modified saving throw for resurrection to take into account current + constitution adjusted for luck and ring values +2) rings of resurrection and teleport control now has enchantment + amount printed +3) a failed resurrection now waits for the user to read the message + before continuing with termination +4) off-by-one error in counting resurrection attempts +5) added diagonal moves to teleport control (sort of) +6) successful control of teleport modified by luck and ring values +7) corrected initialization of resurrection count +8) moved tripping, summoning, and other things inside the test for + valid commands +9) changed algorithm for determining successful resurection with + everything +10) bug in listen command changed you to a thief when using it + +1.02 Beta May 21/85 + +1) a blessed scroll acquirement allows creation of an artifact or + monster even if not wizard +2) infestation is not supposed to be immediately fatal + +1.02 Beta May 22/85 +1) moved new.things (this file) into directory rogue to make updates + via context diffs more easy to apply +2) corrected message of deactivation of artifacts +3) changed definition of .rog_defs to an external variable in + tunable.c for customization purposes + +1.02 Beta May 23/85 +1) termination after load average is too high does a save instead + of just quitting + +1.02 Beta May 25/85 +1) corrected code for adding userid after name in scorefile +2) redisplaying of messages after being cleared by msg("") fixed + +1.02 Beta May 27/85 +1) dungeon level dependent monster ability algorithm made less + nasty +2) throne room monster ability modification algorithm made less + nasty +3) some of Lucifer's abilities made less nasty +4) levitated and phased allows upward movement through rock +5) discovered trading post stays lit when exiting room + +1.02 Beta May 28/85 +1) fixed firetraps combined with rings of levitation +2) fixed messages for major effects blasting of weapon +3) disguise can be seen through by monsters with high experience + for hitting, zapping, and throwing things at the hero +4) increased safe amount to enchant ring from 4 to 5 + +1.02 Beta May 29/85 +1) documented 'f' and 'F' commands under help command + +1.02 Beta June 1/85 +1) increased the value of some items + +1.02 Beta June 3/85 +1) made leprechauns and nymphs harder to kill and more likely + to stay around +2) nymphs now attack whenever possible +3) monsters ignore rust traps now +4) changed help for 'f' and 'F' commands slightly + +1.02 Beta June 3/85 +1) missed change of ".rog_defs" to ROGDEFS + (thanx jason%ucblilac.CC@berkeley.arpa) +2) anything can be claimed now. inventory names and worth of objects + changed to reflect this + +1.02 Beta June 4/85 +1) check for monster wielding a weapon didn't check for null pointer +2) changed #include "stdio.h" to <stdio.h> in save.c +3) include mach_dep.h in io.c, save.c, and wizard.c + +1.02 Beta June 6/85 +1) shattering of crystalline armor when hit hard is less likely + when armor is well enchanted + +1.02 Beta June 7/85 +1) check for null pointer to damage string in determining how much + damage a blow or weapon striking does +2) added code from jason@ucblilac.CC@berkeley.arpa for support + of job control and tty interfacing for 4.x bsd systems +3) quaffing non-cursed potion of super heroism removes fear and + also prevents it until super heroism wears off +4) corrected oversights in jason's code for when terminating + by various legal means +5) generalized message for selling/dropping artifact in trading post +6) prices of objects in trading posts are now fixed at object creation + time +7) algorithm for randomizing prices by quartermasters and in trading + posts changed +8) prices as determined by bad luck made worse + +1.02 Beta June 8, 85 +1) corrected tty and job control handling for urogue -s and + urogue restore of saved games option + +1.02 Beta June 9, 85 +1) too much movement when disguised turns it off +2) reduced gain in monster strength below level 80 +3) improved resistance of crystalline armor to shattering when hit +4) confused monsters can lose their confusion +5) food detection also looks in monster's packs too +6) evil sorceresses and nymphs can curse something in your pack + while they are looking through it +7) fix tty characteristics when restoring a game +8) improved chances of taking it with you when you are resurrected +9) corrected author and SIGQUIT handling + +1.02 Beta June 10, 85 +1) selling an object in a trading post marks the value in a private + location in case hero wants to buy it back +2) reduced slightly the chance of nasty side effects when using + artifacts +3) shattering armor removal algorithm fixed +4) lightning proof and being zapped by lightning checks for no armor + and/or no wielded weapons +5) change Makefile to be more efficient when maintaining distribution + and private copies by linking only once instead of twice +6) going to a new level and not wearing any armor causes seg faults + when testing for greedy monsters +7) null pointers when calculating damage caused by weapons handled + incorrectly +8) setting traps, traps due to falling objects that create traps, + and artifact side effects have more room by making trap array + bigger + +1.02 Gamma June 19, 85 +1) put in changes and moved things around in preparation for + changes to be received from dan@ciprico for sys3 (aka USGV3) + unix. generalized conditional compilation code to allow + further extension to multiple system source code versions. no + recompilation is neccesary with these changes. + +1.02 Gamma June 21, 85 +1) fixed bug in quaffing gain ability when dexterity or strength + has been lost +2) wearing a ring of wizardry doubles spell points for casting and + praying for all player classes provided that they have enough + ability to cast or pray + +1.02 Gamma June 24, 85 +1) gazing monsters have no effect when hero is invisible +2) reduced probability of losing disguise when moving about +3) leprechauns now attack + +1.02 Gamma July 7, 85 +1) can't read scrolls when blind +2) test for null pointers when refering to weapons and armor + in do_minor() in artifact.c +3) taking off armor removes stone from shoe + +1.02 Gamma July 8, 85 +1) corrected flag handling for nymphs and evil sorceresses + cursing an object that hero is carrying + +1.02 Gamma July 10, 85 +1) handling of ring of wizardry and spell points for clerics and + magicians fixed + +1.02 Gamma July 12, 85 +1) fixed handling of wizard spell points because of limitations in + certain C compilers. thanx to dan@ciprico +2) reset CBREAK mode in rip.c routine score() so that showpack() can + prompt and wait for a blank to continue displaying items +3) reduced slightly the probability of a monster hitting back to + original values as received from edjames@ucbshadow +4) incomplete changes to handle the ring of wizardry in casting + and praying + +1.02 Gamma July 18, 85 +1) make dexterity of a monster level dependent past level 60 of + dungeon + +1.02 Gamma July 21, 85 +1) silver weapons can't rust no matter what +2) hitting a rusting monster with a non-metallic weapon no longer + tells you the rust vanishes +3) no message of rust vanishing from your armor if it is + inherently rustproof +4) fixed grammar on messages about falling through various traps + +1.02 Gamma July 23, 85 +1) changed code to ensure quartermasters sell things at positive + cost only +2) quaffing a blessed potion of gain ability sometimes increases + the player's body AC as well +3) fixed initialization code for fighters to give them extra + body AC and also more damage from bare handed attack + +1.02 Gamma July 26, 85 +1) wearing a ring of adornment also causes greedy monsters to run + after you +2) monster's level dependent attributes are dependent upon the maximum + level you have been +3) a blessed scroll of magic mapping show traps and such too +4) monsters stepping into firetraps while hero isn't in room + also marks the room as lit + +1.02 Delta July 28, 85 +1) sys3 support added, courtesy dan@ciprico +2) new random number routines added to the optional files + for people without srandom and random + +1.02 Delta, July 29, 85 +1) teleporting turns off being held by a bear trap +2) being hit by a breath weapon while running stops you running +3) replaced Makefile.install with one supplied by jason@ucblilac +4) fighting mummies with no weapon usually causes seg faults so + pointer must be checked (dan@ciprico) +5) entering a room through a secret door while phased is supposed to + light the room (dan@ciprico) +6) trying to dip where there's no pool gives wrong message + +1.02 Delta, July 30, 85 +1) added support for news option in command line +2) quit signals produce core files only in wizard mode +3) wearing a ring of adornment adds 4 to number of transactions + allowed in trading posts +4) ring of burden deleted and replaced by ring of vampiric regeneration +5) ring of carrying comes in various degrees now and cursed is like + the ring of burden used to be +6) ring of vampiric regeneration restores amount of damage done to + monster to player, sort of like a vampire does +7) ring of regeneration hit points now made somewhat experience + level dependent +8) food consumption of the regeneration rings make experience + level dependent +9) wand of blasting and grenades implemented + +1.02 August 9, 85 +1) baseline release for urogue +2) friendly fiend wants a ring of adornment +3) player startup body AC initialized wrong +4) negative transaction count after selling ring of adornment fixed +5) fixed opening of authors file + +1.02 August 11, 85 +1) inventory name of a claimed ring had blanks in wrong place +2) fixed printing of inventory and counting of things inside + the Magic Purse of Yendor + +1.02 August 12, 85 +1) Closes PERMOK and PASSCTL after they are no longer needed. This is + a good practice, and was part of the reason for screwing up our server. +2) Quaffing a restoration after superheroism had nasty effects. +3) Screen no longer clears right after score file is displayed on death. +4) Changing your Ac from 10 would not affect status line. +5) Expression tree overflowed on trader.c using the 4.1 compiler. + + above changes by tecot@cmu-cs-k.arpa. the system they run has + a "networked" filesystem under 4.1 bsd. + +6) a thrown grenade hitting a monster also explodes and makes a lot + of noise +7) probabilities of magic items of various kinds changed to make + things harder +8) costs of things re-arranged to reflect value to player more + accurately + +1.02 August 13, 85 +1) being zapped by a breath weapon while not wearing armor causes + core dumps + +1.03 Alpha, February 16, 86 +1) added 100+ monsters to the monster table with new attributes + supported +2) added mike cooper's new character classes +3) added mike cooper's changes to inventory display management to + be more like Berkeley rogue 5.x +4) changed experience level management to allow effectively no + limit on experience level +5) spell and prayer points are now taken from the same pool +6) healing rate reduced to make life harder +7) code to correct sun compiler laziness that is handled by + other compilers +8) redo flag structure to extend to 400+ monster flags +9) display remaining spell points in menu of spells to cast/pray +10) healing rates reduced +11) control rewritten to do what it says in README +12) README updated to tell about the environment variable +13) MOTD, PAGER, NOPLAY, and NEWS files supported for various + messages and display of same +14) uptime output is used for load control +15) control uses the login name rather than uid for authorization +16) code for RTU2 and 4.2 RT PC versions added +17) fixed up some sun problems +18) FLYing and FAST monsters move twice as quickly when not next + to hero +19) melee attack bonus for various character classes computed + by a function instead of code in the if statement +20) CTRL-<dir> keys deleted and option used for determining + type of running +21) fixed saving throw modification for mithril armor +22) changed message for monsters stealing magic +23) changed environment variable to UROGUE +24) dungeon-level-dependent attributes start sooner now +25) more weapon flags +26) silver weapons become metal ones too +27) monsters appear more often + +1.03 Alpha, February 21, 86 +1) added changes to circumvent compiler bug in 4.2BSD on the RT PC +2) corrected maximum number of levels displayed in player level + calculation +3) corrected calculation of needed experience points to gain a + new level after losing a level +4) thrown weapons at gas spores kill them +5) synchronized messages and experience level numbers when + gaining levels + +1.03 Alpha, February 22, 86 +1) Friendly Fiend appears in a trading post and follows you around +2) minimal code for support of CHARMED and FRIENDLY monsters +3) Friendly Fiend gets upset if you cast spells in his place + +1.03 Alpha, February 22, 86 +1) fixed up Friendly Fiend handling when he has been hit or + "killed" +2) changed ninja experience level names +3) added paladin praying abilities at level 9 no matter what wisdom +4) reduced Friendly Fiends abilities +5) shops become normal levels for picking up objects when Friendly Fiend + is "killed" +6) handle a one room ordinary level properly +7) once Friendly is "dead", shop items are identified when picked up + +1.03 Alpha, February 28, 86 +1) applied bug fix in inventory code sent by Mike Cooper +2) added AT&T 7300 sys5r2 support +3) implemented Jason Venner's improvements to handling getting the + load average + +1.03 Alpha, March 9, 86 +1) applied fix to too many saves running out of file descriptors + submitted by Web Dove +2) applied fixes to messages and stuff for the quartermaster from + Mike Cooper + +1.03 Alpha, March 14, 86 +1) applied bug fix by mike cooper in display of quartermaster's + wares to sell +2) applied mike cooper's patches for sys5 curses support + +1.03 Alpha, March 15, 86 +1) added flags for size of monster and size of weapon and initialization +2) changed whatis command to display all possible monsters that match + the characters + +1.03 Alpha, April 14, 86 +1) incorporated random() and srandom() from 4.2BSD + +1.03 Alpha, April 18, 86 +1) fixed segv in control.c using patch from mike cooper + +1.03 Alpha, April 19, 86 +1) fixed screen clearing in initialization and termination for sys5 +2) added option to print version number +3) doubled healing rate +4) potion of gain ability is much rarer now +5) Tiamat and Bahamut can now summon dragons (suggested by carl hommel) + +1.03 Alpha, April 20, 86 +1) fixed up terminal state when exiting +2) removed wizard scorefile commands from rip.c +3) fixed testing for valid initialization of player class + +1.03 Alpha, April 28, 86 +1) added SAVETIME and WARNTIME to allow installations to tune + how strict they are on load checking +2) changed treasure room generation and room darkness constants + to create them less often and starting deeper +3) require return at game termination to handle windowing + systems +4) changed #ifdef and #ifndef to #if defined() and #if !defined() + +1.03 Alpha, May 2, 86 +1) fixed up missed #ifdef changes +2) fruit name initialization screws up on very long names +3) monsters with multiple turns getting killed on their first + turn should never get a second turn (Mike Laman fix) +4) dropping and picking up multiple stuff sometimes screws up count + (another Mike Laman fix) +5) enhancement by Carl Hommel to zapping: save = 1/2 damage, + rather than no damage. bolt damage peters off towards the end + of the zap + +1.03 Alpha May 5, 86 +1) changed order of message and flag clearing for normal scroll + of remove curse to have a more consistent message +2) the gold sense command has been removed and it is automatically + done for thieves whenever a new level is created + +1.03 Alpha May 11, 86 +1) fixed minor formatting error in last prompt for carriage return + before exiting +2) tons of minor and major bug fixes by Mike Laman, some pointed to + by lint and others from looking at code, with more for me to fix + (sigh!), including sys5 curses things and temporary absence of + brain + +1.03 Alpha May 12, 86 +1) putting on a ring of free action turns off being held and those + monsters can never hold hero again (ever) +2) diddled around some more with format of prompt before exiting +3) changed define of "reg" in curses.h to have less warning messages +4) added a single new monster +5) changed name of NUMUNIQUE define in rogue.h to NUMSUMMON +6) use vowelstr() in giving name of monster summoning hero + +1.03 ALpha May 19, 86 +1) added a whole lot of things by Carl Hommel including different + algorithms for shooting bolts, new armor and weapons, and + general tidying up of things + +1.03 Alpha, May 20, 86 +1) added 67 new monsters from Carl Hommel and miscellaneous bug fixes + +1.03 Alpha, May 21, 86 +1) initial support for SCO/Microsoft Xenix implementation of sys5r2 + supplied by Tom Haapanen +2) fixed monster flags in new monsters supplied by Carl +3) changed number of new monsters/level constant from 3 to 4 + (this number is too high given the actual number of monsters in + the monster table and the levels one has to go down. there + should be 320 non-summoning monsters to be about right) +4) healing rate restored to original value + +1.03 Alpha, May 22, 86 +1) protected and claimed objects stay with the hero when he + resurrects +2) no saving throw against magic missile +3) magic missile damage depends upon player exp level +4) electrification bug fixed and range depends on hero exp. level +5) stepping into a pool when electrified is painful +6) monsters summon only when low on hit points and damage taken + above changes by Carl Hommel +7) number of magic items per level increased +8) bunches of monsters created less frequently +9) summoning while running around reduced in probability +10) don't kick any daemons off when being summoned to give initiative + to the player +11) increase the number of objects in a throne room + +1.03 Alpha, May 24, 86 +1) changed algorithm for creating monsters with CANSHOOT weapons + and increased probability slightly +2) added new monsters from Carl Hommel and a bunch of my own +3) rearranged the hero-summoning unique monsters to be strictly + in order of hit points +4) rearranged some of ordinary monsters to make progession of + experience points for killing monster more monotonic +5) fix handling of extra long monster names in wizard monster creation + and monster genocide + +1.03 Alpha, May 25, 86 +1) more modifications in and around chase.c, command.c, and fight.c + to remove the electrification bug. Carl's fixes removed one, + the one that Jason reported is still there. +2) maximum traps/dungeon level increased +3) massively rewrite Makefiles, installation procedure, and + various sources to reorganize sources + +1.03 Alpha, May 28, 86 +1) charmed monsters, new spells for druid and illusionist, + monsters striking each other, etc. by Nick Flor +2) save throw handling changed to be centralized in one routine, + blessed/cursed stick handling, and wizard ^O command improved + by Carl Hommel +3) fixed save throw test for monster and hero differentiation +4) monster is not allowed to hit itself + +1.03 Alpha, May 29, 86 +1) fixed pointer to struct bug save_throw() in fight.c + +1.03 Alpha, June 4, 86 +1) check for NULL pointer when zapping with wand +2) potions have some food value +3) fix body AC for ninja +4) fix ucount for RTU3 + obove fixes by Carl Hommel +5) including files in wrong order in main.c and rip.c pointed + out by Mike Cooper + +1.03 Alpha, June 5, 86 +1) new program to replace all the print_* commands by Mike Cooper +2) fixed bug in urprint to use right flag word size and to use + correct number of flag words in monster initialization structure +3) experiment with allowing many familiars but only one at a time + +1.03 Alpha, June 6, 86 +1) fixed format of scorefile output +2) familiars are never confused +3) changed algorithm for generating a summoned familiar + +1.03 Alpha, June 7, 86 +1) yet another change to generating summoned familiar +2) not clearing familiar_ptr when familiar is killed +3) handling of monsters that may be friendly with some + probability +4) handling of monsters that do not breathe air +5) algorithm for blessed scroll of charm monster changed +6) groups of monsters will all be friendly or none +7) all familiars can use armor and weapons +8) familiars have extra hit point and better ability scores + based upon the hero's experience level +9) fixed up a few messages here and there + +1.03 Alpha, June 9, 86 +1) handling of quartermaster selling stuff that is overpriced fixed +2) enchanting a stick might bless/curse it +3) new potions and powers to go with them and other misc. modifications + such as food value for potions, change in damage done by a firetrap, + and other miscellaneous stuff + above by Carl Hommel +4) set familiar_ptr to NULL when going to a new level +5) use ISGOD flag in monsdata.c to give special abilities to gods + dynamically +6) move trading post and throne rooms display lower on screen +7) changed ISBIG flag to ISTWOH for weapons +8) added various degrees of friendliness into monster table +9) make temporary buffer in inventory() bigger + +1.03 Alpha, June 10, 86 +1) added yet another fix for summoning when scroll of charm monster + been read and monsters are still alive +2) handle passing of pack to next familiar when going to a new level +3) CANWIELD and CANSHOOT monsters pick up things on the dungeon + floor too if they are weapons or armor + +1.03 Alpha, June 11, 86 +1) ISSCAVENGE is not turned on automatically for familiars +2) monsters created by a normal and cursed scroll of create monster + are not friendly +3) monsters summoned by another monster are never friendly +4) normal and blessed wand of polymorph leave friendly monsters + friendly + +1.03 Alpha, June 11, 86 +1) fix for updating mw correctly by Pat Place +2) remove Dr. C. reference in vers.c +3) remove extra turn wizard message from do_chase() +4) fixed rogue/Makefile to find hdrs correctly for lint + +1.03 Alpha, June 13, 86 +1) potion of continuous breathing R_BREATHE, turns on HASOXYGEN +2) potion of flying CANFLY. hero is levitated, and have rnd(2) + of getting an extra attack +3) CANFLY means never setting off non-fire traps +4) HASOXYGEN means never getting zapped by a pool or gas trap, + or breath weapons +5) NOSHARP not affected by arrow or dart damage but affected poison +6) ISUNDEAD and CANPOISON not affected by dart poison +7) you don't automatically know what cursed potions are +8) wizards get a higher chance to ressurect +9) prayer command changed + above by Carl Hommel + +1.03 Alpha, June 14, 86 +1) wearing a ring of wizardry gives spell abilities no matter what + intelligence or wisdom ability is +2) implemented armor and weapon restrictions by player class +3) preparations for having shield/cloak/charms and eventually + rings as all objects to wear +4) renamed short pike to ranseur and long pike to pike to be more + historically accurate +5) corrected testing of genocided monsters in summon() +6) create lots of monsters when making them standing still in + the dungeon +7) use killed() to throw away the monster list when generating a + new level of the dungeon because it recovers storage from + objects that monsters are carrying + +1.03 Alpha, June 15, 86 +1) changed startup procedure to enforce armor and weapon restrictions +2) hero goes through trading post at startup to outfit pack +3) no more rolling of player characteristics +4) druid charm monster prayer now a very early and cheap spell +5) hero may have more things in pack depending upon player class +6) charm monster depends slightly on hero experience level too + +1.03 Alpha, June 16, 86 +1) fixed up pointer usage in discarding monster list +2) increased purse that hero starts up with +3) fixed up format of display of saved heros and new ones at startup +4) increased maximum number of saved heros +5) changed how wizard commands are started up to get around + all the control character restrictions (Mike Cooper) +6) added keypad support for terminals that have them (Mike Cooper) + +1.03 Alpha, June 17, 86 +1) fixed up a lot of bugs in handling familiars (Nick Flor) +2) improved steal() routine from Carl Hommel + +1.03 Alpha, June 18, 86 +1) fixed up garbage display on screen left over from throwing away + monsters using killed() +2) fixed multiple messages for killing only one gas spore +3) added HASOXYGEN flags to monsters that are not affected by + gas breath weapons + +1.03 Alpha, June 19, 86 +1) removed code to curse all things bought from a quartermaster +2) fixed up FRIENDLY and CHARMED monsters not moving +3) fixed up monsters picking up things and their display +4) killed() called with NULL killer from shoot_bolt() shouldn't be +5) hopefully fixed up stuff for killing Friendly Fiend in new_level() +6) allow more than 1 digit to indicate saved player number + +1.03 Alpha, June 22, 86 +1) check order of inclusion of rogue.h and mach_dep.h and curses.h +2) fixed up message in Friendly Fiend's place +3) simplified expression too complex in move.c +4) fixed up display of objects picked up by monsters +5) probability of major side effect of artifacts reduced +6) urogue save file name made definable by installer +7) prompting to save character done only when new one rolled +8) friendly monsters next to hero run around when '.' is being hit +9) character displayed when monster killed updated from dungeon + level map instead of using abritrary character '.' +10) lighting of room when monsters and weapons are just outside + doorway fixed +11) paladin's get better saving throws against anything +12) rangers and ninjas are hardly ever surprised +13) paladins never get diseases or infections + other misc player class enhancements by Carl Hommel + +1.03 Alpha June 24, 86 +1) yet another null pointer usage bug when monster can't be found + fixed by Pat Place +2) when a missile fired by a monster misses another one, it wakes + up anyways +3) garbage characters when killing a monster are displayed using + unctrl() in wizard message +4) paladin's have no fear +5) fixed up setting of hero AC during startup +6) fixed up range of numbers testing in geta_player() and puta_player() +7) don't add anything to familiar's pack if there is nothing to add +8) & no longer used as suspend in BSD versions +9) more cash given to heros at startup time + +1.03 Alpha, June 25, 86 +1) deleted some macros from rogue.h that are used only in a few places +2) turn off ISMEAN flag from familiars and friendly monsters + +1.03 Alpha, June 26, 86 +1) changed deletion of monster in killed() to after monster's pack + has been deleted +2) fixed up room lighting problem permanently +3) minor bug fixes +4) yet more removal of macros + +1.03 Alpha, June 28, 86 +1) created new include files and deleted some macros +2) implementation of ring of carrying changed to reduce weight + by 150 gold pieces per enchantment +3) amount of gold generated increased +4) backstabbing for thief, ninja and assassin character classes +5) monsters can wield weapons against hero +6) amount of gold that hero starts with increased again +7) initialization of sticks for hero at startup fixed +8) frequency of monster creation reduced +9) pluses of weapons used by monsters increased by a random + function of the experience level of the monster + +1.03 Alpha, June 29, 86 +1) fixed fighting of monster carrying no weapons +2) message in wrong place for monster thrown weapon that misses +3) more fixing of room lighting and darkening bugs +4) fixed lighting of rooms during new level creation +5) increased starting gold once again + +1.03 Alpha, June 30, 86 +1) changed monster that Friendly Fiend summons +2) monsters that CANSHOOT pick from a wider variety of weapons +3) monsters that CANWIELD don't always +4) monsters zapped run toward the hero +5) split creat_mons() into creat_mons() and place_mons() routines + so that other programs can use it too +6) renamed familiar_* to fam_* +7) reduced probability of monsters in a given room when level is + generated + +1.03 Alpha, July 1, 86 +1) algorithm for assignment of wielded weapons changed +2) fixed stupid typo error in place_mons() in scrolls.c +3) monsters that CANTELEPORT do so when running away + +1.03 Alpha, July 2, 86 +1) electricity zapping a friendly or charmed monster loses the + hero a friend +2) fixed bug in place_mons() in scrolls.c; stupid typo + +1.03 Alpha, July 5, 86 +1) undid changes in killed() in fight.c to discard monster pack +2) corrected setting of fighting in killed() +3) removed useless variables in rogue.c +4) fixed initialization of character type in geta_player() +5) fixed typo in secretdoor() in misc.c causing them to show as 'p' +6) all remaining usage of cfree replaced with free +7) make a group of monsters all friendly or all non-friendly +8) removed debugging message in place_mons() in scrolls.c + +1.03 Alpha, July 6, 86 +1) fixed up more bad pointer references in wanderer() in monsters.c +2) fixed bad test for player class in wield_ok() in weapons.c +3) make sure every new monster starts with ISRUN off + +1.03 Alpha, July 8, 86 +1) new magic system installed. magic.c, magic_item.c files. Still buggy. +2) rogue.c and rogue.h worked over +3) various formatting improved +4) new wear_ok() that allows players to wear anything, but + penalizes their class-specific special abilities. wield_ok() coming up. +5) scroll of regeneration duplicates monster's regenerative abilities +6) familiar summoning made a scroll +7) quaff(), read_scroll(), do_zap() calling changed. +8) the Artifacts of Might do something if you just have them +9) ring of piety analogous to ring of wizardry introduced + above by Carl Hommel + +1.03 Alpha, July 9, 86 +1) changed format of status lines +2) fixed bug in increasing the hero's power and hpt in quaff() + +1.03 Alpha, July 10, 86 +1) spiffed up message for familiar nearly hitting hero +2) changed when familiars are gotten rid of when changing dungeon levels +3) fix monsters getting attacks when dead + above by Henry Chai +4) fix nonagressive familiars to beat on unfriendly monsters +5) changed some weapons for ninja and ranger at startup + +1.03 Alpha, July 11, 86 +1) some fixes for casting of spells for non-MU player classes by + Carl Hommel +2) fixed up replacement of familiar when going to a new dungeon + level by Henry Chai + +1.03 Alpha, July 12, 86 +1) increased spell point regeneration rate +2) replaced testing code for whether hero wants to try a hard spell +3) fixed up the ranger's starting kit a bit +4) improved ninja capabilities slightly +5) increase duration of disguise spell +6) attempt to fix monsters and heros in same spot +7) moving through a friendly monster wakes it up + +1.03 Alpha, July 13, 86 +1) fixed misc monster movement problems moving onto hero +2) some tidying up of formats +3) fixed up names of things carried by ranger +4) improved ninja character abilities and make experience level change + point higher + +1.03 Alpha, July 14, 86 +1) fighters can stun their opponents by doing greater than 1/3 of + remaining hit points in one blow +2) fixed up messages in new hit() routine + +1.03 Alpha, July 24, 86 +1) Change NUMMONST, MAXPOTIONS, etc to variables +2) Change some potion, stick, wand define names for spellcasting +3) P_SHIELD, S_MSHIELD WS_KNOCK, WS_CLOSE added +4) WS_MDEG changed to WS_XENOHEAL +5) Added defines to replace TRUE and FALSE values passed + to various subroutines) +6) Made P_REGEN cause SUPEREAT. Made it fusable. +7) The usual formatting changes to artifact.c, maze.c, monsters.c, wizard.c +8) Dropping armor and weapon to avoid artifact major + effects is no longer so good an idea +9) PHIAL does total healing, not light spell +10) Low-level monsters might break a hold spell +11) Everyone gets their hpts/pow changed against their armor/weapon, + not just paladins +12) Changed summon() to summon_help(), and added FORCE flag +13) Reordered hpt/pow regeneration in doctor() +14) Changed effect of R_CARRYING - still buggy +15) PURSE intinsically allows more carrying +16) Reworked logic in fight() +17) Reordered status line to put Pow after Hpt +18) Some monster spell casting implemented +19) Created nothing_message() to print cryptic failure messages +20) Twiddled do_throne() to create just UNIQUE monster + attendants +21) Clerics get bonus exp. for turning/destroying undead +22) do_zap() logic changed +23) D_GODWRATH, D_CLUMSY deaths added + above by Carl Hommel + +1.03 Alpha, July 27, 86 +1) added wizard debug message flag as well as wizard mode (Henry Chai) +2) stunning of monsters only when struck for 1/3 or more of + max hpt in one blow +3) various bug fixes by Mike Laman and Mike Cooper +4) saving a game clears the screen after prompt + +1.03 Alpha, July 29, 86 +1) checking for penalties for wrong armor and weapons fixed + by Carl Hommel + +1.03 Alpha, July 30, 86 +1) monsters now have probabilities of being a MU +2) fixed up readchar() to handle errors in a saner way +3) a monster type that is capable of using magic and is part + of a group will always use have magical abilities +4) the leader of a group of monsters will always be a bit better + than the run of the mill monster +5) patches by Mike Cooper to shorten names of variables and + various defines to support ATT 7300 + +1.03 Alpha, Aug 5, 86 +1) Len Picard's bag code is ready +2) changed ISWEARING to a function instead of a macro +3) fixed minor bugs in sticks.c + +1.03 Alpha, Aug 9, 86 +1) yet another attempt at fixing monster killing flag fixes by Mike Laman +2) applied fix by Carl Hommel to magic casting code +3) changed inventory command display format +4) updated readchar() handling of read() system call + +1.03 Alpha, Aug 10, 86 +1) added flag for summoned monsters that disappear +2) fixed up mapping of internal types of objects to things structure + in create_obj() +3) correct loop to pick object type to select in create_obj() +4) yet another attempt at getting rid of "invalid command ^@" message + +1.03 Alpha, Aug 11, 86 +1) "leaders" of a group of monsters not so improved over others +2) remove last reference to namefinder in Makefile.INST + +1.03 Alpha, Aug 12, 86 +1) The usual formatting changes in command.c, fight.c +2) Implemented '~' experience-to-next-level command. + Has next_exp_level() called from check_level) +3) is_carrying(TR_AMULET) protects vs CANDRAIN. +4) Made more "hit" and "miss" messages. +5) Moved extra exp code for clerics from affect() to killed(). +6) Reworked spell costs. +7) Give MUs extra exp for casting spells. +8) Made fumbles less frequent. +9) Created feel_message(). +10) Renamed spell abbreviations. +11) Corrected R_PIETY ordering. +12) Made some extra-planar monsters undead, fixed some monster letters. +13) Thieves get extra exp for picking up gold. +14) 'p'raying asks if you really want to, and always maxes your hpt + and pow to max) +15) Casting 'HEAL' no longer increases pow. +16) Reworked P_GAINABIL as they occur less frequently. +17) Fixed S_SUMFAMILIAR. +18) Prelim fix to helpful monsters casting spells. + above by Carl Hommel +19) upgraded leaders of packs a bit more and also added experience + points for killing them +20) BMAGICHIT now requires only a +3 weapon, not a +4 +21) druids can wield silver weapons even if they are metallic + +1.03 Alpha, Aug 13, 86 +1) fix up keypad code to allow daemons to run after each turn + +1.04 Alpha, October 24, 1992 +1) Update for modern compilation with ANSI C friendly compilers + +1.05 Alpha, September 1, 1993 +1) Update save/restore code to not be simple core dumps so + that they can work under modern memory management systems. + +1.06 Alpha, July 21, 1995 + +1) Many changes made to fix remaining parameter passing related bugs. +2) Also, changes made to toughen game. Entire dungeon is now only 50 + levels deep instead of 100 so that monsters get harder faster. +3) No more trading posts except at beginning or if entrance to + trading post is found. +4) The hero now regains spell points more slowly, has a tougher time with + some things, and generally is weaker than he used to be. +5) The game is not as hard as it needs to be yet, although i can make it + to about level 20 or so most times I play it. + +1.06 Alpha, August 3, 1995 + +1) Many more changes to allow dropping of stuff even where monsters or the + hero is, so there should almost never be messages of objects vanishing + in a puff of smoke. Also more error checking, debugging messages, and + generally much more bullet proof. +2) Restored ability to zap with charged weapons.