Tuesday, 19 February 2013

UnBrogue 1.1 released

Many thanks to Marco Salamone and Harrison Kreimer for taking the time to test the pre-release versions of the 1.1 release. Windows, OS/X Linux (thanks to Joshua Day for compiling this and updating the Linux platform code).

Changes for 1.1
- Code base updated to Brogue 1.7.
- Some changes have been added from 1.7.1: Bloodworts, lunging with rapiers, weapons of Force, reflection is now negatable, improvement to low level charms of protection, moving around obstacles diagonally.
- The majority of Brogue 1.7.1 change will be included in the next major UnBrogue release (1.2); the diff between 1.7.0 and 1.7.1 is approximately twice that of 1.6.3 to 1.7.0, and a number of systems changed significantly (dungeon generation, monster AI) in ways that will require more time to port across.
- Unlike 1.7.1, statues cannot be moved around diagonally.
- Added sabres which attack all adjacent targets in regular combat and when lunging.
- Blinking with a rapier, sabre will perform a lunge while blinking if there is a monster in the path of the blink.
- Moving with a spear or pike extends the weapon into the next grid in the direction you are moving if it is unoccupied. Any monster entering this grid will be automatically hit for x3 times damage.
- Maces, hammers damage is halved but they knock back enemies they hit 2 grids, doing triple damage if the enemy is knocked into an obstruction.
- Talisman of madness bonus now only affects weapons and armour. (One does not simply walk into DL100).
- Spiders summoned by a talisman of spiders appear at the stairs on the current level and begin levelled up twice for each enchantment on the talisman; this does not allow them to learn new abilities.
- Fix potion of winds typo.
- Scrolls of duplication correctly duplicate keys.
- Scrolls, charms of shattering have a chance of shattering reflective monsters, based on proximity and shattering radius.
- Fix protection so that it really only lasts 20 turns.
- Golems are not tortured.
- Dragons attack all adjacent targets; horror attacks penetrate like a Brogue spear/pike.
- Armour AC is increased by 1 for all armors except leather, plate. Plate strength requirement increased by one.
- Imps, nagas, salamanders get flee near death flag.
- Nagas and salamanders rapidly heal when submerged (2 hp per turn).
- Nagas and salamanders hate each other and will always attack each other on sight, even if allied.
- Added 'h'arpies, 'l'amias and [spoiler]. Feedback on how unfair these monsters are is welcome.
- You take half damage falling into shallow water, bogs or dense foliage, or if the air below is filled with strong winds.
- Slays/immunities now apply to a group of similar monsters (dar slaying, jelly slaying) rather than individual monsters in some instances.
- Firebolt is piercing: left over damage is applied to the next monster in line of fire if the first is killed.
- Aggravate Monster temporarily aggravates all monsters in LOS: aggravated monsters attack instead of fleeing, flitting or keeping their distance.
- Throwing potions of fire immunity creates a fire extinguishing gas. Throwing potions of life creates a healing gas.
- Centaur and arrow turret attacks unaffected by negation. Dart and acid turrets are stripped of their special effects but can still attack from a distance if negated. Ogres do not lose their shields if negated.
- Captive and dominated monsters generated out of depth don't begin gaining experience until they reach their minimum depth.
- Removed rings of Accuracy, Wizardry and Alchemy.
- Added Transference as a ring again. Removed Transference runic.
- Excess hit points stolen with transference adds to protection.
- Thrown weapons are not destroyed when they hit a target, unless it is a dart or javelin with a special ability such as incendiary darts. To compensate they all appear in smaller stacks and you begin the game with only 3 darts. (Inspired by morphles' patch).
- Thrown spears and pikes penetrate through to a second target in the next grid along the aimed path; thrown axes, sabres hit all targets adjacent to the grid before the first target they would hit.
- Wand and staff types are combined, with each type randomly being a wand or staff from game to game, but a minimum of two wands and three staffs, one of which will be a direct damage staff (lightning, fire, poison, force).
- Wands/staffs of Force and Nature added. Force pushes monster backwards 1 grid per enchantment and damages them if they hit an obstruction: triple damage if the target is knocked into a wall. Nature stops and grows a plant if the bolt crosses consecutive three fertile grids of the same type - either observe what plants grow on what terrain in the dungeon, or experiment to see what you can grow - and nature wands grow wooden bridges over chasms.
- Added more monsters summoned by wands/staffs of summoning. Staffs of phantoms removed as invisible hard hitting enemies on level 1 was not fun.
- Added more talismans. Check 'D'iscoveries for names.
- Talismans now all significantly change how part of the game works so that the least interesting ones are those which require that you be hallucinating, poisoned or on fire.
- Added some new reward rooms for further mid and end game variety.
- Runic wands and staffs.

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