And here comes... the new version!
Posted: Mon 19.04.2010, 21:38
New PWMAngband 1.1.4 beta released!
Another milestone version with almost all features from vanilla Angband 3.1.0 and many more!!! Savefile are not compatible with 1.1.3 and since almost all lib files have changed, you need to start a clean instance with this version... again.
Note the new links for the downloads (the links still work for the 1.1.3 files since the version is still in beta state):
- client: http://www.humyo.fr/10073229/PWMAngband ... NB3T-kKOoQ
- lib: http://www.humyo.fr/10073229/PWMAngband ... x15mDf3fnc
- server: http://www.humyo.fr/10073229/PWMAngband ... kWXlvNPvMg
- source code: http://www.humyo.fr/10073229/PWMAngband ... o5iawvwh44
List of changes:
- enhancement: Shapechangers now get hindered by heavy armor when casting monster spells
- enhancement: don't adjust current mana when maximum mana changes unless it becomes higher
- enhancement: use an allocation table to generate ego items
- enhancement: remove the "maximum depth" rarity penalty for special artifacts
- enhancement: because of the addition of new boots and gloves from V3.1.x, the rarity of Witan Boots has been increased and the rarity of Elven Gloves has been decreased
- bugfix: the digging skill should only be boosted if the equipped tool is a digger
- enhancement: add back TUNNEL on non-digger artifacts/items
- enhancement: add back some of V3.0.x skeletons for flavor when some monsters are killed
- enhancement: add lanterns in the General Store as expensive items (experimental)
- enhancement: make monsters not able to cross safe floors; make house floors safe to avoid monsters (in particular townies) from entering and looting player houses
- enhancement: try to match all melee attack/spell effects (stun, confuse, poison...) as much as possible in all combat modes (MvP, MvM, PvP, PvM)
- enhancement: monsters now have a 20% fail rate on their non-innate spells when afraid
- enhancement: the minimum value for items sold in BM has been slightly increased
- enhancement: made summons in fountains much rarer
Alignments with Angband 3.x:
- Make wand/staff pricing more consistent (Angband 3.1.0): now the price that the shops show is the highest price per wand/staff, and buying one at a time should cost the same as buying a whole stack at once, as long as the total charges are the same
- Remove the "walk without pickup" feature (Angband 3.1.0)
- Remove potion of pleasing, and make potions of charisma appear 10 levels earlier (Angband 3.1.0)
- Add the "lazy movement" patch which allows a movement delay to be set, during which it is possible to choose a second direction (Angband 3.1.0): this means that up and left in quick succession can be translated to an actual diagonal
- Make all spellcasters have at least 1 mana, regardless of intelligence (Angband 3.1.0)
- Renumber the RF1_XXX/RF6_XXX flag constants to start at RF0_XXX (Angband 3.1.0)
- Fix monster drops (Angband 3.1.0): make items generally better and monster drops fewer; make sure all monsters that have "great" drops always have "good" drops; significantly clean up the logic of object generation
- Revert missile damage nerf (Angband 3.1.0): make missile launchers as powerful as they were (missile launcher multiplier is applied to damage dice + extra to-dam from missile + extra to-dam from missile launcher)
- Add minimum depths for various traps (Angband 3.1.0)
- Make the rogue slightly better at combat than the ranger (Angband 3.1.0)
- Move the monster spell flags into their own spell array (Angband 3.1.0)
- Add some extra item lookup functions so that eventually textual tvals and svals can be specified in the edit files (Angband 3.1.0)
- Remove individual-shopkeeper and race-based price changes from the store code (Angband 3.1.0)
- Adjust adj_chr_gold[] values upwards to represent the average-110% inflation usually applied by the individual-shopkeeper greed values (Angband 3.1.0)
- Remove the race field in the owner_type struct in favour of providing it textually (Angband 3.1.0)
- Make shop_own.txt user a nicer format now there's only two things specified per shopkeeper (Angband 3.1.0)
- Fix the list of menu "skins" to those implemented, rename them so they're obviously skins, and make them entirely internal to ui-menu.c (Angband 3.1.0)
- Merge menu_init and menu_init2 (Angband 3.1.0)
- Remove the registry of menu_iters, preferring a system like the skins one (Angband 3.1.0)
- Remove a layer of unused complexity in ui-event.c (Angband 3.1.0)
- Remove the never-used panel_type type (Angband 3.1.0)
- Simplify the menu API again (Angband 3.1.0): remove the menu ID values
- Remove the event_listener::release hook (Angband 3.1.0)
- Monster AI (Angband 3.1.0): make the "possible summons" and "do bolts hit monsters rather than player" checks independent of AI_SMART (monsters behave more intelligently)
- Squelch display issues (Angband 3.1.0): bugfixes for hide_squelchable still not hiding things properly
- Remove {tried} pseudo-inscriptions from showing in store (Angband 3.1.0)
- Lower the distance missile weapons can fire into the 10-14 grids range (Angband 3.1.0)
- Make the logic for SP/level clearer (Angband 3.1.0)
- Move the tval/sval declarations to a separate file (Angband 3.1.0)
- Use a new algorithm for gold drops (Angband 3.1.0): it replaces the previous and somewhat insane system so that gold increases linearly with level
- Externalise store stocking lists (Angband 3.1.0): move store stocking information into an external edit file
- Replace some "generic" parse errors with more specific ones (Angband 3.1.0)
- Replace all instances of rand_int() with randint0() and all instances of randint() with randint1() to make the code clearer (Angband 3.1.0)
- Allow textual tval/kind names to be specified in artifact.txt (Angband 3.1.0)
- Convert artifact.txt to using textual tval/sval names rather than numeric (Angband 3.1.0)
- Add a temporary confusion resist (Angband 3.1.0)
- Add "terror" timed effect (Angband 3.1.0): this is fear + small speed boost
- Add "stoneskin" timed effect (Angband 3.1.0): this is +40AC + small speed penalty
- Mushrooms of Clear Mind now cure hallu and gives temp rConf (Angband 3.1.0)
- Add "deep descent" effect, which lowers recall depth by 2 dungeon levels and teleports/recalls there (Angband 3.1.0)
- Add "line of sight confusion" effect, analogous to the slow/sleep effects (Angband 3.1.0)
- Add few new effects for mushrooms (Angband 3.1.0)
- Make potions never appear in "good" or "great" drops (Angband 3.1.0): all potions are now "average" again
- Add the IMPAIR_HP and IMPAIR_MANA, and change the regeneration algorithm (Angband 3.1.0): food level only affects HP regeneration; HP/mana impairment means halving the rate of regeneration
- Add player vulnerabilities for the base four elements (Angband 3.1.0)
- Add a permanent "fear" effect (Angband 3.1.0)
- Use enums in tvalsval.h rather than #defines (Angband 3.1.0)
- Reorder and rework the object list (Angband 3.1.0)
- The mushrooms have been redesigned mostly from scratch (Angband 3.1.0)
- Weapon changes (Angband 3.1.0): rename Two-Handed Sword to Zweihander; remove most of damage dice duplication between swords; remove Broken Dagger, Sabre (merged with Rapier), Small Sword (merged with Short Sword), Broken Sword; rename Two-Handed Flail to Two-Handed Great Flail; add a Great Hammer (8d1), and a Maul (4d4); The War Hammer of Aule becomes a Great Hammer; make Tridents 1d10; the Lucerne Hammer is now a polearm instead of a hafted weapon; make The Lucerne Hammer 'Turmil' a blessed weapon to compensate
- Remove Gnomish Shovel, Dwarven Shovel, Orcish Pick, Dwarven Pick (Angband 3.1.0): merged with Shovel/Pick
- Footwear changes (Angband 3.1.0): footwear now goes Leather Sandals -> Leather Boots -> Iron Shod Boots -> Steel Shod Boots -> Mithril Shod Boots; add some Ethereal Slippers (weightless, no AC, ignore elements); artifact Soft/Hard Leather Boots become Leather Boots (Feanor, Dal-i-thalion, Wormtongue); The Pair of Metal Shod Boots of Thror becomes Steel Shod Boots
- Body armour changes (Angband 3.1.0): there are now only 17 types of body armour (Filthy Rag removed; Soft Studded Leather + Hard Studded Leather merged; Chain Mail + Rusty Chain Mail + Double Chain Mail merged); body armour ACs are even-numbered until you reach the very top-end
- Cloak changes (Angband 3.1.0): Shadow Cloak -> Elven Cloak, add stealth; add Ethereal Cloak, ignores elements and weighs nothing (but also 0 AC); add Fur Cloak, base AC of 3 but heavy; The Shadow Cloak of Luthien becomes an Elven Cloak; The Shadow Cloak of Tuor becomes an Ethereal Cloak
- Handwear changes (Angband 3.1.0): Gauntlets now base AC of 3; Mithril Gauntlets with IGNORE_ACID, base AC 5; Cesti -> Caestus, now base AC 2 but +3 to-dam (brass knuckles); add Alchemist's Gloves, which ignore the elements and have only magical AC
- Shield changes (Angband 3.1.0): shields now go Wicker -> Small Metal -> Leather -> Large Metal -> Mithril with AC 2, 4, 6, 8, 10; weights adjusted so they go from 3lbs to 15lbs
- Ring changes (Angband 3.1.0): sustain rings combined; bad rings removed; give elemental rings brands (currently non-functional); add a whole bunch of rings with mixed blessings
- Amulet changes (Angband 3.1.0): DOOM removed; Adornment made rarer; added Amulet of Inertia (FA, but -3 speed)
- Make scrolls appear in piles sometimes (Angband 3.1.0)
- Scroll of Deep descent added (Angband 3.1.0)
- Healing potions now have significant nutritional content (Angband 3.1.0)
- Remove potions of Death, Detonations and Ruination (Angband 3.1.0)
- Staff of Confuse Monsters added, staff of Slowness removed (Angband 3.1.0)
- Rod changes (Angband 3.1.0): tone down Rods of Fire Bolts a little; make rods start at dlev8 at the earliest
- Tweak the Rings of Power again (Angband 3.1.0)
- Restore CCWs being sold in the Temple (Angband 3.1.0)
- Make monster XP and native depth obvious (Angband 3.1.0)
- Rejig social status a bit (Angband 3.1.0): social status depends entirely on character background, levels gained and is displayed as a textual name now
- Make monster missile attacks sometimes miss (Angband 3.1.0)
- Make ammo of slay evil/venom apply to Mithril ammo too (Angband 3.1.0)
- Allow Enter to work on options menu (Angband 3.1.0): use Enter to set delay factors/hitpoint warning (+ squelch level); allow Enter to toggle window flags
- Up the pseudo-ID lengths again (Angband 3.1.0)
- Fill the menu_item and menu_action structures completely when defining some (Angband 3.1.0)
- Fix issue with monster term not being updated correctly in case of learning new spell info (Angband 3.1.0)
- Fix birth items after the object list reorder (Angband 3.1.0): move to textual tval/sval names
- Make sure that problems with saving games always get back up to the UI (Angband 3.1.0)
- Refine the number of object drops by monsters (Angband 3.1.0)
- Remove the "coin_type" global (Angband 3.1.0)
- Give the monster drop flags more appropriate names (Angband 3.1.0)
- Add a DROP_20 flag (Angband 3.1.0)
- Make the various drop flags non-exclusive again and instead make sure monsters in monster.txt have only one of DROP_[1234] (Angband 3.1.0)
- Orcs and trolls that appear with friends get DROP_20 (Angband 3.1.0)
- Fix ammo damage display (Angband 3.1.0)
- Move wearable_p() to obj-util.c (Angband 3.1.0)
- Add new effect DRINK_BREATH (Angband 3.1.0): allows to breathe fire/cold (lesser dragon breath effect)
- Move graf-xxx.prf files to textual tval/sval names (Angband 3.1.0)
- Rewrite a chunk of the scorefile code to fix problems with highscore list (Angband 3.1.0)
- Make rings of Escaping/Teleportation worthless to avoid ridiculous sale prices (Angband 3.1.0)
- Fix cursed weapons showing incorrect negative damage (Angband 3.1.0)
- Implement the mushroom of sprinting and the potion of dragon breath (Angband 3.1.0)
- Make all torches always start with FUEL_TORCH fuel, as intended (Angband 3.1.0)
- Add birth_money option, which gives more starting money instead of equipment (Angband 3.1.0)
- Make floor items a bit rarer, generally (Angband 3.1.0)
- Fix adamantite pieces being picked up (Angband 3.1.0)
- Reorganise some source files (Angband 3.1.0): split out monster/object/player code into separate files
- Store selling now takes notice of warning inscriptions (Angband 3.1.0): don't allow items marked as !d to be sold in shops
- Stop truncating DSM activation times (Angband 3.1.0)
- Make "You are too afraid to attack x!" messages orange by default (Angband 3.1.0)
- Give all classes WoR by default (Angband 3.1.0)
- Priests get 2xCSW instead of 1xCCW at start (Angband 3.1.0)
- Move monster hit/death stuff to a more appropriate place (Angband 3.1.0)
- Make all metal monsters drop gold of the appropriate kind (Angband 3.1.0)
- Radically up the chances of getting an {excellent} item (Angband 3.1.0)
- Make the saving throw display as a percentage on the character screen (Angband 3.1.0)
- Monster now drop items of depth MAX(depth, monster native depth), rather than their average (Angband 3.1.0)
- Make more skills be displayed numerically (Angband 3.1.0)
- Move some functions from obj-util.c to the more appropriate generate.c (Angband 3.1.0)
- Add ANGBAND_DIR_XTRA_* to variable.c, so every port doesn't have to individually assign them (Angband 3.1.0)
- Fix monster list subwindow (Angband 3.1.0): add a "... and x more" line at the end of the monster list if all the list cannot be displayed in the subwindow
- Fix some compiler warnings (Angband 3.1.0)
- Add an item list subwindow + a "display visible item list" command (Angband 3.1.0)
- Scroll of Door/Stair Detection shouldn't cost more than Scroll of Magic Mapping (Angband 3.1.0)
- Reduce the likelihood of summoned monsters attacking immediately (Angband 3.1.0): give monsters half the starting energy they used to get
- Make potions of healing cure at least 35% of max hps (Angband 3.1.0)
- Make starting gold always either 200 or 500 (Angband 3.1.0): no more stat/social class boost/penalty
- Move rods and staffs of curing up in the dungeon somewhat (Angband 3.1.0)
- Knock down the rate of recharge for rods of curing tenfold (Angband 3.1.0)
- Maximal pre-penalty spell failure is now 50% (Angband 3.1.0)
- Amnesia doubles failure change instead of making spells fail half of the time (Angband 3.1.1)
- Make stats greater than 18/220 display as 18/*** again (Angband 3.1.0)
- Monsters waking up now takes a turn (Angband 3.1.0)
- Move timed effects code out to player/timed.c (Angband 3.1.0)
- Tell the player when timed effects increase or decrease as a result of effects (Angband 3.1.0)
- Refactor the timed effects code again to eliminate some duplication (Angband 3.1.0)
- Wielding un-ID'd items with obvious bonuses marks them as {excellent} (Angband 3.1.0)
- Give flavour text for successful hits with a brand or a slay, and mark the weapons giving these hits as {excellent} (Angband 3.1.0)
- Reduce the number of Self Knowledge potions generated (Angband 3.1.0)
- Split out object ID functions into object/identify.c (Angband 3.1.0)
- Add new flags to character sheet (Angband 3.1.0)
- Allow rings to add brands to weapons (Angband 3.1.0)
- Introduce new METAL monster race flag (Angband 3.1.0): use it specify that a monster should drop the kind of money it is made of; give the METAL flag only to the coins and mithril golems
- Visible monster list now displays monsters in red if they are OoD, regardless of number of kills (Angband 3.1.0)
- Being afraid gives you a to-hit penalty of 20, so ranged attacks become much harder, but also an AC bonus of 8 (Angband 3.1.0)
- Being afraid adds a 20% failure chance to spells/prayers, before the minimum fail rate kicks in, but spells that cure fear (boldness/heroism only) have had their fail rates reduced by 20% as well, so this balances out (Angband 3.1.0)
- Potions that cure fear (boldness/heroism only) are made cheaper (Angband 3.1.0)
- Make monster races obvious without killing monsters (Angband 3.1.0)
Another milestone version with almost all features from vanilla Angband 3.1.0 and many more!!! Savefile are not compatible with 1.1.3 and since almost all lib files have changed, you need to start a clean instance with this version... again.
Note the new links for the downloads (the links still work for the 1.1.3 files since the version is still in beta state):
- client: http://www.humyo.fr/10073229/PWMAngband ... NB3T-kKOoQ
- lib: http://www.humyo.fr/10073229/PWMAngband ... x15mDf3fnc
- server: http://www.humyo.fr/10073229/PWMAngband ... kWXlvNPvMg
- source code: http://www.humyo.fr/10073229/PWMAngband ... o5iawvwh44
List of changes:
- enhancement: Shapechangers now get hindered by heavy armor when casting monster spells
- enhancement: don't adjust current mana when maximum mana changes unless it becomes higher
- enhancement: use an allocation table to generate ego items
- enhancement: remove the "maximum depth" rarity penalty for special artifacts
- enhancement: because of the addition of new boots and gloves from V3.1.x, the rarity of Witan Boots has been increased and the rarity of Elven Gloves has been decreased
- bugfix: the digging skill should only be boosted if the equipped tool is a digger
- enhancement: add back TUNNEL on non-digger artifacts/items
- enhancement: add back some of V3.0.x skeletons for flavor when some monsters are killed
- enhancement: add lanterns in the General Store as expensive items (experimental)
- enhancement: make monsters not able to cross safe floors; make house floors safe to avoid monsters (in particular townies) from entering and looting player houses
- enhancement: try to match all melee attack/spell effects (stun, confuse, poison...) as much as possible in all combat modes (MvP, MvM, PvP, PvM)
- enhancement: monsters now have a 20% fail rate on their non-innate spells when afraid
- enhancement: the minimum value for items sold in BM has been slightly increased
- enhancement: made summons in fountains much rarer
Alignments with Angband 3.x:
- Make wand/staff pricing more consistent (Angband 3.1.0): now the price that the shops show is the highest price per wand/staff, and buying one at a time should cost the same as buying a whole stack at once, as long as the total charges are the same
- Remove the "walk without pickup" feature (Angband 3.1.0)
- Remove potion of pleasing, and make potions of charisma appear 10 levels earlier (Angband 3.1.0)
- Add the "lazy movement" patch which allows a movement delay to be set, during which it is possible to choose a second direction (Angband 3.1.0): this means that up and left in quick succession can be translated to an actual diagonal
- Make all spellcasters have at least 1 mana, regardless of intelligence (Angband 3.1.0)
- Renumber the RF1_XXX/RF6_XXX flag constants to start at RF0_XXX (Angband 3.1.0)
- Fix monster drops (Angband 3.1.0): make items generally better and monster drops fewer; make sure all monsters that have "great" drops always have "good" drops; significantly clean up the logic of object generation
- Revert missile damage nerf (Angband 3.1.0): make missile launchers as powerful as they were (missile launcher multiplier is applied to damage dice + extra to-dam from missile + extra to-dam from missile launcher)
- Add minimum depths for various traps (Angband 3.1.0)
- Make the rogue slightly better at combat than the ranger (Angband 3.1.0)
- Move the monster spell flags into their own spell array (Angband 3.1.0)
- Add some extra item lookup functions so that eventually textual tvals and svals can be specified in the edit files (Angband 3.1.0)
- Remove individual-shopkeeper and race-based price changes from the store code (Angband 3.1.0)
- Adjust adj_chr_gold[] values upwards to represent the average-110% inflation usually applied by the individual-shopkeeper greed values (Angband 3.1.0)
- Remove the race field in the owner_type struct in favour of providing it textually (Angband 3.1.0)
- Make shop_own.txt user a nicer format now there's only two things specified per shopkeeper (Angband 3.1.0)
- Fix the list of menu "skins" to those implemented, rename them so they're obviously skins, and make them entirely internal to ui-menu.c (Angband 3.1.0)
- Merge menu_init and menu_init2 (Angband 3.1.0)
- Remove the registry of menu_iters, preferring a system like the skins one (Angband 3.1.0)
- Remove a layer of unused complexity in ui-event.c (Angband 3.1.0)
- Remove the never-used panel_type type (Angband 3.1.0)
- Simplify the menu API again (Angband 3.1.0): remove the menu ID values
- Remove the event_listener::release hook (Angband 3.1.0)
- Monster AI (Angband 3.1.0): make the "possible summons" and "do bolts hit monsters rather than player" checks independent of AI_SMART (monsters behave more intelligently)
- Squelch display issues (Angband 3.1.0): bugfixes for hide_squelchable still not hiding things properly
- Remove {tried} pseudo-inscriptions from showing in store (Angband 3.1.0)
- Lower the distance missile weapons can fire into the 10-14 grids range (Angband 3.1.0)
- Make the logic for SP/level clearer (Angband 3.1.0)
- Move the tval/sval declarations to a separate file (Angband 3.1.0)
- Use a new algorithm for gold drops (Angband 3.1.0): it replaces the previous and somewhat insane system so that gold increases linearly with level
- Externalise store stocking lists (Angband 3.1.0): move store stocking information into an external edit file
- Replace some "generic" parse errors with more specific ones (Angband 3.1.0)
- Replace all instances of rand_int() with randint0() and all instances of randint() with randint1() to make the code clearer (Angband 3.1.0)
- Allow textual tval/kind names to be specified in artifact.txt (Angband 3.1.0)
- Convert artifact.txt to using textual tval/sval names rather than numeric (Angband 3.1.0)
- Add a temporary confusion resist (Angband 3.1.0)
- Add "terror" timed effect (Angband 3.1.0): this is fear + small speed boost
- Add "stoneskin" timed effect (Angband 3.1.0): this is +40AC + small speed penalty
- Mushrooms of Clear Mind now cure hallu and gives temp rConf (Angband 3.1.0)
- Add "deep descent" effect, which lowers recall depth by 2 dungeon levels and teleports/recalls there (Angband 3.1.0)
- Add "line of sight confusion" effect, analogous to the slow/sleep effects (Angband 3.1.0)
- Add few new effects for mushrooms (Angband 3.1.0)
- Make potions never appear in "good" or "great" drops (Angband 3.1.0): all potions are now "average" again
- Add the IMPAIR_HP and IMPAIR_MANA, and change the regeneration algorithm (Angband 3.1.0): food level only affects HP regeneration; HP/mana impairment means halving the rate of regeneration
- Add player vulnerabilities for the base four elements (Angband 3.1.0)
- Add a permanent "fear" effect (Angband 3.1.0)
- Use enums in tvalsval.h rather than #defines (Angband 3.1.0)
- Reorder and rework the object list (Angband 3.1.0)
- The mushrooms have been redesigned mostly from scratch (Angband 3.1.0)
- Weapon changes (Angband 3.1.0): rename Two-Handed Sword to Zweihander; remove most of damage dice duplication between swords; remove Broken Dagger, Sabre (merged with Rapier), Small Sword (merged with Short Sword), Broken Sword; rename Two-Handed Flail to Two-Handed Great Flail; add a Great Hammer (8d1), and a Maul (4d4); The War Hammer of Aule becomes a Great Hammer; make Tridents 1d10; the Lucerne Hammer is now a polearm instead of a hafted weapon; make The Lucerne Hammer 'Turmil' a blessed weapon to compensate
- Remove Gnomish Shovel, Dwarven Shovel, Orcish Pick, Dwarven Pick (Angband 3.1.0): merged with Shovel/Pick
- Footwear changes (Angband 3.1.0): footwear now goes Leather Sandals -> Leather Boots -> Iron Shod Boots -> Steel Shod Boots -> Mithril Shod Boots; add some Ethereal Slippers (weightless, no AC, ignore elements); artifact Soft/Hard Leather Boots become Leather Boots (Feanor, Dal-i-thalion, Wormtongue); The Pair of Metal Shod Boots of Thror becomes Steel Shod Boots
- Body armour changes (Angband 3.1.0): there are now only 17 types of body armour (Filthy Rag removed; Soft Studded Leather + Hard Studded Leather merged; Chain Mail + Rusty Chain Mail + Double Chain Mail merged); body armour ACs are even-numbered until you reach the very top-end
- Cloak changes (Angband 3.1.0): Shadow Cloak -> Elven Cloak, add stealth; add Ethereal Cloak, ignores elements and weighs nothing (but also 0 AC); add Fur Cloak, base AC of 3 but heavy; The Shadow Cloak of Luthien becomes an Elven Cloak; The Shadow Cloak of Tuor becomes an Ethereal Cloak
- Handwear changes (Angband 3.1.0): Gauntlets now base AC of 3; Mithril Gauntlets with IGNORE_ACID, base AC 5; Cesti -> Caestus, now base AC 2 but +3 to-dam (brass knuckles); add Alchemist's Gloves, which ignore the elements and have only magical AC
- Shield changes (Angband 3.1.0): shields now go Wicker -> Small Metal -> Leather -> Large Metal -> Mithril with AC 2, 4, 6, 8, 10; weights adjusted so they go from 3lbs to 15lbs
- Ring changes (Angband 3.1.0): sustain rings combined; bad rings removed; give elemental rings brands (currently non-functional); add a whole bunch of rings with mixed blessings
- Amulet changes (Angband 3.1.0): DOOM removed; Adornment made rarer; added Amulet of Inertia (FA, but -3 speed)
- Make scrolls appear in piles sometimes (Angband 3.1.0)
- Scroll of Deep descent added (Angband 3.1.0)
- Healing potions now have significant nutritional content (Angband 3.1.0)
- Remove potions of Death, Detonations and Ruination (Angband 3.1.0)
- Staff of Confuse Monsters added, staff of Slowness removed (Angband 3.1.0)
- Rod changes (Angband 3.1.0): tone down Rods of Fire Bolts a little; make rods start at dlev8 at the earliest
- Tweak the Rings of Power again (Angband 3.1.0)
- Restore CCWs being sold in the Temple (Angband 3.1.0)
- Make monster XP and native depth obvious (Angband 3.1.0)
- Rejig social status a bit (Angband 3.1.0): social status depends entirely on character background, levels gained and is displayed as a textual name now
- Make monster missile attacks sometimes miss (Angband 3.1.0)
- Make ammo of slay evil/venom apply to Mithril ammo too (Angband 3.1.0)
- Allow Enter to work on options menu (Angband 3.1.0): use Enter to set delay factors/hitpoint warning (+ squelch level); allow Enter to toggle window flags
- Up the pseudo-ID lengths again (Angband 3.1.0)
- Fill the menu_item and menu_action structures completely when defining some (Angband 3.1.0)
- Fix issue with monster term not being updated correctly in case of learning new spell info (Angband 3.1.0)
- Fix birth items after the object list reorder (Angband 3.1.0): move to textual tval/sval names
- Make sure that problems with saving games always get back up to the UI (Angband 3.1.0)
- Refine the number of object drops by monsters (Angband 3.1.0)
- Remove the "coin_type" global (Angband 3.1.0)
- Give the monster drop flags more appropriate names (Angband 3.1.0)
- Add a DROP_20 flag (Angband 3.1.0)
- Make the various drop flags non-exclusive again and instead make sure monsters in monster.txt have only one of DROP_[1234] (Angband 3.1.0)
- Orcs and trolls that appear with friends get DROP_20 (Angband 3.1.0)
- Fix ammo damage display (Angband 3.1.0)
- Move wearable_p() to obj-util.c (Angband 3.1.0)
- Add new effect DRINK_BREATH (Angband 3.1.0): allows to breathe fire/cold (lesser dragon breath effect)
- Move graf-xxx.prf files to textual tval/sval names (Angband 3.1.0)
- Rewrite a chunk of the scorefile code to fix problems with highscore list (Angband 3.1.0)
- Make rings of Escaping/Teleportation worthless to avoid ridiculous sale prices (Angband 3.1.0)
- Fix cursed weapons showing incorrect negative damage (Angband 3.1.0)
- Implement the mushroom of sprinting and the potion of dragon breath (Angband 3.1.0)
- Make all torches always start with FUEL_TORCH fuel, as intended (Angband 3.1.0)
- Add birth_money option, which gives more starting money instead of equipment (Angband 3.1.0)
- Make floor items a bit rarer, generally (Angband 3.1.0)
- Fix adamantite pieces being picked up (Angband 3.1.0)
- Reorganise some source files (Angband 3.1.0): split out monster/object/player code into separate files
- Store selling now takes notice of warning inscriptions (Angband 3.1.0): don't allow items marked as !d to be sold in shops
- Stop truncating DSM activation times (Angband 3.1.0)
- Make "You are too afraid to attack x!" messages orange by default (Angband 3.1.0)
- Give all classes WoR by default (Angband 3.1.0)
- Priests get 2xCSW instead of 1xCCW at start (Angband 3.1.0)
- Move monster hit/death stuff to a more appropriate place (Angband 3.1.0)
- Make all metal monsters drop gold of the appropriate kind (Angband 3.1.0)
- Radically up the chances of getting an {excellent} item (Angband 3.1.0)
- Make the saving throw display as a percentage on the character screen (Angband 3.1.0)
- Monster now drop items of depth MAX(depth, monster native depth), rather than their average (Angband 3.1.0)
- Make more skills be displayed numerically (Angband 3.1.0)
- Move some functions from obj-util.c to the more appropriate generate.c (Angband 3.1.0)
- Add ANGBAND_DIR_XTRA_* to variable.c, so every port doesn't have to individually assign them (Angband 3.1.0)
- Fix monster list subwindow (Angband 3.1.0): add a "... and x more" line at the end of the monster list if all the list cannot be displayed in the subwindow
- Fix some compiler warnings (Angband 3.1.0)
- Add an item list subwindow + a "display visible item list" command (Angband 3.1.0)
- Scroll of Door/Stair Detection shouldn't cost more than Scroll of Magic Mapping (Angband 3.1.0)
- Reduce the likelihood of summoned monsters attacking immediately (Angband 3.1.0): give monsters half the starting energy they used to get
- Make potions of healing cure at least 35% of max hps (Angband 3.1.0)
- Make starting gold always either 200 or 500 (Angband 3.1.0): no more stat/social class boost/penalty
- Move rods and staffs of curing up in the dungeon somewhat (Angband 3.1.0)
- Knock down the rate of recharge for rods of curing tenfold (Angband 3.1.0)
- Maximal pre-penalty spell failure is now 50% (Angband 3.1.0)
- Amnesia doubles failure change instead of making spells fail half of the time (Angband 3.1.1)
- Make stats greater than 18/220 display as 18/*** again (Angband 3.1.0)
- Monsters waking up now takes a turn (Angband 3.1.0)
- Move timed effects code out to player/timed.c (Angband 3.1.0)
- Tell the player when timed effects increase or decrease as a result of effects (Angband 3.1.0)
- Refactor the timed effects code again to eliminate some duplication (Angband 3.1.0)
- Wielding un-ID'd items with obvious bonuses marks them as {excellent} (Angband 3.1.0)
- Give flavour text for successful hits with a brand or a slay, and mark the weapons giving these hits as {excellent} (Angband 3.1.0)
- Reduce the number of Self Knowledge potions generated (Angband 3.1.0)
- Split out object ID functions into object/identify.c (Angband 3.1.0)
- Add new flags to character sheet (Angband 3.1.0)
- Allow rings to add brands to weapons (Angband 3.1.0)
- Introduce new METAL monster race flag (Angband 3.1.0): use it specify that a monster should drop the kind of money it is made of; give the METAL flag only to the coins and mithril golems
- Visible monster list now displays monsters in red if they are OoD, regardless of number of kills (Angband 3.1.0)
- Being afraid gives you a to-hit penalty of 20, so ranged attacks become much harder, but also an AC bonus of 8 (Angband 3.1.0)
- Being afraid adds a 20% failure chance to spells/prayers, before the minimum fail rate kicks in, but spells that cure fear (boldness/heroism only) have had their fail rates reduced by 20% as well, so this balances out (Angband 3.1.0)
- Potions that cure fear (boldness/heroism only) are made cheaper (Angband 3.1.0)
- Make monster races obvious without killing monsters (Angband 3.1.0)