New Feature: - Specialty abilities - see lib/help/specialt.txt Experience: - Removed exp/score penalties; added 'difficulty' ratings for races - Redid exp table. Compared to a Half-elf Mage in the old system you will reach: 10th level much faster (390 vs 513) 20th level somewhat slower (6900 vs 5940) 30th level somewhat slower (111000 vs 101250) 40th level much faster (945000 vs 1350000) 50th level about the same (6000000 vs 6075000) - Reduced exp for spell casting Balance tweaks: - Increased damage from poison breath and poison ball spells - Increased persistent poison damage at low levels - Elves better stats; they are now a Moderate/Low difficulty race - Ents slightly better stats; also a Moderate/Low difficulty race - Rangers slightly better stats - Druids slightly worse stats Player attacks: - Changed throwing weapon crits to be useful at high levels - Druids use deadliness for attack quality and skill for stunning - Number of barehanded attacks increases at levels 20 and 40 - Archery (not thrown weapons) attacks continue after misses and may hit later targets, though at reduced accuracy - Black Breath attacks (from high level Necromancers) now interfere with monster healing and curing spells, as well as normal regen - All player special attacks are now displayed in bigscreen status area Rogue's Monster Trap: - Player disarming skill is now used in determining trap effectiveness (high disarming makes traps harder to avoid and disarm, and gives a chance to do higher damage) - Trap damage no longer depends on monster hit points - Monster that keep getting hit by traps without seeing the player become less susceptible - Rogues now have many kinds of monster trap; to use them: Lay a basic trap with the usual "alter terrain" command '+' Lay another trap on the same spot as the basic trap to upgrade it The choice of trap upgrades increases with player level See the help file combat.txt for more details Birth: - Zangband style character generation - Removed maximize option; all characters maximized Items: - Fewer & better items are generated across the board - Scrolls of Identify and Staves are Perception are cheaper - Paur* gloves activate for elemental attacks instead of bolts - Added a new type throwing weapon, the Storm Hammer (1d11, 12.5 lbs, level 50, rarity 3) - Added Wands of Shrapnel (level 20, rarity 2; shard damage) Monsters: - Broadly updated spell selection AI - Pack creatures are a bit more likely to attack players in dead ends - High level monsters recover from slowing faster - Increased spell power of Carcharoth (healing) - Monsters that can't move no longer duck behind trees/rocks - Increased rarity & depth of ghostly bats and slightly increased hps Software updates: - Monster memory searchable by text patterns in monster names using CONTROL-F from the monster memory prompt. (Serguei V. Jidkov) - Renamed *.txt files - Added set_item.txt; removed hard-coded set definitions - all class based mana/armor parameters moved to player_magic - player_weapon structure used to organize class based combat mods Bug Fixes: - Fixed a bug with monsters deciding when to flee - Fixed a typo in Makefile.cyg - Fixed a bug allowing immobile confused monsters to move - Fixed a bug with Light attacks vs players - Fixed a bug causing spurious 'fear' messages with traps - Fixed Whips of the Balrog - Fixed a bug preventing monsters from moving through trees - Fixed pref file saving problems - Removed some messages when monster cast spells around corners - Fixed a bug making very low stealth characters not wake monsters - Fixed a bug making junk appear in the bigscreen extra status display area - Fixed a bug allowing items to be wielded while shapeshifted - Fixed some minor bugs with visualization of projected attacks - Archer-type monsters no longer shoot while confused - Death Bolt and Orb of Death no longer damage the necromancer if canceled