Crawl Versions History The name after each bug is the person who found it and told me first. If you find a bug and for some reason don't want to be credited, just tell me on the bug report. First DevTeam Release: 3.40 [23.02.2000] This is an abbreviated list of changes. For the full list, see changes.340. Bug Fixes: * Fixed Abyss-related crash bug; * Should now be able to escape the Labyrinth; and * Players can no longer descend below the 27th level. Gameplay and Mechanics: * Implemented initfile (see init.txt for explanation of options); * Added autopickup option (see init.txt for details); * 'Easy Crawl' -- doors open when running or walking into them; * 'V' and 'v' commands swapped -- now examine object and version check, respectively; * "Over-map" added; * max hit points ceiling displayed when the player's max is down; * Information about character's experience pool added to main screen; * Implemented new equipment listing commands: ')', ']', and '"'; and * Removed halving of cost for spellcasting skills. Game (re-)Balancing: * Three runes (at least) required to enter Realm of Zot; * Killing creatures created friendly no longer generates xp; * Skill gain modified for better balance; * Backstabbing with daggers now much more effective; * Stealth is now much more effective (try playing thieves again!); * Resistances to electricity and poison no longer absolute; * Disarming traps may now trigger them; * Armour and evasion skills are more effective; * Great and triple swords now treated as long swords for purposes of skill (Great Swords skill removed); and * Berserk mode made more interesting: + Berserk counter decrements more quickly when not attacking; + Butchery no longer penalized, resets the penalty counter; + Eating no longer penalized, does not reset penalty counter; and + Added exhaustion counter to track berserk fatigue Monster Modifications: * Monster AI improved in various ways; * More info available when examining monsters and when their enchantments expire; * A few new low-level monsters added; * Ghosts inflict less damage, heal more quickly, and may teleport; and * Three 'silly' monsters (dorgi, sword, guardian robot) removed. Character Changes: * Stalkers, assassins, and venom mages now being with knowledge of Potions of Poison; * Spriggan assassins and stalkers now allowed; * Halfling assassins and warpers now allowed; * Horned characters may wear caps and hats; * Lessened penalty for use of large shields by giant races; * Rangers are now called hunters; * Assassins now begin with unarmed combat, stat modifiers for thieves and assassins reversed; * Altered stat modifiers for wizards, making them smarter than other spellcasters; * Rebalanced the Gladiator and Fighter classes; * Lowered the experience penalty for demonspawn characters; * Kobolds now receive a stat increase every five levels; and * Spriggans and Halflings now consume less food than before. Item Changes: * Hand-and-a-half weapons added -- bonus if no shield wielded; * Added weapons of reaching, permitting attacks two squares over; * Cekugob no longer confers resistances to fire and cold; * Worn cloaks no longer prevent donning/removal of body armour; * Amulet of maintain speed now the amulet of resist slowness; and * New weapon types: knife, axe, broad axe, spiked flail, great flail, great mace, trident, demon trident. 3.31-pre [~28.04.1999] * An attempt to merge the Mac port with the DOS/Linux code. Linley's Last: 3.30 [30.03.1999] * All known bugs (a *huge* list) fixed; * Several spells added, mostly to make Earth, Ice, and Air magic viable in comparison to Fire; * Numerous rebalancings; * "Unrandom artefacts" added -- see the source files randart.cc and unrand.h for details (These are very easy for non-coders to add); * 'V' command made available in shops; * Crossbows upgraded; * Characters lacking magic skills cannot learn spells; * It's now possible to get level 1 Spellcasting just by reading scrolls; and * A whole heap of other stuff. 3.20 [09.02.1999] * New races: Demonspawn, Ghoul and Kenku; * A new God, Yredemnul, and this one is a lot better than Nemelex, who has also been upgraded a bit) -- another option for Priests and Death Knights; * Changes to a few spells, and I finally got around to upgrading the crappy armour spells; * Heaps of the usual rebalancing and some new features; and * Many bugs found by Daniel Ligon and others fixed. 3.11 [31.01.1999] * Fixed minor bugs; and * Tweaked the balance of the early levels and monsters. 3.10 [27.01.1999] * New races: Spriggan and Minotaur; * Added a new and rather strange God; * Shallow water implemented; * An Invocations skill was added; * Invocations are generally much cheaper to use, especially in piety; * Random demons in Pandemonium; * Many, many new monsters and several items added; * New mutations; * Plenty of rebalancing done; * Chaos Knights now have a choice between Xom or Makhleb; * Centaurs have been toned down a lot (and now require more food); * Heaps of new minor features; and * Many bug fixes. 3.02 [~04.01.1999] * Certain monsters' attacks upgraded and spells balanced, too; * Fixes the currently known about bugs and tweaks balance; and * Only one known bug remaining (an empty macro.txt file can cause a crash). 3.01 [~01.01.1999] * Bugfix release: Version 3.0 was a little bug-ridden, including a small problem where stats were raised by wearing almost anything. 3.0 [23.12.1998] * Fixes all known bugs (but unfortunately invalidates old save); * Lots of new dungeon features -- new monsters, items, etc.; * Random artefact armours, rings and amulets; * Two new races: centaur and demigod; * Three new classes: stalker, warper and monk; * Unarmed Combat skill added; * Ghosts upgraded -- they now remember a little more from past lives; * Various minor miscellaneous changes have been made -- for example, the 'x' command now describes items as well as monsters/dungeon features; * A new dungeon branch; * A new God to worship; and * Sam Jansen has reformatted several modules (including the horrible dungeon.cc), making them far easier to read and work with. 2.95 [15.12.1998] * Fixed the bug in 2.94, by which reloading a level with a mapped arch on it crashed the game, has been fixed by saving all files in binary, rather than text, format; * Gives crusaders the full range of spells in their initial spellbook; * Species-skills table in skills2.cc has been converted to an array; * For source-readers, the horrible dungeon.cc module has been revised and reformatted by Sam Jansen; and * A Linux message output bug fixed by Robert Glowczynski. 2.94 [09.12.1998] * All known bugs fixed (including, I hope, the notorious Item Link Error bug); * Several interface improvements; * Several rebalancings; and * File I/O rewritten by Alexey Guzeev -- it's now several times faster. 2.93 [~23.11.1998] * Alexey Guzeev's OS/2 port integrated into the code; and * Many bugs fixed, and a few new features (mostly user interface). 2.92 [??.??.????] * I think I forgot to release this version. 2.91 [17.11.1998] * Bug fix version; * Trolls and Ogres can now choose the Berserker class; * Random artefacts are now a bit more common; * Shops contain better items; and * Source code should now compile properly under Linux (thanks to Svante). 2.90 [13.11.1998] * Juho Snellman's macro-patch was added; * Random "artefact" weapons added -- these are special weapons with a wide range of possible abilities; * Several new items and monsters; * Hell and the Realm of Zot are now much nastier. * Considerable balance changes; * New dungeon formations; * The 'V' command now gives more specific information for weapons and armour; * 'Target previous monster' function is now a bit easier to use; * You can now command your servants to attack ('!' command); and * Bugs fixed. 2.83 [31.10.1998] * Yet another bugfix release; * Some new monsters and items; * Reaver class added; and * The Dungeon is again only 27 levels deep. 2.82 [24.10.1998] * Another bugfix release; and * Adds some new user-interface features. 2.81 [20.10.1998] * Bugfix release. 2.80 [18.10.1998] * New species: Draconian (yes, I have been playing too much Zangband!); * New classes: Healer, Chaos Knight, Transmuter; * New monsters, including some which make curse skulls look completely harmless; * Religions and altars -- there are 8 or 9 gods who you can worship, each of whom requires different forms of devotion and offer different advantages; * Greatly expanded Transmigration magic, including self-transformations; * Several new dungeon branches; * Necromantic weapons (draining, vampiric, etc) are now more effective; * Significant balance changes -- deep levels should be harder now; * Special abilities ordered in the new 'a' abilities menu; * New items, spells, monsters, etc. as usual; and * A number of bugs found in the source by Daniel Ligon were erased. 2.72 [~02.10.1998] * Another bug fix version (there seem to be a lot of these); and * Still a couple more bugs from 2.71 to bash and the balance may have been a little on the easy side. 2.71 [25.09.1998] * Bug fix version. 2.70 [22.09.1998] Heaps of new features (I almost called this version 3.0): * New species to choose from: Ogre, Troll, Ogre Mage; * New class: Venom Mage; * Several huge branches (extra dungeons branching off from the main one), each containing special new monsters and terrifying vaults; * New winning conditions; * Player ghosts; * Mutations; * Many new items, spells, monsters; * Several bugfixes; and * ... a heap of other stuff. 2.61 [06.09.1998] A bug fix version: * Levitation is no longer permanent; * Fixes dropping-worn-armour bug; * Fixes item destruction bug (when picking up an item from the middle or bottom of an item pile); * Fixes poison and sticky flame bugs (neither worked properly); * Fixes 'program bug' bug; * The recall message screen no longer crashes the game; * Paralysis works again; * Drained dexterity is now displayed properly; * Some essential files were accidentally omitted from the source distribution -- they have been replaced; * Something I forgot to mention for 2.60: most rings no longer use food -- check them with 'V' when identified; and * There is a 'little surprise in this release which gives an indication of what will be in the next big release'. 2.60 [01.09.1998] The Source Code Clean-up is finally finished! * Functions have been split up into about 30 different modules, making coding *much* easier; * All functions are now available from any module; * An alternative display set for non-IBM graphics displays included (activate it with a -c command-line switch); * Several minor balancing changes were made; and * If the game crashes, you can continue from the last save (unless it crashed during saving). Your game is autosaved every time you climb stairs. A great number of interface changes were made, many of which were suggested by Eino Keskitalo and Jim Baranovich. These include: * The clumsy '^' untrap command has been replaced by a new use for the control key; * The character selection menus have been streamlined, with a new random option; * Shop displays are easier to read; * The old message display has been rendered readable; * It is now possible to reorder items and spells; and * Various other things. 2.51 [18.05.1998] Purely a bug fix version: * Item 1 no longer turns green on saving; * *Hopefully* the horrible item bug has been permanently removed (at least parts of it have, anyway); * Repeatedly casting Deflect Missiles no longer causes problems; * Skill selection now works properly (there were some problems in 2.50); and * A couple of bugs in monster teleportation have been fixed. 2.50 [03.05.1998] Changes made: * Character classes made much more relevant; * Class system is back, in a slightly different form. Characters now gain a certain amount of skills when the gain levels (depending on which class they are). The old system is still in place but advancement is slower with it; * New class: Death Knights; * Monsters can now use more kinds of items; * Heaps of items, monsters, spells etc added; * Naga and Gnome character species added; * Rings of teleport control now available; * Levitating across water or lava works properly now; * Shields are now much more effective; * All known manifestations of the horrible item bug have been tracked down and fixed (except for the apparently harmless items-turning-green thing); and * Et cetera. 2.41 [~22.04.1998] Bugs fixed: * The game occasionally crashed in the iron city of Dis; * Gates out of pandemonium were too rare; * There were problems with saving and restoring magic points; and * The source code distribution was extremely confusing. 2.40 [~19.04.1998] * Two new races: Kobolds and Mummies; * Five new classes: Four types of elementalist and a fighter/wizard [Crusader] class; * New skills -- elemental magic and traps and doors; * New spells to go with the new skills and a spell failure system; * Heaps of spells, items, and monsters added (as usual); * You now get 1/2 experience for monsters killed by tame monsters; and * A large part of the monster and skills code was rewritten and generally cleaned up by $pellbinder (Wladimir van der Laan). (2.33) 2.34 [~22.03.1998] * A crash bug and some problems with items should be fixed with this release; and * I forget right now, but these releases probably just fixed stuff. 2.32 [~15.03.1998] * Even more cool stuff fixed; * Level files are now deleted properly under Windows 95; * Removed a bug which sometimes caused the dungeon generator to hang; and * Compiling no longer generates warnings. 2.31 [~13.03.1998] * Lots of cool stuff fixed; * Fixes the problem with magic missiles and saves; and * Adds amulets and several new types of armour. 2.30 [~11.03.1998] * Lots of cool stuff added; * New in this version is a character race system with ten races to choose from and a trove of new monsters and items; and * Character dump feature implemented in the last version has been fixed now so you'll be able to swamp the newsgroups and annoy the regulars with ritualistic weekly reports of your favourite adventurer. 2.21 [~20.02.1998] * Various bugfixes and minor changes; * Added the ability to produce character dumps (popular with the newsgroup egocentrics); and * Among the usual bunch of fixes, characters now get the chance to disarm traps (especially thieves). 2.20 [~15.02.1998] * Added a comprehensive skills system; * Angband-style vaults and unique monsters; * Fixed a few very minor bugs and added a vast number of new features, the Abyss, Pandemonium, etc.; and * Dungeon architecture is also a lot more varied. 2.11 [~21.01.1998] * First Linux release, ported to Linux by Svante Gerhard; * Updated source tree allows for easier ports onto other Unix systems; and * The port will apparently also run on a Sun Sparc running SunOS. 2.10 [30.12.1997] Sorry to all of the many people who've been sending me bug reports, but it's become too tricky to list all bugs and credit their finder. I'm just getting too much email, and my mail reader has a strange way of eating some messages and making them very difficult to find. So from now on, I'll just list some of the major bugs fixed and major features added: * A bug with wearing armour of fire/cold resistance was fixed; * The properties of several items and spells were tweaked a bit; * Specialist wizards were made even more powerful in their discipline; * The dungeon was made deeper (36 levels now), and lots of new monsters were added to fill in the deeper levels; * Several spells (mostly necromancy) were added; * The dungeon architecture is a bit more varied, especially as you get deeper; and * A warning was added to labyrinths ... among other things. 2.03 [22.12.1997] This version fixes a few bugs, and puts back the floating point emulation which was missing from previous version 2 releases (Daniel Josef Dekok and someone else noticed this). It also removes the debugging code which was accidentally included. Bugs fixed: * Butterfly corpses were coloured black, making them invisible (Bridget Farace); * Shadow lanterns were also coloured black, and kept on working even after you unwielded them (Bridget Farace); * Items purchased from shops were not identified properly (Lord Gek, Timo Laitila); * Scrolls of Acquirement weren't being identified after being read; * When you got hit by a monster wielding a weapon of draining, events could become confusing (Timo Laitila); * Finally, the '5' key on the keypad works as a rest key (Timo Laitila); and * Names longer than 8 letters caused problems with saving and restoring games, especially in Windows 95 (Lord Gek and Timo Laitila). The following new features were also added: * When tame creatures kill monsters, you now get 1/3 xp (Howard Liu); * Orcish spellcasters have been downgraded a bit (lots of people recommended this); * Specialist wizards are now slightly more powerful in their specialisation, especially with magical staves (I can't find the usenet post which told me about this); and * ... A few other minor changes. 2.02 [13.12.1997] I'm afraid that 2.01 didn't fully fix the bug in the shop code, but hopefully this version does. Just about the only differences between this version and 2.01 are: * Pressing 'r', 's', or 't' while in a shop really no longer crashes the game (Saradon and Bridget Farace); * If the scores file is not present, a new one is generated. I've stopped including a scores file in the distribution, so that you can unpack the zip file into your old crawl directory and keep on using the old score file; and * Save games should be compatible with 2.01. 2.01 [12.12.1997] I had wanted version 2.0 to be a stable and bug-less release, but this was not to be. Anyway, 2.01 fixes these bugs: * Zapping a wand of polymorph at yourself caused problems (polymorph self hasn't been implemented anyway) (Saradon); * Polymorph other didn't work properly; * Choosing a non-existent item in a shop crashed the game (but only sometimes, which was why I didn't notice it) (Saradon); * Spell descriptions weren't working properly (Saradon); * Some messages were misspelt due to an indiscriminate search/replace (Adam Horowitz); * Detect curse didn't detect curses on unrecognised rings (this bug had been present right from version 1.0); * Sometimes, a special weapon in the hands of a monster would not function properly (watch out for creatures wielding weapons of draining!); * The use of the control key was not mentioned in the command list (it opens/closes doors, like in Angband); and * ... a few others (if I haven't credited someone, please tell me). Also, a few new things were added, as suggested by Saradon: A shout command ('!') to attract your followers (and enemies!), and better equipment for the enchanter. Also, you are now given a difficulty message and prompted when memorising spells, so you will know which spells you won't be able to cast reliably before you memorise them. * Scrolls of Acquirement create much better items; and * Enchanters now get a magical dagger/robe with which to start. 2.0 [09.12.1997] There have been so many additions in this version that I'm not going to list them all, but here is a very incomplete list of bugs and things rectified: * Characters could cause an excessive amount of damage empty-handed (Bridget Farace); * Darts didn't fire properly when character not wielding anything (Bridget Farace); * Hand crossbows didn't work properly; * Fireballs always did the same amount of damage (0-27), regardless of who cast them and how powerful they were; * Going to Hell could have unexpected results due to an out-of-bounds reference to levels_exist[]; * Permanent levels, which are saved when you leave, and to which you can later return; * Shops; * Several new character classes, including Rangers, Assassins, Summoners, etc.; * A more interesting Hell; * New creatures, items, and spells; * Written descriptions of every single item, spell, and monster in the game; and * Several bugs squashed. 1.22 [~06.11.1997] * Fixes a minor bug with weapons of slay orc and brings back the old spell level system. 1.21 [~03.11.1997] * Fixes a bug which caused problems with high-level spellcasting. 1.2 [02.11.1997] * The monster and cloud location bits have been completely rewritten, a process which turned out to be rather easier than I thought it would be. The new system is much more flexible; * Monsters are now a bit more intelligent, especially in the way they treat clouds; * Several monsters have been added; * Several items and two new classes of items (Carrion and Miscellaneous) have been added; * Several spells, most of them necromantic, have been added; * The Gladiator, Necromancer, and Paladin classes have been added; * A spell type system has been implemented, and several new staves to specialise in particular types of magic have been added (conjuration, summoning etc.); * New unique items have been added, and a bug (actually, a mistype) which prevented some from being generated has been removed; * A few bugs have been removed; and * Several other changes have been made, too numerous to mention here. 1.10 [14.10.1997] * Several new items and monsters were added; * Labyrinths were added; * Magical weapons are now less powerful; * Some bugs have been fixed -- I forget what they were right now; and * The source was released, and Crawl is now under the GPL (see Licence.txt for details). 1.05 [07.10.1997] * A minor display bug was fixed; * A bug with restoring clouds from saved games was fixed; * A major bug which caused a segment violation when restoring saved games if there were any magical traps on the level was finally discovered and fixed; * Those pathetic worms you see around level 6 are now nastier, and jackals now tend to appear in packs; and * This time, your item memory really does work. 1.04 [06.10.1997] * A few really nasty bugs with saved games were fixed. The game would not save enchantments affecting monsters, and would mess up the items carried by the monsters (Adam Horowitz); * A bug with the enchanting/corroding of shields was fixed; * A '<=' instead of a '<' led to characters not using shields occasionally blocking trap missiles (Adam Horowitz); * You can now type '+' or '-' in the map screen to move around faster (Adam Horowitz); * The direction function now accepts '.' as well as delete (Adam Horowitz); * During your first step while long-walking, you can walk on anything (still prompts for water, etc., though) (Adam Horowitz); and * I think that was all. 1.03 [04.10.1997] * Some unique items were added; * A silly bug, by which your item knowledge was not saved, was fixed (Darren Hebden); * Teleport traps now work properly; and * I think I fixed another bug, but I can't remember. 1.02 [04.10.1997] * A few more items and traps have been added; * The game now uses the rogue keys (hjklyubn) properly; and * You used to be able to throw and zap straight when confused. No longer! 1.01 [03.10.1997] * Shields were changed; * Items were made more common; * Monsters were made less common (this was a bug); * Cursed weapons were made less common (this was just bad planning); and * I changed the name to make it a bit less egotistical. Bugs removed include: * A debugging feature of the 'x' command was unintentionally left in; * The summon scorpions spell summoned a vampire (oops) (Haran Pilpel); * Sometimes +50 armour could be generated (oops again) (Haran Pilpel); * The inventory item counter was not decremented when you dropped something! This would lead to you being unable to pick things up after a while (Darren Hebden); * A bug with detect curse scrolls (Darren Hebden); * Slime creatures and jellies were a bit weak; * Killing normal (not spitting) plants gave you far too much xp; * Your rate of regeneration was not saved properly; * About half of the rings could never be generated; * The 's' command would sometimes make you repeat your last move (Haran Pilpel); * I forgot to mention the walk-in-place function in any documentation; * I set the level builder to put 100 monsters on each new level for debugging, and forgot to reset it -- I really should playtest more!; * If you tried to cast spell 'z', you cast the identify spell (Lucas Ackerman); and * A few more fixes which I forget right now. Linley's First: 1.00 [02.10.1997] * First (rather buggy) version.