A continuation of the previous play-testing posts!

A lot has changed in the past two weeks! We’ll start from commit de685cf.

Bugs fixed

  1. An off-by-one error with Passwall depth calculation was fixed.
  2. Undiscovered traps shouldn’t show up around coloured vaults any more.
  3. A bug in updated env.tile_* was causing items and monsters to occasionally not be drawn. This has been fixed.
  4. Stair colours will update even when out of line of sight.
  5. Incorrect line wrapping in shop listings was fixed.
  6. Extra monster flags are applied earlier in the process, meaning that monsters who are generated in LOS by Lua and have been renamed will generate with correct names for initial sighting.
  7. Uniques will no longer spawn multiple times!
  8. Clearing the map no longer clears walls as well.
  9. Tile settings for portal vaults should now work as intended.
  10. Vampiric attacks now drain max-HP as was originally intended.
  11. Various misleading randart names were removed: Preservation, Conservation and Protection, as these do not confer the assumed brands.
  12. Pacified mermaids and other beholders will stop mesmerising the player.
  13. (Very) ugly things will no longer heal when changing colour.
  14. Randomly generated monsters will no longer automatically know where the player is.
  15. Unique placement algorithm was improved; this means that uniques should no longer regularly be placed in clumps, but there is still a very small chance of this actually occurring.
  16. Berserked beholders are too distract to behold you, likewise they cannot behold you through Zin’s sanctuary.
  17. Walkability colours show up on the viewmap once more.
  18. Mindless monsters no longer go berserk.
  19. Maurice no longer steals while confused.
  20. Vampire’s inactive mutations are always coloured darkgrey.
  21. RNG pushing and popping occurs properly with SHA256 (DGL) builds.
  22. Randart armour can have brand (egos), and branded unrands are no longer created cursed by default.
  23. Shaft milestones should function correctly.
  24. Dragon armours no longer get extra ego resistances of their own or opposite type.
  25. Acquired books are no longer marked as “seen”.
  26. The EXP pool adjustable cap was reverted; it is now a hard cap of 20,000 again.
  27. Vault definition file specifiers are no longer length limited to 400 characters.
  28. Lua marker property errors are reported properly, instead of being silently ignored.
  29. Cheibriados’s wrath no longer uses hibernation, and is therefore not easily bypassed with resist cold.
  30. Killing polymorphed uniques will now generate a milestone.
  31. Shop inventories are no longer apport-accessible in Shoals or via digging.
  32. Spell casting and miscasting noises have been adjusted.
  33. Killing krakens by hacking away at tentacles no longer causes a crash.

New and changed features

  1. Two new Swamp endings: Fire and lava themed (dragons, mottled dragons and fire drakes on top of the usual fare of swamp dragons, hydras and swamp drakes), and ice themed (hydra simulacra and ice dragons).
  2. Monster extended description and display now gives a brief explanation of the monster’s magic resistance.
  3. New vault: temple of Zin, an early, lecturing Angel in a cage next to a Zin altar.
  4. New Hive endings by R1!
  5. New Sewer map: sewage spilling out into the ocean, by st.
  6. Butterflies are no M_NO_EXP_GAIN and have no attacks; this means that Summon Butterflies is no longer the best level 1 summoning spell in the game, and it also means that butterfly zombies are not super-fast killers.
  7. Deep Elves no longer generate with maces and flails.
  8. When spawning in the Lair of the Beasts, Prince Ribbit comes with a pack of blink frogs.
  9. Only natural and magical traps are placed in Slime.
  10. Uniques can now spawn in the Orcish Mines.
  11. New tile for berserk monsters, by purge.
  12. More “adventurous” uniques now show up in the Pits of Slime and Lair of the Beasts.
  13. Mulched large rocks become piles of stones instead of being completely destroyed.
  14. Xom now has a small chance of reviving the player after death.
  15. Guardian nagas have now become guardian serpents, intelligent snake creatures that speak and cast spells, but do not have any human features (such as hands).
  16. Spawned-demons while exiting the dungeon with the Orb of Zot will seek out the player.
  17. New tiles: mutagenic fog and rain clouds.
  18. New tiles: Aizul, Crazy Yiuf.
  19. Various adjustments to trap disarming mechanism.
  20. Remove “peering into shadows” message.
  21. Non-god pacified monsters are good neutral (Pikel’s slaves, Kirke’s hogs), while Elyvilon’s are hostile neutral.
  22. Xom will only banish above XL8, or XL5 if bored, hostile demons summoned by Xom will be limited by your experience level (though not if you are under penance), and Xom won’t animate your weapon below XL4.
  23. Gastronok’s Wizard Hat can be a good item, or randomly, an unrandart: The Hat of Pondering.
  24. Grey snakes have been renamed to anacondas and have been given a (purely flavour) constriction attack.
  25. Pan Lord warning messages have been adjusted.
  26. Summon Horrible Things’ INT drain now generates a message.
  27. New tiles: Maurice.
  28. Nessos now appears earlier in the Dungeon.
  29. Manual acquirement has been adjusted: Demigods no longer get invocations manuals, and skills unusable with your current god are also less likely.
  30. Occasionally, depending on tension, Xom won’t act at all; this should make tension effects more noticeable.

Other

  1. MSG_MIN_HEIGHT was changed from 7 to 6.
  2. Teleport code was refactored, and a new “teleport_to” function for the player was implemented; also has a dlua-wrapper
  3. A new “function_at_spot” triggerable, counterpart to “message_at_spot”.
  4. Monsters can be specified as summoned when used in vault definitions, and can also be marked as “previously seen”.
  5. you.level_type_origin is used instead of you.level_type_name in several instances; this allows for portal vaults to override entire location descriptions, but doesn’t prevent any original behaviour
  6. Wizard-mode placed vaults will no longer cause assertion errors if they use MonPropsMarker.
  7. The level map uses place_name instead of the previously, place_name-duplicating _level_description_string. This is also much cleaner visually.
  8. Extra “door_” properties for opening, closing, in various states. Usage of these can be seen in the wizlab_cigotuvi map in the WizLab branch.
  9. Added a –more– prompt after immolation scroll effect, and removed the superfluous and annoying –more– prompt after purchasing items in shops.
  10. Chance of TSO’s wrath was reduced again, though the actual wrath effect has not been reduced and is still overpowered.
  11. Trap-making code now works as previously intended.
  12. Monster props: speech_func and shout_func are consulted as though they were the database when looking up monster speech.
  13. Vaults can now create specifically themed or named randart books.
  14. Vaults can now specify, explicitly, what tile should be used for what feature.
  15. Vaults can also now specify, explicitly, what tile should be used for a monster.
  16. A blank “statue” monster was added, to be over-written by vault definitions.
  17. A –save-version option has been added for checking player save versions.
  18. Vaults can now specify a monster’s friendliness.
  19. The relevant tile files are included properly now, meaning that adding a new tile no longer requires a complete recompile.
  20. Abyss tension rate was increased.
  21. Mimics hold the item that they’re mimicking, preventing the randart mimic changing description regularly, without using RNG seeding.
  22. Debug acquirement reports and functionality have been updated considerably, including wands and themed randart books.
  23. Spell hunger documentation is now updated.

This brings us up-to-date with commit 7a77115! As usual, please comment if you have any feedback, either for the game, or for this post.