--- deliantra/server/Changes 2010/06/23 08:38:05 1.730 +++ deliantra/server/Changes 2010/07/03 13:14:35 1.744 @@ -15,16 +15,45 @@ TODO: fountain magic power and shop magic powre potions are different, also, potions are not identified TODO: identify doesn't merge TOOD: apply should only apply one stack items +TODO: fixed random maps, e.g. for buildings +TODO: uncurse rogue npc - (maps) hopefully fix tobias' tower. - (maps) hopefully fix healing potion vendor in arena entrance. - (arch) fixed an error in the Gnarg scale mail artifact. + - it was possible to unapply or half-unapply cursed items in many + cases, which confused players and also player state. fixed. + - (arch) remove curse now works more liek idnetify in that it uncurses + some items. also, no longer uncurses spells or other invisibles. + - (arch) remove curse and identify now treta the marked tiem first. - creators no longer identify objects that shouldn't be identified (such as money, which won't stack afterwards). + - (maps) the shady rogue in goths can unapply cursed items for you. - use same default config in code as on gameserver.deliantra.net. - Pod::POM 0.26 and higher actually interpret =encoding, which broke our parser. - - applying a glowing crystal now gives sttaus messages. + - applying a glowing crystal now gives status messages. + - fix a memleak in the random map generator. + - rework the random map parameter passign a bit to be extendable. + - (random maps) use a nonrecursive algorithm to generate mazes, + also, improve the quality of the mazes (no longer will the edges + almost always form a passage) and add two new types - "rooms" + and "braided". + - (random maps) add new "cave" layout, which is much more ... + cave-like. + - (random maps) new layout style "castle" that generates straighish, + rogue-ish maps. + - (random maps) new layout style "multiple" that simply mixes multiple + different styles in different areas. + - roguelike maps sometimes had dead ends due to symmetry settings. + - rewrite layout management in the random map generator from the + ground up. + - fix bug in tausworthe rng initialisation. + - switched to the faster and hopefully better quality gfsr{24,55} random + number generator, the same algorithm that freeciv apparently uses. + - replace unreachable walls in random maps by "blocked", which saves + memory and imho looks nicer. + - (arch) fix samhlaidh archetype. 3.0 Sat May 29 23:30:57 CEST 2010 - (maps, arch) complete revamping of the transport routes - all cities are