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- ==================================================
- RELEVANT COMMITS FOR v22.0.0-beta3
- ==================================================
- commit 357c40a2
- Author: Martin Törnqvist <[email protected]>
- Date: Mon Nov 7 20:06:24 2022 +0100
- Slightly reduce duration of Galvanization
- Decreased regen from 4-8 turns to 4-6 turns.
- commit 977c6e1f
- Author: Martin Törnqvist <[email protected]>
- Date: Mon Nov 7 19:34:33 2022 +0100
- Mark corpses that will rise again
- A position that contains a corpse that will rise again, and which has
- multiple corpses, or something obscuring the corpses (e.g. an item), is
- now drawn with a different background color compared to such a position
- with only "regular" corpses.
- commit 6326600d
- Author: Martin Törnqvist <[email protected]>
- Date: Sun Nov 6 17:27:16 2022 +0100
- Fix magic trap triggering messages
- * The curse magic trap never printed a trigger message ("A beam of light
- shoots out [...]").
- * Added a "[space]" prompt after the magic trap trigger message.
- * Refactored the magic trap message code (moved duplicated code a
- separate function)
- commit e07f4d25
- Author: Martin Törnqvist <[email protected]>
- Date: Sun Nov 6 15:01:18 2022 +0100
- Alarm traps emit global sound
- Alarm traps now emit a sound with "global" range, instead of just a
- "loud" sound (although creatures with short hearing range such as Worm
- Masses still needs to be very near to hear the sound).
- commit 473f8304
- Author: Martin Törnqvist <[email protected]>
- Date: Sun Nov 6 14:23:59 2022 +0100
- Allow spawning magic traps anywhere
- Magic traps may now spawn anywhere (previously they were not allowed to
- spawn next to blocking terrain, which made these trap types a bit rare).
- commit bbffaf3e
- Author: Martin Törnqvist <[email protected]>
- Date: Sun Nov 6 14:14:11 2022 +0100
- Destroy traps when triggered
- Traps are always destroyed after they are triggered (i.e. they can only
- ever be triggered once).
- commit f37c29da
- Author: Martin Törnqvist <[email protected]>
- Date: Sun Nov 6 14:09:00 2022 +0100
- Prevent disarming triggered traps
- It is no longer possible to disarm a trap that has started triggering
- ("I hear a click...").
- commit 0f0f2172
- Author: Martin Törnqvist <[email protected]>
- Date: Sun Nov 6 14:06:35 2022 +0100
- Only tick time when actually disarming trap
- Previously time would be ticked when attempting to disarm a trap, even
- if it was not possible (e.g. a non-Occultist attempting to disarm a
- magic trap).
- commit 2a70f53e
- Author: Martin Törnqvist <[email protected]>
- Date: Sat Nov 5 10:44:34 2022 +0100
- Make some trap types always trigger instantly
- Dart traps, spear traps, and alarm traps now always trigger instantly
- when a creature steps on them.
- commit 8480dcb3
- Author: Martin Törnqvist <[email protected]>
- Date: Sat Nov 5 10:28:17 2022 +0100
- Remove all gas trap types (confusion gas etc)
- commit eda5f2b2
- Author: Martin Törnqvist <[email protected]>
- Date: Sat Nov 5 10:22:44 2022 +0100
- Remove chance of spell failure for the Cursed effect
- The Cursed status effect no longer causes a chance to fail spell casting
- (but "Doomed" still causes a chance to fail).
- commit 5fdcd403
- Author: Martin Törnqvist <[email protected]>
- Date: Sat Nov 5 10:12:40 2022 +0100
- Update the Sacrifice Life spell
- * Increased SP gained from 50%/100%/150%/200% of HP sacrificed, to
- 100%/200%/300%/400%.
- * Updated the spell description to say that a maximum of 8 HP is
- sacrificed.
- commit e4a3399f
- Author: Martin Törnqvist <[email protected]>
- Date: Sat Nov 5 09:51:30 2022 +0100
- Fix crash bug for casting domain-less spells
- Casting spells without a "spell domain", such as Ghoul Frenzy or
- Exorcist Purge would crash the game, since there was no shock type
- mapped to these spells.
- Fixed by adding a new shock type "cast_intr_spell_general".
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