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16 | TODO: remove curse should *maybe* work on players themselves |
16 | TODO: remove curse should *maybe* work on players themselves |
17 | TODO: remove curse in glyph/rune doesn't have any effect? |
17 | TODO: remove curse in glyph/rune doesn't have any effect? |
18 | TODO: nothing is written on it -> log-1 |
18 | TODO: nothing is written on it -> log-1 |
19 | TODO: rewrite highscore code |
19 | TODO: rewrite highscore code |
20 | |
20 | |
21 | TODO: saying open to the old man in tutorial makes the sign(?) say "@match..." |
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22 | TODO: greeting message on what to do in dialog after race selection. |
21 | TODO: greeting message on what to do in dialog after race selection. |
23 | TODO: health bars for earthwalls seem to start at 100% end die at 50% |
22 | TODO: health bars for earthwalls seem to start at 100% end die at 50% |
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23 | |
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24 | - fix a bug in the nimbus extension that allowed players to cheat. |
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25 | - make monster smell logic dependent on their wisdom stat. |
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26 | - put the detah reason into a separate tab. |
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27 | - introduce shstr_tmp for fast temporary shstr passing. |
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28 | - replace one-at-a-time hash by faster than smaller FNV-1a hash |
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29 | when hashing strings. |
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30 | - considerably optimise shared string implementation by |
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31 | making its null value a compiletime constant. |
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32 | - use shared string matching insteafd of strcmp in a lot of places, |
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33 | as well as using shstr_cmp to pass shared stringsa round efficiently, |
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34 | for lots of code size savings. |
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35 | - monsters which breed new monsters shouldn't breed new monsters when |
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36 | they are sleeping: generators now check for the sleeping flag. |
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37 | - tell gcc not to excessively inline some perl interface functions. |
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38 | |
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39 | 2.74 Mon Dec 29 15:23:38 CET 2008 |
24 | - fix a longstanding bug that teared multipart monsters |
40 | - fix a longstanding bug that teared multipart monsters |
25 | at map boundaries apart. |
41 | at map boundaries apart. |
26 | - temporarily make permanently invisible player visible when |
42 | - temporarily make permanently invisible player visible when |
27 | he/she makes noise. |
43 | he/she makes noise. |
28 | - fix being able to see through walls a bit. |
44 | - fix being able to see through walls a bit. |
29 | - improve look at output. |
45 | - improve look at output. |
30 | - completely replaced the line of sight algorithm with a variant |
46 | - completely replaced the line of sight algorithm with a variant |
31 | of spiral fov capable of visibility grades and arbitrary |
47 | of spiral fov capable of visibility grades and arbitrary |
32 | shadow angles, that uses less memory and less code. |
48 | shadow angles, that uses less memory and less code. |
33 | - the new los code supports arbitrary map rectangles and loosens |
49 | - the new los code supports arbitrary map rectangles and loosens |
34 | other restrictions of the old code, supporitng further optimisations. |
50 | other restrictions of the old code, supporting further optimisations. |
35 | - udpate los if blocksview-objects are inserted in a map, not just when |
51 | - update los if blocksview-objects are inserted in a map, not just when |
36 | removed (e.g. for summon fog). |
52 | removed (e.g. for summon fog). |
37 | - permanent invisibility doesn't make immune against making noise: |
53 | - permanent invisibility doesn't make immune against making noise: |
38 | implement a noise system that allows monsters to locate the player |
54 | implement a noise system that allows monsters to locate the player |
39 | when he/she makes noise. |
55 | when he/she makes noise. |
40 | - implement a primitive smell system that monsters can use to track |
56 | - implement a primitive smell system that monsters can use to track |
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42 | - create bomb now also works when casted by door traps. |
58 | - create bomb now also works when casted by door traps. |
43 | - (arch) new torch graphics. |
59 | - (arch) new torch graphics. |
44 | - (maps) considerably soften the subway spider. |
60 | - (maps) considerably soften the subway spider. |
45 | - (maps) made the portgate of navar safe ground, to protect |
61 | - (maps) made the portgate of navar safe ground, to protect |
46 | the guards from being killed by players. |
62 | the guards from being killed by players. |
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63 | - (maps) lots of tweaks in and around scorn. |
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64 | - (maps) use special non-blocksview jungle, mountain and |
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65 | darkforest freely on the worldmap, to get gradual sight obstacles |
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66 | instead of total blackout in those areas. |
47 | - no maximum darkness for outdoor maps anymore. |
67 | - no maximum darkness for outdoor maps anymore. |
48 | - add more hints, fix some messages. |
68 | - add more hints, fix some messages. |
49 | - fix a bug: firing rods should tell you something about them. |
69 | - fix a bug: firing rods should tell you something about them. |
50 | - make light additive even within players. |
70 | - make light additive even within players. |
51 | - darken xrays effect a bit. |
71 | - darken xrays effect a bit. |
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77 | newlines. |
97 | newlines. |
78 | - increase monster detection radius from wis/5 to wis/3. |
98 | - increase monster detection radius from wis/5 to wis/3. |
79 | - remove old pickup modes. |
99 | - remove old pickup modes. |
80 | - remove obsolete disarm and search commands (search wasn't working |
100 | - remove obsolete disarm and search commands (search wasn't working |
81 | anyways). |
101 | anyways). |
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102 | - fix a crash when an npc applied a sign. |
82 | |
103 | |
83 | 2.73 Thu Dec 18 20:56:31 CET 2008 |
104 | 2.73 Thu Dec 18 20:56:31 CET 2008 |
84 | - this release is assumed to be very stable. |
105 | - this release is assumed to be very stable. |
85 | - (maps) radically redesigned and improved tutorial. |
106 | - (maps) radically redesigned and improved tutorial. |
86 | - directional casting no longer immediately removes the invisible effect. |
107 | - directional casting no longer immediately removes the invisible effect. |