Incursion 0.6.9I * Fixed bug with Maeve starting (very!) angry at elves who _do_ worship her. * Fixed very low sac values for cloaks, etc. to Maeve; tweaked item costs a bit in general. * Multitude domains fixed -- now truly random; manual updated on this issue to be correct. * The "OOD removal loop" no longer runs if the game is set on NIGHTMARE difficulty. * Fixed typo that broke a special case rule allowing dwarves to ride Medium mounts like warponies. * Fixed error related to spitting spiders hitting objects with their spit attack. * Fixed error with favor chart being truncated at level 7 because I forgot that the constant lists reserve 3 spots for null terminators (XavPieryLev.sav) * Fixed text corruption with plural grammer (merge/merges) as seen in Grognard.sav * Fixed favor overflow resulting from use of int16 where int32 should have been used. (Note: this broke save compatability). * Fixed recursivee CalcVales stack overflow error (Kierny), and I _hope_ I didn't break anything else doing so. * Fixed Khasrach's orc summons arriving with 0 hp (and assorted other "not initialized" problems, like no active buffs for the shamans). * Fixed incredibly baroque bug which caused displeasure to be listed on character sheet as anger instead at some times. * Fixed bug where displeased gods could still give interventions, and some other logic errors regarding intervention. * Monster Summoning now excludes animals, undead, outsiders and incorporeal creatures. * Fixed issue where Holy Summoning failed a lot for CN or CE clerics of gods other than Xel, Zurvash and Multitude. (It was trying to summon CN outsiders, most of which start at CR 7! Now it summons demons instead.) Incursion 0.6.9H (subrelease 4) * Fixed a problem where illusory creatures were always CR 0, instead of CR based on Illusioncraft level. * Fixed Kysul's "cannot descend" bug for real this time! * Fixed Immotian's magic resistance (now 25% at favor level 7, +15% per favor level thereafter). Incursion 0.6.9H (subrelease 3) * Fixed the creature-calling aspect of illusion spells, which had been broken by the new encounter gen. * Illusionists now start with scrolls of the higher level illusion spells, to help them survive the illusion-immune creatures at the beginning of the game. * Fixed a bug with Kysul preventing people from descending even when not angry. * Fixed bugs with the Master Archer's prerequisites. * Fixed bug with Death Attack being applied against inanimate objects. * Fixed "Strange Spell Type" Alienist bug. * I _think_ I fixed the problem with researching curses using Knowledge (Magic). If not, I haven't a clue. Incursion 0.6.9H (subrelease 2) * Fixed bug with Maeve starting (very!) angry at elves who _do_ worship her. * Fixed very low sac values for cloaks, etc. to Maeve; tweaked item costs a bit in general. * Multitude domains fixed -- now truly random; manual updated on this issue to be correct. * The "OOD removal loop" no longer runs if the game is set on NIGHTMARE difficulty. * Fixed typo that broke a special case rule allowing dwarves to ride Medium mounts like warponies. * Fixed error related to spitting spiders hitting objects with their spit attack. * Fixed error with favor chart being truncated at level 7 because I forgot that the constant lists reserve 3 spots for null terminators (XavPieryLev.sav) * Fixed text corruption with plural grammer (merge/merges) as seen in Grognard.sav * Fixed favor overflow resulting from use of int16 where int32 should have been used. (Note: this broke save compatability). * Fixed recursivee CalcVales stack overflow error (Kierny), and I _hope_ I didn't break anything else doing so. * Fixed Khasrach's orc summons arriving with 0 hp (and assorted other "not initialized" problems, like no active buffs for the shamans). * Fixed incredibly baroque bug which caused displeasure to be listed on character sheet as anger instead at some times. * Fixed bug where displeased gods could still give interventions, and some other logic errors regarding intervention. * Monster Summoning now excludes animals, undead, outsiders and incorporeal creatures. * Fixed issue where Holy Summoning failed a lot for CN or CE clerics of gods other than Xel, Zurvash and Multitude. (It was trying to summon CN outsiders, most of which start at CR 7! Now it summons demons instead.) Incursion 0.6.9H * Fixed horrid bug in Magic::Dispel, that sometimes caused dispel effects to remove critical stati like HUNGER or ALIGNMENT. This might also be the fix for the elusive "spell access loss" bug. * Added fix to prevent divide by zero crash when leaving an area related to Thief in the Night. * Fixed bug with disease damage occuring too frequently for diseases with iteration > 100. * For the sake of player sanity, monsters now never cast Black Tentacles, Shatter, Adamant Facade, Create Water, Deeper Darkness and Whirlpool. * Monster are no longer generated for summoning circles until the dungeon gen is smart enough to have the circles properly warded. * Gravestone monsters are now less tough. * Gravestones are now only disturbed by actions taken by the player character, until the monster AI is smart enough to not disturb them except when it makes sense to do so. * Class templates can now only be applied to monsters who are humanoid with Int >= 7 -- no more arctic boar mages or shocker lizard paladins! * Fixed horrible bug with the script compiler that caused it to create files with a backslash in their filenames under Ubuntu, even on NTFS partitions where it then caused disk errors in Windows! Eeew! * Commented Accursed Cows out of the game entirely, since I can't easily exclude them from summons with single-point source changes. Ditto foxbats. * Commented out /Verdant Aid/ awaiting brainstorming on a decent way to fix it. * Summoned creatures cannot multiply. * Commented out ID Moss until it's growth, and growth of hit points, can be debugged properly. * As a temporary fix against deep dungeon monster glut, whenever a single encounter generates more than five monsters, only the first five are created and placed on the map; any remaining are dropped. * Added a quick loop to automatically delete any overly OOD monster on the level after it is first generated, and also after monsters regen when the player sleeps. If OOD switch is on, any monster with CR > [Depth + 3] is deleted, else any monster with CR > [Depth + 1] is deleted. Monsters in the goblin camp are never deleted for this reason. * Complex rooms (magic academy, etc.) now generate numerically less monsters -- either only 1 monster per room, or only 1 in 3 rooms will have a group of monsters, the rest being totally empty. * Asherath now only says "you feel challenged" when you kill a creature whose CR is higher than yours. * Maeve now steals cloaks, amulets and rings properly. * Maeve now only polymorphs followers into humanoid forms that have hands and are not inherantly blind. * Maeve now accepts the sacrifice of charismatic creatures correctly. * Doubled the favor value of cloaks, rings and such sacrificed to Maeve. Ditto books and wands to Immotian. * Fixed crash bug where Maeve's intervention to improve magic items would hang the game. * Maeve now improves magic items more substantially for those with lots of favor with her. * Mara's helpful summons should no longer arrive angry! * Major fix with regard to god tolerance for transgressions, described below. * All gods' TOLERANCE_VAL increased by 3 (so you can get 3 more 'anger points' before the god is considered truly 'angry'). * Mara's revenant aid no longer crashes the game. * Fixed god-granted Improved Crit * Essiah now grants full Free Action rather than simply immunity to paralysis. * Fixed Aiswin's higher-level innate spell grants. * Mara's script code now handles the sacrifice of corpses correctly, I hope. * Sacrificing things now lowers a god's anger much more quickly, taking off 3 anger points instead of just 1. * Barbarians and orcs are now exempt from the Cow restriction for chaotic characters. * Characters can now hopefully gain favor levels from multiple gods as lay worshippers correctly. Divine transgression works a little differently now. Your god gets displeased on the first transgression, and angry when you cross over his tolerance value for transgressions. So, for example, a follower of Khasrach will have a chance to placate her with corpses after a fear trap rather than her getting angry right away. The character sheet should list whether your god is angry or displeased. A displeased god will still aid you when you pray, and won't do wrathful things, but will not send favorable interventions, and sacrifices will be used to amerlorate the displeasure as opposed to granting more favor. Let me know if this seems buggy -- I haven't had time to test it very fully. Incursion 0.6.9A * Fixed incorrect calculation of percentile value mods from templates (that caused, for example, human zombies to have 100% movement rate rather than 30%). * Added trap message for "alignment loss" bug. * Assassins now have Alchemy, so they can make custom poisons with Poison Use. * Fixed crash bug when generating encounter summons where there was no in-game summoner creature (i.e., Multitude wrath, Kissi.sav). * Fixed issue with summoning preset monsters (i.e., dust devil) over water trying to make the encounter be aquatic and ending up generating strange random summons. Incursion 0.6.9 * Implemented better auto-testing for reproducing crash bugs. * Fixed a bug in the script engine likely responsible for diverse crashes, including Semirath intervention. * Fixed crash bug on summoning related to missing zero terminators on the CandidateCreatures array. * Fixed crash bug relating to division by zero when calculating knockback for airborne creatures. * Fixed a crash relating to overflowing string buffers in the monster AI. * Fixed crash bug related to unll map pointers when the Intimidate abilities kick in. * Fixed crash-causing infinite loop related to attempts (by monster or PC) to break grapples. * Fixed crash bug relating to newly-introduced "snow angel" monster. * Fixed crash bug from VERIFY macro in CallMemberFunc() * Fixed Creature::GetBAB-centric error messages. * GetBAB now reports the correct BAB for monsters with BAB-increasing templates. * Reduced creation of "castle" multi-rooms by 50%, by request of testers for balance. * Fixed infinite-loop crash/hang bug in encounter gen involving nested encounters * Fixed crash issues with Animate Objects, and added code to handle it better if this spell fails for some reason. * Fixed crash bug with NULL map pointers and the print queue after attacks. * Implemented compressed save files. This should both save disk space and make AutoSave less tedious at lower dungeon levels. * (Intentionally) OOD encounters now generate only a single OOD monster, rather than potentially an entire party of them. Big fix! * When OOD monsters are created, they are now logged in the player's journal for debugging purposes. Same for other eccentric encounter gen behaviour. This will go away when I get things better fine- tuned. "Failed" messages are not necessarily errors; the encounter gen sometimes fails and tries something different naturally. * Fixed crash bug when corpses were destroyed; it was related to backRefs and code included to prevent Animated Objects from causing crashes. * Put in placeholders for the new prestige classes. * Fixed a problem causing priests to cast overly high level spells at a low dungeon level (because they had a template intended for high-CR, high-HD giant priests). * Added new skill templates: master, paragon and legendary, to allow more powerful adventurers in challenge mode. * Fixed div-by-zero crash bug in mana regeneration calculation. * Fixed crash bug where moving into/out of a field causes the death of the mobile creature, resulting in a map null pointer reference. * Fixed crash bug with missiles being destroyed or taken off-map while in flight. * Fixed glitch where the encounter "graveborn creatures" would sometimes produce adult dragons at very low CRs. (I believe this was the cause of "mages" that cast cleric spells at low dungeon levels -- they were polymorphed dragons.) * The encounter gen now keeps lowering the max base CR on consecutive tries to make room for manditory templates, so that they (hopefully) won't get skipped anymore. * Encounters created in fiery or icy prisons now appear inside the prison area properly. * Tested AutoRun ('run to location'), seems to work great for me. I need some 0.6.9 saves duplicating the issues people have with this! * Immotian, the Multitude, Maeve, etc. now place their summons near the player correctly. * Lots of general tweaking and fine-tuning to match special room types with thematic encounters. * Flaming sphere, dust devil, spiritual hammer and summon shadows now cannot be used again while the first summons is still present. SS has higher CR, but costs fatigue. These construst spells do not count towards you 'max creatures controlled' PHD. * Summoned creatures and illusions can no longer be live- sacced. * The Multitude now has a stricture against magical healing, since they were a little to easy to accomidate before. * The center square of tanglefoot bag strands and web spells now disappears properly. (The cause was writing the center twice, and thus recording the written terrain from the first write as the 'terrain to restore' on the second.) * Aiswin no longer expects you to get revenge on traps that critically wound you, or on dieties expressing their wrath upon you. * Holy Avengers now grant 50% magic resistance. * Added a switch allowing the player to control the use of the Dirty Fighting feat, for the sake of alignment. Lawful NPCs don't use it, either. * New monsters: batkin, gremlin, githzerai, githyanki (and added "silver sword" unique weapon and new psi powers to support the gith races), senmurv, lillend, feyr. * Fixed crash bug with NULL EActor in Creature::Death, that triggered when monsters petrify. Incursion 0.6.8A * New monsters: ankheg, allip, dryad, aboleth, skum, wyste, snow angel, 3 cave dinosaurs. * Fixed issues with Intensive Study feat and empty selection menu (Uchie.sav) * Fixed armor of etherealness fatigue cost. * Fixed "lose favor on sacrifice" bug. * Fixed crash bug with Circle Kick feat. * Shields now quick-intuit just like weapons/armor. * All sacred mounts are now rideable. * Clarified mount logic a bit -- dwarves can now ride either Medium or Large mounts, and only kobolds can ride vermin (unless the vermin are spiders, in which case drow can ride them too.) Also, only quadrupeds (rather than all animals) are limited by /maximum size/ as mounts. * Number of creatures in a single encounter is now capped at 5/7/10/12/15 at levels 1/2/3/4/5 to avoid overpowering swarms. * Fixed "This cave orc must be something!" style messages, and general tweaks to avoid a monster being scrutinized prematurely. * Expert Tactician now only grants one attack per victim per turn for free -- still a good feat, but not instant death when the requirements are met. * Fixed bug causing Cleave attacks to always hit. * Now weapons that return as part of their mundane nature (chakram, boomerang) only return on a hit. Weapons with the magical "returning" quality always return, hit or miss. * Temporarily removed the priest spell "Imbue With Spell Ability" as a step toward tracking down the SPELL_ACCESS bug; I don't think it worked correctly anyway. Will put it back soon! Incursion 0.6.8 * Complete refactoring of the Encounter Gen system to remove multiple persistant bugs and implement the use of Encounter resources for more diverse and thematically grouped encounters. * Wrote core set of Encounter resources. * Added groundwork for Behaviour resources and rule- based monster AI; no game-affecting changes have actually been made yet. * New monsters: cave pelican, chinook salmon, cavefish, pirahna, tabaxi, oxthixi. * Fixed (some) false-positives on SPELL_ACCESS stati error message. Incursion 0.6.5B * Warriors now get a starting weapon with _minimum_ +1 (or +2 if no elemental quality) rather than set, so the code won't reduce the plus level of starting perks. * The resource compiler now works correctly under Linux as well as Win32. * Linux build process successfully streamlined. * Can now issue orders to all followers within line of sight with a single command. * Added new order, Do Not Pick Up Items. * Fixed bug where cave orcs have /animate rope/ as an innate spell (which I put in to test the animated rope crashed and forgot to remove!) * Fixed broken parts of /abjure/, where non-summoned creatures weren't immune and you could kill yourself with it. Incursion 0.6.5A * Fixed horrid multi-faced bug in monster AI with an array overwrite that caused the game to crash if a monster stepped on a stack of 60+ items, or had more than 64 possible actions in general (Adele Detect Monster save). * Fixed bug causing crash if you leave goblin camp with lots of monsters never having seen you in the Thief in the Night calculations due to array overflow. * Remembered to build the release-configuration EXE this time! Incursion 0.6.5 * Identify spell now takes 1 hour and costs 2 fatigue. * Fixed glitch allowing the casting of Glyph of Warding and similar spells across walls via Wizard Sight (but you can still cast physical spells like fireball into non-LOS areas). * Added weaknesses to flight and levitation -- Balance check needed for spellcasting, knockback when hit. * Fixed bug where trying to remove certain cursed items negated the curse effect. * Fixed bug where when an item becomes cursed, the curse effects aren't applied until you re-wield it. * Apportation can no longer be used to remove cursed items. * Tried to trace reported memory corruption relating to ice blue eyes and/or their spell-likes, but didn't find anything. * Corrected spell description for Open the Third Eye (no damage from gaze attack anymore). * Gaze Reflection now protects against a bodak's death gaze and a nymph's unearthly beauty. * Fixed glitch allowing spirit armor and normal armor to stack. * Ekliazeh no longer angers if you kill construct, non- sapient or undead dwarves; Khasrach no longer angers if you kill construct or non-sapient orcs and Kysul no longer angers if you kill construct aberrations. Immotian's fire creature restructions are unchanged -- a clockwork fire creature is like a holy symbol to him. * Now, the weapon immunity special ability only affects actual, physical weapons -- unarmed attacks penetrate it automatically. The monk special ability "ki strike" was removed, since it no longer makes sense. This serves to balance magical armor with the Invulnerability and Great Invulnerability qualities, which were reduced slightly in plus. * Fixed HORRID bug that prevented the dice roll for Quell from being made; it should now work properly. * Fixed glitch causing orc paladins to start with a holy knife instead of a holy long sword. * Rope Trick no longer preserves an altar (or other feature) created in the extra-dimensional space; it can also no longer be cast again when already in the extradimensional space. * Gave animated rope a bunch of monster flags it was intended to have, so it won't, i.e., pick up and use equipment any more. * Fixed bug where killing an animated rope reliably crashed the game. Refactored code for animated/transformed objects. * Added "trap code" to try to track down the loss of spell access bug, that should (hopefully) cause a message to appear at the actual moment of loss (and then terminate the game, so that an intact save game can be recovered). * Fixed one possible source of the "very high spell DC" bug, relating to lizardfolk and dwarves getting +2 DC with water and earth spells, and the variable that stores this not being cleared between DC calculation calls. Let me know ASAP if you see crazy spell/special ability DCs in 0.6.5 or above. * Essiah's "betray a friend" condition no longer triggers if the "friend" has M_MINDLESS (i.e., animated rope). * Boots of Phasing made very high level (14) until I can find a way to balance them properly -- now only high luck characters will find them on rare occasions. Incursion 0.6.4E * Fixed bug causing crashes upon reading scrolls * Live sacrifices now working properly * Fixed bug where everyone got Sabine's favor bonus for high athletic skills rather than just Sabine followers. Incursion 0.6.4D * Fixed (hopefully) sources of inexplicable crashes. * Fixed bug with multiclass characters being unable to take prestige classes. * Fixed bug with spells not recieving Wis bonus damage. * Fixed Brand of Hatred. * AutoSave crashes verified fixed. * Fixed Log of Everburning Incursion 0.6.4C * Fixed crash bug when using a Holy Avenger against a flesh golem, and many other similar situations. * Fixed a complex bug in the target system that would manifest, among other things, in failed Intimidate attempts causing crashes (Rathmere Xel sac save). Incursion 0.6.4B * Fixed issue with arcane alienist athiests needing a nonexistant holy symbol to cast alienist-specific spells. * Added option to prevent ally/mount actions counting against alignment until ally-attacks-neutral can be solved more fully. * Fixed issue with very low shop prices. * Fixed RemoveStatiFrom(xID 0) crash (Kierny Tauth). Incursion 0.6.4A * Added fix to prevent monsters from trying again and again to wield an item when they fail (such as because it is too large, or whatever). * Fixed the adlet frost weapon script so that it does not add duplicate stati for every wield attempt until the stati overflow, and so the stati are only added after the weapon is successfully wielded (cf. Cade Goodheart crash). * Crash on Wildshape use (Diesa) fixed. * Commented out code that causes sacrifices which do not impress a god not to reduce the god's anger -- now, any acceptable sac will lower a god's anger. This is NOT a long term change, just a kludge to make the game more playable over the next four months until I balance the "impressed" requirements more carefully. * Fixed bad logic in the "no talking through solid stone" code that prevented the store from working -- now special creatures that have not actually been placed on the map, like Roark Ironbeard, can be talked to correctly. * Fixed crash related to armor with qualities (i.e., might) as a starting perk (or in general, really) getting its plus improved for starting as a warrior. You now also should get the bonus from these items. * Girdle of Tenacity verified to work (for me). Incursion 0.6.4 * Fixed bug where buying items in store put them silently in InAir slot, possibly overwriting previous purchase, and did not move correctly to inventory screen. * Gave each god custom experience table based on the favor numbers that seem to actually appear in the game, looking at victory posts. * Toned down Asherath's rate of favor gain for killing high CR creatures. * Skeletal foot soldier CRs now more sensible, so avoid low level instakills. * Drow given an absolute minimum depth of dlev 4, to avoid arbitrary sleep-poison related deaths, and because being a "deep" monster is thematic for them. * Fixed (hopefully) situations where polymorph lasted more or less than 20 XP ticks as a result of polyTicks being reset incorrectly. * Set polymorph expiry to not affect druidic wildshape, only the other sources of polymorph. * Removed the "cannot cancel" clause from polymorph, to avoid some odd game-ending situations; instead attached a 2 fatigue cost to prevent excessive 'form scumming'. * Fixed/revised Master Trip feat into line with canon -- it now causes the *tripper* to *suffer* an AoO if he tries to trip *without* the feat. (Before, it was documented as giving the attacker an AoO on the victim, which I think may have been me coding a bug and Wes documenting it how he thought it was supposed to work. Or I was just confused.) * Implemented Trip manuever clause where opponent gets free trip attempt against would-be tripper if initial trip attempt fails. Ditto for disarm. * Fixed maneuver check code in several ways; now uses BAB + Attr + modifiers, and displays calculation correctly. * Reverted Slipaway feat to its old form of a bonus to the Escape Grapple maneuver check. * Great Blow description and in-game mechanic now match -- +2 flat bonus to hit and damage, and also Strength bonus to damage is doubled. * Removed help-text reference to Disarm using parry bonus (which it doesn't, and hasn't for a while now). * Tools (including bags, flasks), holy symbols and shields are now exempted from AutoPickup. * Fixed bug causing crashes when resting in a Place of Sanctuary. * A flaming sphere can now be used as a source of fire for the /pyrotechnics/ and /fire charm/ spells. * Murgash and his viziers no longer flee as a result of natural HP loss in combat. * Player-ally monsters no longer use A_ROAR or any variants, because they can't aim it right not to hit the player; this can be an issue with chasmes sent by the Multitude putting the PC to sleep with their droning in the middle of combat. * You now get a warning message if you are about to zot neutral undead with Turn Undead and are (or want to be) good-aligned. * Fixed "super 1 gp item" bug (by using floating point arithmetic! Ow!) * Toned down Sunscorch by making it level 2 and taking away the bonus damage from wisdom. * Altered /spirit armor/ to be incompatible with conventional armor the same way that /mage armor/ is. * Elevation bonus to Defense is now [2 + (Climb / 6)], when it was [2 + (Climb / 3)] before. * Casting a spell while mounted or climbing on the ceiling now takes 15 phases more than normal. * Bracers of Defense toned down -- they now add their magical plus to defense and coverage, rather than twice their magical plus. * Longstrider now specifically only applies to a chosen humanoid rather than the caster in general, so it will no longer affect an animal companion mount through the shared-spell bond. * Summoning pseudonatural creatures now costs [Summon CR x 2] extra mana, and this mana does not regenerate. * Implemented Elemental Affinity ability for dwarves and lizards. * Replaced acid spells in slime domain with spells that can be without offending Kysul. * Vicious weapons now work as advertized, now dealing bonus damage only if you have 2/3rds or more your max HP. * Fixed incorrent "avert your gaze" message when you are averting your eyes from a creatures with a gaze attack. * Added clause to prevent Beast Claw from being used on a creature that already has a natural claw attack; also prevented every monster from casting it, to avoid excess uniformity. * Hopefully fixed issue with Point Buy and Reincarnation. * Reincarnation now also saves chargen options. * Changing options from the main splash screen, when no character has been created, also now changes the universal defaults for the Tactical and CharGen options for every new character made. (i.e., Poisoned Missile Stacking will not 'reset' if set from the system menu). * Added sub-headers to make the options setting process clearer. * Fixed reincarnation issue which could cause the game to record rolling method incorrectly for reincarnated characters. * Bug which caused the creation of two mismatching options files, one in "incursion/." and one in "incursion/save" fixed. * Fixed loophole allowing jumping out of a pit. * Fixed issue with not being able to attack aerial monsters who were standing over pits. * Characters now recieve a Fort or Will save (depending on the effect) when moving over the endgame Guardian Runes. * Hopefully fixed the issue with nymphs killing themselves with their own Unearthly Beauty. * Removed references to "Greater Magic Fang", since "Magic Fang" covers in Incursion what GMF did in canon; Zurvash now grants Divine Agility at 8th favor level instead. * You are no longer able to lose your backpack by stowing it in itself. * When a container gets /detonate/ed, the contents now spill out rather than vanishing. * Fixed issue with /dispel magic/ dispelling things it has no business dispelling, such as divine blessings and poisons. * Creatures now return to their home plane immediately when they take off boots of phasing or armor of etherealness, avoiding spending the rest of the game stuck on the ethereal plane. * Fixed a crash-to-desktop bug related to monsters with zero mana. * Small paladins now start with a "small long sword" (a new weapon the size of a shortsword, but balanced for swinging and placed in the long blades group) rather than a short sword. * Gnomes now only start with a mercurial broadsword if they have the required strength, which has been lowered; also, gnome rangers and warriors have free cranquin proficiency. * Small characters start with a buckler in situations where other characters would start with a kite shield. * You can no longer talk to creatures through walls unless you have telepathy with sufficient range. * Fixed crash when attempting to grapple/sunder/etc. doors, items, etc. * The "contaminated water" fountain effect now respects disease immunity. * Implemented the use of [ALT] as a "qualifier key" to split a pile when using Get, Stow, Swap, Drop or Take Out. * Should a creature with poison immunity become poisoned, they now become unpoisoned on their very next turn without any ill effects, as opposed to staying perpetually poisoned (as with the kobold drinking a potion of poison and being forevermore unable to rest due to being "too busy dying"). * Fixed loophole allowing player to kick a monster which had successfully charmed him. * Implemented the feat, Lion Heart, to help fighter-types having trouble with fear effects. * Telepathy now allows you to speak to sapient creatures you could not otherwise communicate with, such as myconids or elementals. * Fixed loophole allowing Swap Weapons command to be used to get rid of cursed weapons. * Added new anger clauses to Aiswin and Asherath to give them more depth and make them more balanced with the other gods. * When choosing the weapon associated with a feat, weapons for which you lack the minimum strength now appear on the list, but will warn you of the lack before you choose them. * Fixed the "Exotic Weapon Proficiency blocks Weapon Focus" bug, which was in fact a bug with SetEffStatiVal() that was likely responsible for a LOT of other issues. * Fixed bug where characters don't start with the weapon they bought Weapon Focus in the way they should. * Fixed incorrect code that might have been responsible for some cases of characters starting with duplicate items. * Hopefully fixed issue with "(undefined 0)bane" weapons and "weapons of (undefined 0) Slaying" showing up for good. * Items will no longer say {tried} when both their base effect and their curse state is known. * Fixed nonsensical message about dungeon features disbelieving illusions. * Implemented Elethiomel's "roll stats before race and class" request; now if you turn on the Roll Attributes First option, they will always be rolled before both race and class. You will see 3 perks, but only get 1 or 2 if you choose a race that only gets one or two. * When a worn item changes plus, has its plus altered by a temporary magic effect (i.e., Greater Magic Weapon), is dispelled or soforth, the wearer's stats should now change automatically rather than the item needing to be removed and re-equipped for the change to take effect. * Riders are now thrown from mounts when a size change makes the mount/rider combination invalid. * Reflective Counterspell should now only affect spells marked as curses or attacks. * Fixed "Negative Dice Values" error when dipping items in fountains. * Added a message upon [ESC] explaining to the player that they cannot quit inventory mode when the InAir slot is occupied. * If the PC dies while performing actions in Inventory Mode, the game now handles it gracefully. * You can now tab back to a chest or other container on the floor in inventory mode correctly. * Hopefully fixed issue with hiding monsters making unfair attacks against players who are also hiding, when the monster is unable to percieve the player. * Maeve's interventions now train Luck. * When Maeve summons twilight huntsmen to attack the player, they now always arrive hostile. * Training Int and Wis is harder now. * Divine ressurection now costs you 15% of your XP or 2000 XP, whichever is more; the old penalty (down to the amount needed for the level below your current level) was reported by a player as too harsh. * Scrolls of damaging spells like Shout, and many similar items that do not have a magical plus but do have a caster level, now display their damage/power correctly in the item description. * Fixed a bug where creatures with size fields could move over neutral creatures like smaller creatures do, allowing the neutrals to overlap their size fields, which should never happen. * Fixed a bug causing size fields to overwrite solid terrain like dungeon walls -- since the most normal case with a size field / wall glyph overlap is a large creature squeezing into a small space, the size glyph shouldn't be shown in a solid stone square. * Meld into Stone now works properly when cast by a Huge or larger creature. * The Examine command in the Look prompt no longer has the loophole to identify polymorphed monsters that you didn't see polymorph. * Fixed a bug which allowed monsters to wield weapons which were too large (i.e., a halfling could wield a greataxe!). * Added some god messages, so that hopefully players won't see the "(god messages still in progress)" thing so much anymore, though there's still a lot to do in that regard. * Fixed crash issue in some situations when either monsters or the player attempted to escape a grapple. * Fixed infinite recursion issue with ReApply(). * Fixed crash with red slaadi attempting to gate in help with an MType that didn't fit in int8. Incursion 0.6.3 * Adjusted tumbling to give [(Tumble / 2) x 5] to movement rate rather than [Tumble x 5], which proved to be excessive. * Corrected errors in Tumble skill description so that it matches game rules (i.e., can't cast while tumbling) * Now, only 1 in 3 monsters will use /obscurement/, to avoid it being this omnipresent out-of-genre tactic where every dragon is a mobile fog bank. * Added new spell, /abjure/, to banish summoned creatures en masse. * Fixed bug with messages associated with items in the inventory of a creature not being printed because the item had no map associated with it; the owner did. * Added Precise Stroke combat option, giving creatures (both PC and monsters) the ability to sometimes hit enemies with extremely high Defense scores. * Fixed issue where flying characters over pits could not attack or be attacked. * Fixed Greater Ring of Identify uses per day decsription. * Fixed "doesn't want to associate with good" message coming from inherantly good creatures like gold dragons instead of demons and such. * Fixed issues with "Brand of Hatred". Ditto "Shillelagh". * Fixed issue with the Pacify option of Animal Empathy being coded improperly and creating allied creatures that stopped being allied later, when it should really just create neutrals. * Fixed issue with TargetMount being given to allies: /* VERY IMPORTANT CORRECTION -- add the mount target only if we are riding a creature that is neutral to us, so that we are its master for only so long as we ride it. Do NOT add the mount target to creatures who were are allies already before we rode them! */ When something happened that caused a mount to turn hostile, this error made the mount stay friendly /until you dismounted/, because the mount data was corrupted by the fact that it had two target object for the PC -- TargetSummoner and TargetMount. * Fixed major root of mount hostility -- when you cast a spell, your sacred mount gets affected through the bond, thinks you cast a hostile spell at it and gets angry -- because all the personal effect spells aren't marked EF_NOTBAD. Now, spells channeled through the sacred mount spell-link will never turn a mount hostile, and also spells that are not EP_CURSE or EP_ATTACK will never turn _any ally_ hostile. There are some holes in this -- there are offensive spells that will kill but are not EP_ATTACK because the monster AI does not know how to use them, for example, and you can kill your mount if you have more HP by casting attack spells at yourself. But I think that the player being able to game the system to kill their pets without consequences is not a huge weakness right now. * Fixed a bug where lots of messages concerning mounts (i.e., "snaps and turns on you", but lots of others too) would not be printed because the mount isn't technically on the map. * Fixed a bug with monsters that have M_HOSTILE like griffons letting that override having a master/rider. * Added new event handlers to handle what happens when you Quell, Cow or Surrender to Goblin King. * Increased the DC of Quell checks slightly [15 + CR*3], when it was [15 + CR*2]. You need to be a real high-end Diplomacy monkey to win the game that way. * Added a kludge to deal with you doing social actions on the members of the Goblin Army that would affect Murgash -- they either redirect the effect to Murgash himself (for surrender) or tell you to talk to the king. Being unable to Quell the goblin army outer members may be difficult for Hesani followers, but I think their best approach is to sneak in using Hide, invisibility, etherealness, etc. so they can speak to the king directly. * Fixed a crash-bug related to Immotian's observation of the world. * You can now order allies or request neutrals attack a specific target of your choice, and it works. This was there before, but it was generally wonky and is now fixed. * Fixed horrid memory-corruption bug in endgame caused by the game trying to give goblins the PC prestige class "shadowdancer" as opposed to the monster template "shadowdancer;template". The "Explore Mode" Features: * Explore Mode implemented. Game enters explore mode when any explore options are set or when perks are rerolled. * Chargen options now listed on character sheet. * Number of rerolls and number of deaths now recorded on character sheet. * Character generation options now can be changed in Wizard Mode even in gameplay. * Elude Death switch implemented. * Power Stats switch implemented. * Difficulty Level switch implemented. * Player can now abort to rolling without perks or point buy from the 4d6+Perks stat system, or to point buy from 4d6. * Removed some broken abilities from the perk possible special abilities lists. * Removed armor proficiencies from the perk possible feats. The "Infinite Safe Rest Fix": * The inn above the dungeon is no longer available for safe rest once the player reaches dungeon level 4 or character level 5. * Resting in the Rope Trick dimension now costs 150 XP per night. * You can now only rest [2 + Luck bonus] times safety in a Place of Sanctuary before that given Place is worn out. Those with a high degree of favor with Essiah can make use of these places once more for every three permanent blessings from the goddess. The "Self-Buffing Caster Fix": * Haste now gives a 50% bonus to Spd and Mov rather than 100%. * Shield gives +5 Def rather than +7. * Creatures now lose their weapon, insight and dodge bonuses to Def during the Timeout after casting a spell. They also have a general -4 penalty, reduced to -2 if they have Combat Casting. * Implemented Mana Bleed * Decastave now has a speed modifier of 125% rather than 200%. * Characters now suffer a -(40 - [Ride x 2])% circumstance penalty to spell success rates when attempting to cast spells while mounted. * A natural 20 attack roll now ignores miss chance from spells like /blur/, /displacement/ or /blink/. * The /fly/ spell is no longer compatible with mounts -- it dismounts you when cast and self-cancels when you try to mount anything. * Polymorph effects are now limited to a creature of 1/2 the target's CR rather than the full target's CR. * Invisibility is now cancelled by casting attack, curse or summoning spells, or other spells targeting hostiles. You can still cast things like /true strike/, however. * Creatures of CR 5+ now have a chance to spot the "ripple effect" of an invisible creature. * Added new magical item: Wand of Dispelling * Added new endgame guardian runes effect: dispel magic * Added code to cause monsters to use /dispel magic/ strategically based on the level of damage in can inflict to a given target. * Created new flag to give to certain spells to make monsters four times more likely to use that specific spell if they have access to it, and gave that flag to /fireball/, /magic missile/, /lightning bolt/, /ice storm/, /cone of cold/ and /flame strike/. * Made the Dispelling Trap three times more common in the dungeon. * Gaze attacks now cost non-regenerating mana and can be turned off using a tactical switch. * The three-eyed template has been toned down so that it only grants +30 feet infravision and a confusion gaze, rather than +60 infra and both confusion and damage gaze effects. * All the gear that came with a summoned creature should now vanish when it does, even if it is on the floor, in the player's inventory, etc. * Summoned creatures no longer leave corpses. * Fixed horrid single bug with improperly overloaded Item::StatiOff that caused decastaves not to disappear, summoned creatures' gear to persist when the creature vanished, dispellings on items not to recover properly, etc. Basically, if it was timed and associated with an item, it wouldn't work. * When you polymorph into a powerful creature, the CR of the creature you changed into (min 0) is now added to your own character level to determine your ECL -- Effective Character Level -- for the purpose of calculating XP awards for any kills you make. Put simply, you get less kill experience when polymorphed into something tough. * Polymorph can no longer be cancelled, nor can it be re-cast over an existing casting. * Magic, feat and inherant typed bonuses to Strength, Dexterity and Constitution no longer apply while polymorphed. * Casting a spell while polymorphed now adds 15 segments to the casting time due to the unfamiliar body. * Fixed bug where polymorphing into a creature with inherant spellcasting (i.e., naga) increased your real caster level. Incursion 0.6.2F * The spell "distance distortion" no longer angers allies or neutrals caught within its area. (Pseudonatural creatures use this spell, and this should fix a cascade of problems with summoning them -- when they are allied, they don't use /black tentacles/ because it's on the list of spells that are very annoying to have allies cast.) * Verified that creatures with gaze attacks will not gaze at their allies or at neutrals. * Gaze attacks are hardwired not to have alignment effects until I can work out a more sensible case- by-case basis for dealing with them, unless the creature is a former friendly. * Semirath now exempts outsiders from his "no killing non-evil sapients" rule. * Nausea from Semirath should now last 3d6 turns. * Semirath's vengeance now only bestows one curse; used to be two. * Ekliazeh's (positive and negative) intervention intervals increased, so that you don't lose so MUCH equipment should you happen to anger him. Incursion 0.6.2E * Fixed one possible source of the false "magical fear" message on skirmishing monsters (Holderhek). * Allies using /Spook/ should no longer cause inter- party conflict. (The elven cat party conflict issue can be tracked back to weird interaction between bugs -- spook is one of those spells allies are never supposed to cast/have active, but there is also a complicated-to-fix issue with Spook not terminating right, so your allies could still have it active. Incursion 0.6.2D * Finally fixed bug with hostile horses -- it turned out to be an issue with the /mount/ and /phantom steed/ spells; you were being put on horses that were never "really" on your team, and wierdness ensued. * Added a clause where when your mount becomes frightened, at the start of the next round you get a Ride check that either calm it (success) or causes you to be thrown from the mount on a failure. * Fixed Erich so he now uses the normal chivalry code for calculating chivalry stuff, except he's never offended if your act treacherous to creatures he (as Lawful Evil) does not consider people. Revised his restriction text in the manual slightly to make the intent clearer as well. Incursion 0.6.2C * Player will no longer get alignment ding if one ally accidentally hits another (as with ranged combat, frex). Player will still get dinged if ally was given order to attack neutrals. * Player will now get alignment ding for requesting a neutral to attack his enemies, if attacking them himself would give a ding. Incursion 0.6.2B * Fixed "Eightfold Prince" crash * Fixed stupid typo preventing new "honorable at the beginning" checks from working correctly for knockdown. * Fixed issue where monsters would still use special attacks (i.e., crushing a grappled target, breath weapons) in situations where it would cause their master alignment issues. * Added code so that when a monster turns neutral (for example, as a result of Offer Terms), it will stop grappling or engulfing creatures that are no longer its enemies, and other creatures will do likewise to it. Incursion 0.6.2A * Removed a hardcoded breakpoint that I put in trying to figure out how folks lose favor with the Multitude. This was the cause of the Rurik and Barendd crashes -- the game crashed whenever you commit a good act like killing an inherantly evil creature with good intent (desired Good alignment). * Fixed the bug from (Zakfienal, Violent DonkeyNose, WaterDangerHobo, Sammal Onhalm) saves that caused crash due to attack roll code not expecting a Trap in the EItem slot, only a weapon; this is the crash that only happens in the release versions, not the debug versions, for some strange reason. Changes in 0.6.2 * Fixed bugged Vest of Health -- now protects you when it is activated by absorbing damage. * Fixed Lenses of the Soul resisting fear, used to say it granted complete immunity but not work, now it grants a + to saves and should work. * Fixed crash involving building a monster description with more than 32 items (i.e., Eberk, examining goblin monks, etc.) * Fixed bug causing Asherath priests to get WAY TOO MUCH bonus favor from inherant bonuses to attributes. * Fixed parameter mismatch crash from "The protects ." * Added fatigue costs to some psionic powers. * Added headers to the Keybinding legend dialog box to make the meaning of the key listings clearer. * Renamed the '.' command "wait" for clarity, to avoid confusion with the rest ('z') command. * Warriors and paladins now have a strong Will saving throw. * Fixed crash bug opening one of two chests on ground (Whitney Greenbottle). * Fixed infinite looping / stack overflow crash involving vials of holy water and/or alchemist's fire. * Analysis of saved games (Vorkai Tauth II, Zol the Wise) reveals that stati gained from class resources outside the AddAbility framework sometimes get corrupted by their Mag being altered. This is the bug that causes many strange effects (priests needing spellbooks, weavecrafters losing the ability to control teleport, inability to learn spells, etc.) Verified that it is not caused by dispel magic. More investigation needed. * Analyzed Lyle Highhill slingstone crash; cannot duplicate. * Removed "Generated the Spider" type messages. * Black Orcs no longer have "Bestow Curse". * Hopefully fixed the issue with the game trying to get you to automatically coup-de-grace when it won't work. * Hopefully fixed wraparound bug where items in store cost 1 gp for low-Cha characters -- not certain about this. * Scroll strain damage is now [Scroll Level x 2] rather than mana-based, to avoid unfair instadeath when reading an unknown scroll that turns out to be a low-level buff with a large mana cost. * Fixed bug where doing a character dump automatically ID's everything in inventory -- now, inventory and ground items are only id'd on dumps made from the gravestone screen. The "Alignment/Allies Fix" * Fixed a bug that caused gods to *seem* to be angry when they weren't really after a favorable intervention (i.e., the multitude sending you demon aid). * When one ally incidentally damages another, the party leader now gets a Diplomacy check (DC 15) to diffuse intra-party conflict. * Implemented Transgression Hints * Player is no longer responsible alignment-wise for a party member using acid, making unchivalrous attacks, attacking fleeing creatures, clipping neutrals with area spells or using mental coercion effects. * Overall numeric effect of NPC acts on alignment reduced. * NPCs no longer cast acid spells if they or their leader is good-aligned, and also avoid spells with bad alignment descriptors. * Messages NG/TN/NE characters recieve when moving around on the law/chaos spectrum are now more intuitive and less likely to be mistaken for "you did evil". * Situations where the target becomes afraid/prone/stuck/etc. as a result of your attack and then takes more bonus damage no longer have the potential to lead to unfair chivalry violations. (I hope -- if you still get this, please let me know!) * Attacking fleeing creatures does not move LN/TN/CN chars closer to evil; only LG/NG/CG closer to neutral aligns. This should make it easier to play non-evil characters. * Triggering a trap or suffering divine wrath will no longer cause NPCs or mounts to be hostile to the player/leader. * The "hostile to horse" was caused by the horse actually being hostile to rider, and thus no longer neutral to things the rider was neutral to, being an out-of-control animal. Now, when your horse becomes hostile to you, it automatically throws you off. * Creatures using skirmish tactics no longer count against you if you attack them as they flee; further, they no longer give the strange message about "magical fear" if you try to offer them terms. * If a prone, blind or stuck creature hits you while prone, blind or stuck, you can now hit them back without violating chivalry. * Robe of Scintillating Colors should no longer piss off allies or cause alignment issues. * Fixed a horrid bug with the internal math of how the sum CR of your allies was calculated; should work better now, albiet a bit more restrictive in some cases. * Immotian and the Multitude should not send more aid than you can handle anymore. * Substantially improved the code that calls ItHitMe when magic affects a monster so that allies stop turning on the player from trap effects and such. * Now, you only suffer an alignment ding for you or your allies attacking a creature that is neutral to EVERYONE IN YOUR PARTY. Changes in 0.6.1A * Implemented the Break verb to make it more convenient for barbarians to destroy magical items. * (Hopefully) fixed issue where you retain bonuses from equipment you lose in unconventional ways. * Fixed grammar code mistakes with inherantly plural items like boots. * Fixed issue with pressing [ESC] at various ChoicePrompts causing strange results. * Fixed issue with the titles to menus (i.e., Lorecall) being rendered as corrupt garbage characters. * Fear immunity and bonuses to save vs. fear are now factored into Intimidate attempts. * Fixed additional things broken by the retained bonuses from lost equipment fix. * Fixed bug with first two letters of container equipment type headers disappearing sometimes. * Fixed bug with two backpacks, where one was empty but the container cursor treated it as if it was the other * Tested examining a blue goblin monk -- cannot duplicate reported crash * Fixed bug with dropping items in a container using the container cursor. * Highlight options moved to limits/warnings group so all option panels display correctly at 1024x768 with 12x16. * When you make multiple rolls for a skill and take the best, all the rolls are now shown to illustrate this. * Fixed "Chemise" crash upon selecting "Show All Feats" -- the LMenu window was hardcoded to 80x50 minimums and was overwriting the boundry of the display buffer. * Gnomes now only start with an arbalest if they are proficient using it. * Added 1280x960 and 1920x1080 resolution support. * Fixed bug where a successful counterspell would turn a spell that has no target (like /flaming sphere/) "back on its caster", actually doing nothing at all. * Possibly fixed issue with monsters taking multiple actions (i.e., casting multiple spells) in the same turn for no discernable reason -- counterspell? Needs more investigation. Let me know if the "counterspell loop" still happens. Changes in 0.6.1 * Fixed issues with Ring of Polymorphing * Coins and Hearthstones of Onanda now weigh less * Fixed inventory [TAB] crash * Fixed inventory slowdowns * Fixed keyboard buffer issue -- character or cursor now stops moving as soon as movement key is released * Fixed crash upon praying to Ekliazeh for aid during prayer timeout (ungart save) * Fixed crash bug with charmed creatures becoming resentful of charmer causes crash when their target queue is full, usually manifesting on changing dungeon levels (Rathak). * Fixed crash bug with monsters repeatedly trying to wear some types of magical armor (Win 16) * Bardic music is now cancelled correctly by fields of magical silence. * Implemented Mass Fascination, Hymn of the Phoenix Arisen and Spellbreaker Chant bardsongs. * Undead that should have the M_MINDLESS flag given it, and many types of undead made not to flee in combat, though animalistic (ghouls) and intelligent (mummies) undead still can. * Bulletproofed the code to make sure that mindless and inherantly evil creatures don't count as "people" for alignment purposes. * Fixed crash on character sheet feats description caused by planning domain granting the depricated Anchor Spell feat; it now grants Extend Spell, and even if a character gets an unknown feat, this won't crash anymore. * You can now scroll the cursor in the Magic Manager by holding down the up/down key, and it will stop moving as soon as the key is released. * Offer Terms and Cow now satisfy Dwarven Focus. Note that Quell does not. * Manual corrected regarding druids having hands and being able to use silver/mithril items. (These things have been depricated for a while now.) * Confirmed that eating spiders and snakes does not anger the Multitude using Wizard Mode. * Initiating Barter from the Yuse menu no longer causes Cow instead. * See Invisibility potion added; guaranteed one such potions in the Entry Chamber, more in the shop and beginner's kit. * Added twilight salve alchemical item, to allow alchemists to manufacture something allowing them to see invisible. * Poltergiests should now never appear before dlev 2. * The "clarity of mind" divine aid effect now lets you see invisible if you are currently being menaced by etherial or otherwise invisible creatures. * Fixed /remove curse/ crash upon targeting door or feature. * Elves using Manifestation can now see creatures on the etherial plane as well as strike them. * Fixed HORRID bug responsible for the monster AI moving monsters toward players despite being unable to see them -- incorporeals zeroing in on player, enemies following hidden character, etc. * Monster wanderlust now works properly. * Spectres, poltergeists, blessed souls, avenging spirits, ghosts, etc. are now native to the etherial, not astral, plane. * Fixed a bug that prevented gods from transporting their followers to safety properly as a form of divine aid. * Craft, Decipher Script, Knowledge (Theyra), Knowledge (Theology), Ride, Search and Spot are now considered familiar skills, and all characters can invest a limited number of ranks in them. * Removed depricated skill Food Preservation from race/class skill lists in help. * Added balance tweak after the SomethingAwful mind flayer rampage: all polymorph effects cut out after the player has gained experience 20 times, so you can't poly into something hideously powerful and just _stay like that_. * Characters _should_ now be able to drop an item in the in-air slot even if they have no hands, to prevent the game from getting locked into the inventory screen if you gain an item (as a god-gift, say) while polymorphed. * Fixed crash caused by attempting to use your breath weapon while polymorphed. * Fixed memory corruption resulting from polymorph messages. * Removed incorrect code preventing use of breath weapons in some situations. * Bug with plant ur-dragon breath weapon _hopefully_ fixed -- let me know ASAP if it happens again! * Several issues related to /animate objects/ fixed; I think the crash relating to it is fixed, too; let me know if it shows up again! * Scrolls and Wands now only consume 1/3rd mana on a failed use attempt, to make their use more viable for warriors and others lacking Use Magic or Decipher Script. * Armor now provides coverage-based protection against the special damage "bleeding" type, just like attribute damage etc. * Fixed Stati.__Allocated error upon kicking doors repeatedly. * Magical armor made notably more common in the dungeon. * Sacrificing cursed items to remove them fixed. * Multiclass XP penalty verified to work the way it is described as working in the Incursion manual (which is different from the canon version). * Fixed issue with trap effects being treated as spell effects, leading to strange messages ("Your own firebolt strikes you...") * Fixed store overflow bug * Fixed barter/store slowdown bug * Container listing now scrolls to keep cursor always visible. * Coin generation rebalanced so that there is more money in the game, and it is found in higher denominations. * Characters can now kick doors while afraid. * Decreased the rarity of specific weapons (i.e., Quickblade, Oathbow, Sword of the Planes, Holy Avenger) and verified that they are being generated. * Made 'building' rooms more common, to decrease the chance of levels without chests. * Good aligned characters now recieve more experience than others for resolving encounters with Quell/Offer Terms/Cow. * Mastiff missing stats fixed. * Detailed item names now shown in AutoLoop and AutoDrop selection windows. * Implemented an option for softer palette colors with lighter "dark" colors. * Changed minimum resolution to 80x48 (from 80x50), so now people with 1024x768 play area can use the more readable 12x16 font. * Added support for widescreen resolutions -- 1280x768, 1280x800 and 1920x1200. * Incursion now starts a new installation with no Options.Dat file at 1024x768 with 12x16 font, in both windowed and fullscreen mode, if possible, to make things easier on new players. * Added messages when font or resolution defaults to a lower setting, making it clear to the user what happened and how to fix it. * Fixed Hesani's holy symbol so that it doesn't make all undead hostile to the bearer. * Fixed issue with using social options like quell on creatures that you aggravate -- now it's disallowed, when it used to result in "formerly peaceful" creatures. * Fixed bug where you could use the Barter screen and a friendly NPC to identify any item -- now, only designated shopkeepers list all items as identified on the barter screen. * You can now stand up while in a pit, preventing heavy armor characters from getting stuck in a pit unable to take off their armor because they are prone! * Verified by testing that you can sacrifice both companions and charmed creatures to Xel. (If anyone has problems with this, let me know and I'll try to track it down more.) * Verified using Quell does not penalize followers of Xel. * If there is no way for a starting item to be stored on your person at the start of the game, it will now be placed at your feet at the enterance to the dungeon. This should prevent cases where players are "cheated" of perk items. Let me know if any more cases of this arise. Changes in 0.6.0C * Implemented two new inventory macros, AutoLoot and AutoDrop, to ease managing inventory. * Implemented two new switches, Use Container Cursor and Organize Container Contents, to make the inventory more user-friendly. * Fixed bug which caused Zurvash to make the player permanently afraid as his first blessing level. Changes in 0.6.0B * "Dark Blue" color made brighter * Crash on trying to build a priest (!) fixed. * Game no longer crashes when you attempt a social action targetting dungeon features or inanimate objects. Changes in 0.6.0A * Weapon Focus crash / screen corruption fixed. * String queue overflow on multiple rerolls fixed. * /gust of wind/ now clears away fog terrain, acid fog, solid fog, etc. Changes in 0.6.0 * Fixed Battlefield Inspiration message * Fixed "failure to redraw" errors * Corrected false drow Strength penalty listing * Registry::UnlinkObject fixed! YAY! * Craft being used to make Alchemical Items bug fixed * Craft can now be used to make mundane items & weapons from scratch. Changes in 0.5.9C * Help memory usage issue hopefully fixed. * "0d0" dice listing fixed. * Poisons listed more neatly in the help. Changes in 0.5.9B * Inconsistancy with multiclass max ranks fixed. * Animal Companions now get a 75% conditional movement rate increase, only when not being used as a mount. * Fixed bug where you could summon a second animal companion while riding the first. * Incursion no longer "monopolizes" the CPU. * The help now notes that only long blades, short blades and daggers can be tempered with Crafts. * The description of an item now lists the bonuses for tempering if the item is a masterwork. * Dwarven Weaponcraft ability tested and verified to work correctly. * Fixed /spider climb/ giving a +10 kit bonus in addition to the +10 magic bonus -- oops! * Fixed serious issues with crit-immune monsters not being truly crit-immune. * Fixed monsters keeping bonuses from items they have physically lost, such as Expertise bonus after being disarmed. * Fixed crash caused by toggling fullscreen mode on the barter screen. * Warriors now choose weapon focus AFTER choosing other feats (again -- it broke with the War domain shield fix), so exotic weapon warriors don't waste their focus. * Fixes to accomodate AZERTY keyboard -- users can now set a keyboard layout by changing Incursion.cfg; see comments in that file for more info. * Amulet of Strangulation now prevents time-consuming activities like tempering swords. * You are now told how many hours are spent when you do Craft or similar things. * Rewrote "Sign of Discord" so that it works correctly now. * Attribute damage messages fixed and highlighted. * Fixed issue with message window not always clearing when it should clear. * Added Option: Clear Messages Every Action * Fixed issue with skill booster feats giving +2 when help says they give +3. * Water no longer reveals a hiding character who is also levitating or climbing on the ceiling. * Toned down Int training from Legend Lore * Experience-related messages now account for drained experience so as not to be nonsensical (FS#193) * Immotian smiting your foes with Order's Wrath no longer triggers gravestones or tombs. * General fix should prevent god-spawned effects from triggering gravestones or influencing the player's alignment. * Walking in acid fog no longer turns you evil, nor does acid damage caused by traps or divine intervention. * Acid fog no longer deals rust damage to equipment if the wearer has Acid Resistance 6+. * "Spell text cuts off at 16x12 in 1024x768" fixed! YAY! * NEUTRAL_TO (i.e., Amulet of Undead Warding, Cloak of the Bat) verified to work correctly. * Fixed a bug causing some monsters to be generated with a /visage of death/ spell cast on them for no reason. * Cure spells now work properly against uninjured undead. * Mote of Frost no longer makes icy floor squares when travelling over a chasm. * Fixed cursor appearing at the top of screen issue with the string prompt. * Spell damage listed in Magic Manager now takes into account bonus caster levels for specific schools. * Lots of manual typos (FS#228) fixed up. * Various other very minor bugs fixed. * Fixed condition list duplication issue. * Cold-subtype creatures no longer slip on ice. * Modrons and duodrones now immune to poison. * Skill manager dots are now bright blue, to make them easier to see. * Skill Manager header text now aligns correctly. * Monochrome Help now affects spell descriptions shown in the spell manager as well. * Captivating feat now grants additional gold the way it is supposed to. * Fixed crash bug (Iosofel) caused by cursed lenses of Drow Kinship causing negative die values. * Fixed (I think) crash bug with Wand of the Hellstorm. * Added general bulletproofing against cursed items causing the game to roll negative numbers of dice. * Fixed issue with inset parameters to god messages. * Fixed crash upon showing character sheet when the PC has been polymorphed. * Fixed message-alignment issue where Maeve's colorful speech was assumed to be longer than it truly was. * Fixed negative-dice crash from cursed Gauntlets of Lightning (second Iosefel crash). * Fixed issue with players being able to be crowned by gods, when crowning isn't implemented yet and does not do anything (max favor lev is 9 now). * Character sheet now lists favor, favor level and favor penalty; this is a temporary thing to help me get a feel for the numbers in actual play. * Fixed the problem with monsters having caster level 0 or lower; this was significant because it could lead to negative dice values error messages. * Aiswin now hates his worshippers using magical effects with the [Light] descriptor. * Skill points are now gained retroactively from permanent increases in Intelligence (i.e., training). Magical items (headband of intellect) still don't grant skill points, by design. * The saving throw to close with the wielder of a reach weapon now lists the comparative size modifier sepa- rately rather than factoring it in invisibly, so that players can better understand the mechanics of Reach weapons. * Weapon save DCs (reach, stunning, knockdown, etc.) have been overhauled in general, and the way they are calculated is better documented now. You get bonuses to weapon save DCs for focus, specialization, etc. * Fixed a bug preventing spells like /wall of stone/ from working correctly. Changes in 0.5.9A * Spook (and other field-spells) now work correctly with AutoBuff. * Fixed bugs where spells affecting all allies (Bless, Valor) would not affect the caster himself. * Since fear has become so prominent in Incursion, I changed Valor to grant a +5 save bonus rather than full immunity, for balance's sake. * New Spell: Sticks to Snakes * Massive mana rewrite hopefully solves mana corruption issues, from persistant scrolls, service spells and mana stones. * Fixed bug causing multiple detect spells to function intermittently (i.e., detect evil + detect undead would only detect whichever was cast first). Quick testing suggests that this fixed the problems with Detect Monsters and hiding as well -- you can now both detect hiding monsters and detect monsters while hiding. Let me know if you have any wierd detect behaviour in 0.5.9A * Fixed bug causing the duplication of field effects by jumping, teleporting, etc. Changes in 0.5.9 * More string memory issues fixed * Gust of Wind and Fireball can now be used to get rid of obscurement, stinking cloud, thunderbeast fumes, horn of fog, insect plague, etc. * Magical light (call light, searing light) and darkness (globe of shadows, deeper darkness, animate shadows) can now negate each other. * Ranger re-balanced to avoid front-loading * Ranger and bard saving throws fixed * Antitoxin duration fixed -- I had to change the whole effect-processing code to do this, so please play casters and item-users and let me know if I broke anything else! * Post-reincarnation skill point bug fixed. * Loremaster prerequisites fixed -- note that skills are based off skill ratings _unmodified by skill kits or attribute-boosting magic items or spells_. * Added cheetah as halfling paladin mount. * Added special rules exception allowing small creatures (halflings, gnomes) to ride other small creatures (like riding dogs). * Spell-like abilities now use character level as a caster level. * New Spells: Holy Orb, Necrosynthesis * Fixed dwarf, gnome and halfling glyphs in 16x12 and 12x16 fonts. * Fixed major, notable glitch in the spell interpreter noticed while implementing holy orb. * Fixed Amakiir crash on drinking potion. * Fixed poltergiest natural invisibility. * Fixed blessed soul hostility issue, which was really a glitch in the entire targeting system where NPCs would think the PC was hostile to them based on traditional feuds (i.e., living hate the dead); also, living hate the dead now excepts blessed souls and other inherantly good undead, but not good individuals of normally evil breeds, like good liches or whatever. * Healing yourself is no longer a good act! * Updated feat trees in manual. * MSVCR71D.DLL now included with distribution. * "Slow" inventory fixed. * Elves can now use Necromancy spells that are also Abjuration, such as "Protection from Undead". * Hopefully fixed the issue with weapons not wielded granting bonuses. * Using Legend Lore, or identifying monsters with knowledge skills, now trains Int -- and the cap for ID-ing this way is now higher than the cap for id-by-experiment. Let me know if this is good, bad, broken, etc. * Fixed bugs related to regeneration messages. Changes in 0.5.8 * Transmute Spell fixed * Dragon tattoo does more damage * Mantis tattoo gives more armor * Misc. tattoo changes / fixes * Tattoo Mystic requirements lowered * "Brottir Skyforge" crash fixed -- caused by dispel traps recursively dispelling themselves, and by the mis-setting of e.efNum. * Monsters can now cast /dispel magic/ as an attack spell. * Bug where enemies lose the player's parry mod, dex mod, etc. when surprised fixed with a kludge. * Enemy defending with unrolled Ride check, caused by above bug making enemy's DC lower than 0, fixed. * Scintillating Colors XPrint formatting crash fixed. * Can't duplicate "order to hide" error, could easily before, thus I assume I fixed it while fixing other things. * Monsters now cancel standing spells from the alliesShouldntCast list when they get recruited and become an ally. * Oil of Transformation changing weapon Bane property fixed. * Fixed issues with armor feats. * Fixed numeric imbalance causing Immotian to be very hard for high-level characters to appease. * Fixed bug that prevented Immotian from accepting magic staves as sacrifices. * Books are now worth more as sacrifices to Immotian. * Message fix: "The aranea changes into an aranea." -> "The aranea changes back into its natural form." * Khasrach now casts the PC down a much more reasonable number of levels when she is angry. * Fixed player character trip attacks working wrongly. * New feats for monks: Reed in the Wind, Defensive Throw, Great Throw, Chi Strike, Falling Star Strike, Freeze the Lifeblood, Choke Hold, Earth's Embrace, Power Kick, Flying Kick, Circle Kick and Pain Touch. * Added new good and bad interventions for Ekliazeh and good intervention for Immotian; these were missing before as a result of oversight. * Fixed bug causing Multitude to demon-spam the player, and other gods' similar intervention-spam. * Fixed targeting issue with Holy Smite, Chaos Hammer, Unholy Blight and Order's Wrath. * Fixed a HORRID bug that caused the Encounter Generator to sometimes do HORRID things, like assume spitting frogs were fire elementals. * Added Insect Plague, Summon Swarm to alliesShouldntCast * New spells: Create Corporeal Undead, Create Spectral Undead; also new undead: blessed soul and avenging spirit. * God docs for Maeve, Sabine, Multitude and Erich. * Fixed a wide set of bugs with monster spell access: innate abilities not showing up as service spells, 1 in 8 innate abilities not being recognized, etc. * Fixed a bug causing allies of the player to be neutral to hostile creatures. * Fixed issue with using detonate on doors. * Revealed Lore fixed. * Reverie and Scent removed from 'u'se menu. * Drow now get Ambidexterity properly. * Fixed and clarified option to highlight neutral creatures. * Guardian Runes of Khasrach now block teleportation. * All goblin encampment occupants should now be hostile. * Fixed bug giving goblin viziers too-high spellcasting. * Fixed "infinite counterspell" issue (hopefully). Note that there has always been a tactical option to set to determine when you will counterspell! * Altered prompts and inventory/spell managers so they don't accept held-down keys as input anymore (catch thrown+--more--=death) * Keybinding screen fixed * Player now automatically recieves first action after doing a controlled ascent or descent to a different level. (Monsters can still act first when you fall into a chasm, which seems sensible.) * Creatures who are cowed or have accepted terms will no longer pick up items at all, and are timed out longer than the player is. * Climbing on the ceiling now requires skill checks vs. DC 25 every 1 in 30 steps; rolling less than 35 costs 1 fatigue. * Failing to equip an item no longer gives you the item's bonuses (see: equip cloak while wearing magical robes) * Falling damage now stuns the player, unless he uses Tumble or slow fall. * Walking over pits now requires confirmation, and auto-run stops for them. * Scrolls (and other crafted items) now priced correctly. * Fixed reverse charge bug. * Weapon swap refactored to deal with bug and other issues. * Auto-Run logic improved. * Fixed 100% slowing issue (with a kludge). Still need to think about penalty stacking for RotF. * Lots of (undefined ##) descriptions fixed. * Fixed Sabine's Lightning Bolt ability caster level bug. Changes in 0.5.7A * Allies of the player are now barred from casting a list of "obnoxious" spells: const char * alliesShouldntCast[] = { "Obscurement", "Rainstorm", "Rusting Grasp", "Natural Erosion", "Spook", "Deeper Darkness", "Whirlpool", "Ring of Blades", "Etherealness", "Blasphemy", "Grease", "Pyrotechnics", "Web", "Electric Loop", "Visage of Death", "Levitation", "Evard's Black Tentacles", "Cloudkill", "Dream", "Nightmare", "Lesser Symbol", "Fireball", "Color Burst", "Confusion", "Immortal Grandeur", "Hallucinatory Terrain", "Mirage Arcana", NULL }; * Balance checks succeed on natural 20. * Logic problems in SkillCheck() fixed. * For simplicity's sake, until this can be handled better, monsters never pick up chests. * Restriction on reincarnating characters in play commented out for now. Changes in 0.5.7 * Changing options from main menu now works properly. * The Zen Defense feat no longer works with /mage armor/ or /spirit armor/. * Weapons now only add their magical plus to defense if they have the Defending quality * Characters now regenerate mana until it dips below (65 - [Concentration x 2])% of their total, to a mimnimum of 20% at concentration +23. * Revised weapons table to make the weapons more comparable and competitive -- large swords are less uber; staves no longer rely on Strength. * New items: Scrolls of Enchant Armor (plus, fortification, feather-light, graceful, life-keeping and resistance). * Potion of Vitality made into staple item. * Feather-Light armor only imposes 1/2 the Swim penalty. * New armor quality: life-keeping * Coverage now blocks special damage, as described in the help under "Armor vs. Special Attacks". * Turning now costs only fatigue, not mana. * To aid warriors in using the new scrolls, Decipher Script is now a skill that allies can aid you with. * A character's elemental resistances now add directly to the hardness of her equipment, so a Helm of Clear Sound helps defend against /shatter/. * Armor protects a character's amulet, bracers and girdle from slashing, piercing and blunt damage similarly to the character himself. * Class mana dice changed; mages now get 1d20 base/level. * Mana now has a single flat multiplier based on total character level; this gives everyone slightly more mana. * New Feat: Roll With It * Fixed a bug with damage modifiers not being displayed properly at times. * Maeve will now turn armor feather-light. * The screen now redraws _mostly_ correctly on toggling between fullscreen and windowed mode. * Many gods will now intercede to negate a critical hit that would kill a player or reduce her to less than 1/5th her total HP. * Fixed (undefined ##) in monster listings in chardump * Fixed the bug where appeasing your god makes you anathema to them. (YAY!) * Allies of the player character now never attack targets neutral to the player character (without being ordered to). * Fixed religion bug so Khasrach now sends friendly orcs to help the player when she's supposed to. * Incursion now recognizes numpad enter (I hope). :-) * Fixed bug where size fields caused unseen parts of the map to be drawn (I hope -- this is hard to test). * Fixed bug causing off-hand attacks to have abnormally huge timecosts. * Updated god writeups for Hesani, Immotian, Khasrach, Essiah, Zurvash, Kysul. * Hesani's risk-taking clause loosened and explained, so it works correctly now. * Added new metamagic feats: Extend Spell and Judicious Spell; removed Anchor Spell, revised Enlarge Spell. * Prepatory Magic feat description updated. * Fixed the "suitable formulas" message causing problems with the item selection prompt. * Bypassed a bug causing forges not to appear in all Armouries, will fix properly later; now there are guaranteed forges on dlev 3 and 7 and they appear correctly (look in piles if you don't find them!) * Keyboard legend now appears properly again on the character sheet screen. * A few vestigal errors with the way the windows were placed based on constant values left after the Allegro port are now fixed. * The "monster has >1000 items" error will now appear only once per run of the executable, and now only comes after 10,000 items (but I suspect it's irrelevant because the huge inventory is a bug) * Bug where curing petrification in fact caused it to occur immediately is now fixed. * Decastave is now +2 regardless of caster level. * Rapiers, quarterstaves and stilettos don't use Str. * Hallow made to cost less mana and be easier to cast in order to make life easier for Xel worshippers. * Humans no longer recieve a bonus feat at 2nd. * Open the Third Eye and related spells now work correctly when cast on a player. * _Hopefully_ magical robes and helmets no longer show bizarre properties; let me know if you still get this! * Rangers now cast as bards rather than as priests, so they can wear light armor and still cast, and do not need a holy symbol. Changes in 0.5.6A * Holy symbols can now be equipped in the neck slot. * AutoBuff command works again. * Number Pad keys should work * Close Box and Ctrl-C now save-and-quit if the game is in play, otherwise just terminate. * Fullblade toned down, complete weapon revision still in the pipe. Changes in 0.5.6 * ProvokeAoO(Creature* c) now checks isBeside, so trip no longer causes AoOs at a distance. * Allegro! Yay! Multiple fonts and resolutions implemented, fullscreen/window toggle, etc. * InBounds(x,y) on descending to level 2 fixed * International keyboards issue identifed, addressed and hopefully fixed * More traps that logically could be are now mundane rather than magical * Monsters no longer cast cure spells or drink potions when they are uninjured * Fixed AllegroTerm glitch with scrolling * Implemented blinking cursor for AllegroTerm * Two-weapon fighting now adds 1/2 the faster weapon's Spd. * 'preserved' uninitialized error fixed. * Auto-Disarm now ignores traps reset by player * Fountains are no longer generated in squares with water or other deep liquid * There is now a switch to turn Demoralize off. * The vicious weapon quality now only activates if you have 2/3rds or more of your HP. * The tightrope bridge now works correctly over water and magma, I hope. * Minor mana trap message fixed. * Bizarre templates (spiked, razorjaw, half-fiend, etc.) have been made far rarer. * Vampire watermelon renamed vampire melon; sponge beast renamed aether sponge; above and accursed cow all made very rare. * /shatter/ damage is now 1d4/level, scaled after 9th. * Half-Celestial restricted to sapient creatures to prevent the half-celestial vampire watermelon thing. * Assuming class is chosen before attributes, paladins can no longer start with unholy, chaotic, corrosive or vampiric weapons as perks, nor items with the [Evil] or [Chaotic] descriptors. * Assuming race is chosen before attributes, small races cannot start with Large items as perks. * Fixed bug causing brewing poisons to crash the game, as well as adding a more coherant message if you don't know any formulas; fixed other minor poisoncraft bugs. * Fixed bug with maximum scroll level scribable being based on Alchemy rather than Knowledge (Magic). * Fixed scrolls and other crafted items costing 0 xp & 0 gp. * Investigated monsters casting spells (like command) at themselves; seems pathological and difficult to fix, no solution yet. * Money re-balancing: all costs to make or purchase items cut by two-thirds, and first three dungeon levels have more money now. * Detect Natural Traps no longer makes animal companions turn hostile. This is a flag that needs to be on certain spells, so let me know if you find any more that do this! * Mage armor now cancels or cannot be cast when real armor is worn. * Neutral endgame creatures issue hopefully fixed. * Brilliant energy weapons are no longer subject to weapon damage. * Lyle spell list bug investigated, does not seem to be an error. * Handaxe min Strength fixed. * Toned down lance stats. * Defensive Synergy bonus halved. * Error selecting Defensive Roll as a rogue bonus ability fixed. * Incursion _should_ now work with international keyboards. * Thaumaturges now get Light weapon prof correctly. * Coins now weigh a fifth of what they used to weigh. Changes is 0.5.5 * Fixed bug with Jump spell increasing damage * Terminal code MASSIVELY refactored to aid Allegro port * ANCHORED now pulls creatures using magic to become ethereal or incorporeal back to their plane. * Guaranteed armories with forges to make and repair metal items on dungeon level 3 and 7. * There is now an actual goblin _army_ in the endgame again. * Rangers now have the skills Knowledge (Nature, Oceans and Theyra). * Alignment fixed so that killing fleeing creatures is only bad for lawfuls if they are sapient; crawling claws and monkeys are immune. * Holy symbols are now their own class of items, rather than being treated as special amulets. This fixes several bugs and bad behaviours related to them. * One effect of this is that a priest can put his holy symbol in his ready hand and it counts as equipped. * Holy symbols count as a +4 skill kit for Know (Theo). * Wands of Opening now opens doors * New Item: Wand of Dismissal * Wands of Alacrity work differently now -- they only last for a limited time, and have a plus. * "Etherealness" is now a level 6 priest (and level 8 mage) spell the way it should be. * Traps generated in water / deep liquid (magma/slime) squares are removed after level gen; this prevents the reduce trap / water item loss thing, as well as being sensible logically. * You can now Offer Terms to Demoralized creatures. * You can no longer Cow creatures that are already frightened. * Rope Trick is now level 3; Apportation now level 2. * Fixed bug displaying "Hide in Plain Sight" * Shadowdancer level abilities rearranged for balance. * Erase spell now works properly, on Guardian Runes and otherwise * Dispel Magic now affects guardian runes (with a good roll -- it's hard), magical traps, symbols, etc. -- these have fairly high set caster levels to avoid the spell being overpowered. * More creatures now carry rope. * Casting /rope trick/ now consumes rope. * Haste is now the 4th level Time Domain spell; it's still 3rd for mages. * Zen Defense limited WRT armor * Righteous Might and Divine Power rewritten for balance, and to ensure they have different and distinct concepts behind them. * Inventory manipulation takes place in realtime now, giving monsters their actions and warning the player when he becomes threatened. * Prerequisites for feats and prestige classes are now based only on inherant values, not bonuses from items or spells, or the effects of attribute damage. This was a complex fix and I probably missed something; let me know if you spot someplace where this doesn't work. * Fixed a crash bug involving pressing [Esc] on the 'select a class' menu for multiclassing * Fixed _an_ InBounds(x,y) error, but I doubt it's _the_ InBounds(x,y) error (from descending to dlev 2). Let me know if you still get that on 0.5.5? Changes in 0.5.4A * Increased kill experience for characters of level 4+ by about 30% to refect the "Sammal Warrior 8" game where a character with 25% XP bonus was level 8 at the end of the game. * Friendly creatures only give 1/3rd experience when you kill them, to avoid giving an unintended edge to evil characters. * Fixed crash bug involving Expert Tactician and ranged attacks * Fixed bug that prevented ranged attack targeting properly against monsters with cursed weapons (Zik Targeting Bug) * Fixed inexplicable "This must be a Potion of Fire Breath". * Fixed "InBounds(x,y)" bug caused by Rope Trick and vision tests for creatures on one map by those on another * Fixed Glyph of Warding crash bug (Vorn Wyndyl II) * Fixed "InBounds" error on dungeon descent (Kesh, Orc Paladin) * Fixed Remove Curse potions for real this time Changes in 0.5.4 * All cure spells now available as service spells * Bartering with creatures with templates granting service spells no longer causes Stati corruption * 'bsp' error on fountain drinking suppressed * Request Item crash bug fixed * Players can now get service spells from allied creatures for free. * Succubus ethereality and gender fixed * Unaware creatures no longer get AoOs on hidden creatures * You can stop sprinting with the Cancel command now * Healing treating blindness now works properly * Attributes no longer train when inherant bonus is maxed, to avoid 'profound wastefulness' message spam. * Saving should no longer take game-time * Monsters should no longer be able to equip tower shields * Monsters no longer become hostile over EF_NOTBAD spells, and animate shadows is fixed to affect only hostiles * Fixed bug with favor-calculation that stopped followers of Asherath from advancing. * Powered up Aiswin's level gifts a bit, and gave him level gifts for 8 & 9 to match the other gods. * Potions of Remove Curse now remove curses on both characters and items, just like the priest spell does. * Fixed crash related to ranger tracking. * Fixed a major bug with Mara's favor calculation. * Your favor penalty for aid is now alluded to under spiritual state on the character sheet * God anger is more moderate now because only the highest anger from a single act it gained -- so killing a friendly by suprise (+5 by suprise, +3 friendly) will give only +5 anger rather than +8. * The 'Seek Insight' function of prayer now tells you exactly what your god will do for you based on your current favor. * Favor gain changed back to normal rate * General religion-system help in the Adventuring section added * Sacrificing to the 'blatant' evil gods is now an evil act; sacrificing to the subtle ones (Erich/Maeve) is not. * Aiswin, Asherath, Ekliazeh, Mara, Semirath, Xavias, Xel all recieved specific manual update * Added spells Vigor and Heightened Senses, and Wand of Opening (currently works only on chests, not doors; will fix later) * Nondetection effects no longer conceal their user from Blindsight or Tremorsense. * Death Attack now has a range of 30 feet. * Feat "Shoot from Cover" removed until I can figure out how to balance it. * Characters now gain 2 base feats at level 1 * Ancient Library now guaranteed on dlev 2, less tomes in AL * Summoned creatures no longer grant XP when slain * Limited teamwork with skills implemented, probably still buggy * Monsters with negative Challenge Ratings have skill ratings calculated as if they were CR 1. * Fixed monsters not actually getting all the skills from templates. Changes in 0.5.3A * Tanglefoot bags don't trigger gravestones * Divine feats are accessable * Summoning crash fixed Changes in 0.5.3 * Sacrifce moves you closer to the recieving god's alignment if that is also your desired alignment * Petrification stoppable with acid or lizard corpses * All characters get +2 SP/level * Monster alignments vary -- you can now meet neutral orcs, etc. * Alignment bonuses to hit, Will save and XP * Vortices have their own class of incorporeality, are not invisible and cannot move through stone, though you still need magical weapons to hit them. * You can now pray for aid or cast still vocalized spells while paralyzed. * You do not recieve a Strength bonus to damage when attacking incorporeal creatures unless your weapon is ghost touch. * The "calculated favor", which is something like XP with your god, is tripled. This will probably make it too easy to advance too quickly with gods, but I want to try it out to see how the gods balance out and let people get farther in the game. * /dispel magic/ and related traps can no longer strip away abilities gained from a body or template (like infravision) * Added Potions of Faerie and Light * Equipment-damaging traps toned down * Kobold warrens have lots of traps * Fountains can now restore lost experience on a good roll * Druids with infravision now keep it when they wildshape. Skill bonuses stay when polymorphed, too. * Animal companions no longer get attacked by allies * Detonate crash fixed * All dice get rolled on critical hits, now * Monsters no longer regenerate in the Rope Trick e-space, and several related deeper map/terminal design flaws fixed * Fixed Lesser Planar Conjuration, kinda * Fixed armor bypass / natural armor absorbs message contradiction * You can now batter down doors with blunt weapons without crashing the game; slashing weapons do 1/3 damage and doors are immune to piercing damage. * Attribute damage/drain has messages now. * Preserving power now lets you keep the scroll. * You can identify scrolls after reading them with Knowledge (Magic). * To avoid message spam, all messages concerning monsters charging and/or breaking off their charge have been suppressed until a way can be found to display them only when appropriate.