Following changes are included
Bugs
- Some armors bought from the shop had wrong AC displayed
- Some undocumented minor or not so minor bug fixes
- Fixed a bug where entering equipment shop after loading save crashed game
- Fixed a bug where items bought spawned at 0,0 coordinates if inventory was full
General
- Game has a icon now
- A new graphical tool for editing conf.txt; TToTd20Conf.exe
- Minor fixes to messages
- New stat raise screen
- New fonts supported: 8x12 and 10x16
- Menus related to items grouped by 5
- Improved shop screen
- New shop: Cleric Silywyn sells now books and scrolls
- Minor undocumented improvements or changes
Heroes
- Class restrictions are removed; equipment now require attributes
- Rogue and ranger start with a dagger now
- Cleric's start mace is now 1d4+0 instead of 1d6+0
- New stat: Armor Penalty; this comes from wearing heavy armor and applies to ranged combat and spellcasting, is negated by constitution
- Cleric's and sorcerer's mana point increase on leveling lowered by 1
- Start gold increased back to the 150 from 100
- Charisma now affects prices by 5% for every 3 points in charisma instead of 1gp for every 3 points
- Fighter's javelin removed from game
Spells
- Turn Undead is now Nova-like spell with radius of 2 from caster
- Radiuses of Fireball and Frozen Orb decreased to 2 from 3
Tuesday, May 6, 2014
Tuesday, April 29, 2014
Sixth Beta Released
Here's the changes:
Bugs
- Scrolls of recall bought from shop had wrong price when selling
- Fixed a bug where higher level spellbooks spawned outside of map
Quests
- Bandit quest reward is now 100 or 150 instead of 200 or 250
General
- Players start as "satiated" instead of "not hungry"
- Food is a little more nutritious, from starving to bloated takes 4 food rations. 5th ration kills
- Standing over locations in overworld display now message
- Added support for 12x12 font for smaller screens, use conf.txt
- New merchant which sells magical items and regular armors and weapons. Added to the same house as general goods merchant
- Inventory text improvements
Heroes
- Cleric has a new tile now
- Weapon proficiency bonus changed from +5 to hit bonus to +1 damage bonus
- Stealth no longer works when player has a lighted lantern in inventory
- Starting gold is 100 instead of 150
- Paladins can wield two-handed weapons
- To Hit Bonus divided into Melee and Ranged bonuses
Monsters
- Cultist's drop chance of scrolls reduced to 15% from 25%
- Lich's drop chance of scroll reduced to 15% from 100%
- Risen sorcerer's drop chance of scrolls reduced to 15% from 25%
- Harpy's drop chance of food reduced to 20% from 100%
Items
- Items are now identified when picking up, cursed status is still identified when equipping
- Vassaruth's blade is now [1d6+2] instead of [1d6+1, +5 thb]
- Magical weapons are added and have 10% chance to spawn instead of regular weapon
- Magical armors are added and have 10% chance to spawn instead of regular armor
- Monsters drop weapons now 5% more likely
- Item sell prices are now 1/4th of the buy price
- Armor Class values of chainmail and higher lowered by 5
Bugs
- Scrolls of recall bought from shop had wrong price when selling
- Fixed a bug where higher level spellbooks spawned outside of map
Quests
- Bandit quest reward is now 100 or 150 instead of 200 or 250
General
- Players start as "satiated" instead of "not hungry"
- Food is a little more nutritious, from starving to bloated takes 4 food rations. 5th ration kills
- Standing over locations in overworld display now message
- Added support for 12x12 font for smaller screens, use conf.txt
- New merchant which sells magical items and regular armors and weapons. Added to the same house as general goods merchant
- Inventory text improvements
Heroes
- Cleric has a new tile now
- Weapon proficiency bonus changed from +5 to hit bonus to +1 damage bonus
- Stealth no longer works when player has a lighted lantern in inventory
- Starting gold is 100 instead of 150
- Paladins can wield two-handed weapons
- To Hit Bonus divided into Melee and Ranged bonuses
Monsters
- Cultist's drop chance of scrolls reduced to 15% from 25%
- Lich's drop chance of scroll reduced to 15% from 100%
- Risen sorcerer's drop chance of scrolls reduced to 15% from 25%
- Harpy's drop chance of food reduced to 20% from 100%
Items
- Items are now identified when picking up, cursed status is still identified when equipping
- Vassaruth's blade is now [1d6+2] instead of [1d6+1, +5 thb]
- Magical weapons are added and have 10% chance to spawn instead of regular weapon
- Magical armors are added and have 10% chance to spawn instead of regular armor
- Monsters drop weapons now 5% more likely
- Item sell prices are now 1/4th of the buy price
- Armor Class values of chainmail and higher lowered by 5
Monday, April 28, 2014
Upcoming features in the next release
Bugs
- Scrolls of recall bought from shop had wrong price when selling
- Fixed a bug where higher level spellbooks spawned outside of map
Quests
- Bandit quest reward is now 100 or 150 instead of 200 or 250
General
- Players start as "satiated" instead of "not hungry"
- Food is a little more nutritious, from starving to bloated takes 4 food rations. 5th ration kills
- Standing over locations in overworld display now message
- Added support for 12x12 font for smaller screens, use conf.txt
- New merchant which sells magical items and regular armors and weapons. Added to the same house as general goods merchant
Heroes
- Cleric has a new tile now
- Weapon proficiency bonus changed from +5 to hit bonus to +1 damage bonus
- Stealth no longer works when player has a lighted lantern in inventory
- Starting gold is 100 instead of 150
Monsters
- Cultist's drop chance of scrolls reduced to 15% from 25%
- Lich's drop chance of scroll reduced to 15% from 100%
- Risen sorcerer's drop chance of scrolls reduced to 15% from 25%
- Harpy's drop chance of food reducd to 20% from 100%
Items
- Cursed item naming is now different; it is now "(cursed) itemName" instead of "cursed itemName". Uncursing items now regain their original name instead of "uncursed itemName"
- Items are now identified when picking up, cursed status is still identified when equipping
- Vassaruth's blade is now [1d6+2] instead of [1d6+1, +5 thb]
- Magical weapons are added and have 10% chance to spawn instead of regular weapon
- Magical armors are added and have 10% chance to spawn instead of regular armor
- Monsters drop weapons now 5% more likely
- Item sell prices are now 1/4th of the buy price
- Unusable items are now displayed as "(unusable) itemName" instead of "itemName (unusable)"
- Armor Class values of chainmail and higher lowered by 5
Tuesday, April 15, 2014
Beta 5 released!
Changes:
Bugs fixed
- Fixed a funny bug where player could speak to giladir's corpse
Quests
- Giladir disappears now after meeting at Marwal Inn
- Free the Prisoner quest, Heal Giladir quest and Kill the bandit leader quest have now evil rewards
General
- !!!New config file for setting default full screen!!!
- !!!Ascii mode is now handled through the config file!!!
- Corrupted well after curing and using has now tile
- Drinking from well heals 1 Hit Point
- Some quests display now intended level
- Doing good or evil deeds display now message
- Combat messages improved
- More dialogues
- Saves are now in a subfolder Saves
NPC
- Merchant is now named Haradir
- Innkeeper is now named Elemira
Spells and talents
- Spells and talents featuring effects such as poison and stun take into account resistances
Monsters
- Monster resistances are implemented; uses dungeon level / 3 against d20, e.g. end boss rolls 11 and thus has 55% resistance
- Bandits and undead adventurers are no longer named and cannot be elite monsters
Items
- Weapons now can be found as damaged, normal or superior (-1, 0 and +1 damage and 20% chance, 60% chance and 20% chance and 70%, 100% and 130% sell values respectively)
- Sell prices in general adjusted
Bugs fixed
- Fixed a funny bug where player could speak to giladir's corpse
Quests
- Giladir disappears now after meeting at Marwal Inn
- Free the Prisoner quest, Heal Giladir quest and Kill the bandit leader quest have now evil rewards
General
- !!!New config file for setting default full screen!!!
- !!!Ascii mode is now handled through the config file!!!
- Corrupted well after curing and using has now tile
- Drinking from well heals 1 Hit Point
- Some quests display now intended level
- Doing good or evil deeds display now message
- Combat messages improved
- More dialogues
- Saves are now in a subfolder Saves
NPC
- Merchant is now named Haradir
- Innkeeper is now named Elemira
Spells and talents
- Spells and talents featuring effects such as poison and stun take into account resistances
Monsters
- Monster resistances are implemented; uses dungeon level / 3 against d20, e.g. end boss rolls 11 and thus has 55% resistance
- Bandits and undead adventurers are no longer named and cannot be elite monsters
Items
- Weapons now can be found as damaged, normal or superior (-1, 0 and +1 damage and 20% chance, 60% chance and 20% chance and 70%, 100% and 130% sell values respectively)
- Sell prices in general adjusted
Tuesday, April 1, 2014
Beta 4 Released!
Changelog:
Bugs
- Looking tile char x is now consistent everywhere
- Javelin had a double strength bonus before
- Giving Giladir a potion of healing now truly removes only one healing potion from inventory
- Mimic AI should work properly
General
- New leveling system: player gets 2 attribute raises but each stat is limited to 10 without bonuses
- New attribute: Wisdom; used instead of Intelligence in cleric's spell damage calculation
- New attribute: Constitution; used with damage reduction from physical attacks
- New attribute: Charisma; used with shop prices when selling and buying and paladin's smite
- Help displays now explanations for ascii symbols
- Player can now target melee talents / spells only within 1 tile radius from the player
- Poison damage is consistent while resting for multiple turns
- Improved character sheet
Items
- Sell values adjusted for some items
- New wisdom potion reward, wisdom amulet
- New charisma potion reward, charisma amulet
- New constitution potion reward, constitution amulet
Spells and talents
- Paladin's Shield Wall renamed to Holy Shield to make it more Paladin'ish
- Turn Undead uses now player level as a damage bonus instead of Intelligence
Monsters
- Venom spitter snakes are immune to poison now
- Monster experiences revised, players should get to level 9 around the last few floors of the hell
- General balancing
Bugs
- Looking tile char x is now consistent everywhere
- Javelin had a double strength bonus before
- Giving Giladir a potion of healing now truly removes only one healing potion from inventory
- Mimic AI should work properly
General
- New leveling system: player gets 2 attribute raises but each stat is limited to 10 without bonuses
- New attribute: Wisdom; used instead of Intelligence in cleric's spell damage calculation
- New attribute: Constitution; used with damage reduction from physical attacks
- New attribute: Charisma; used with shop prices when selling and buying and paladin's smite
- Help displays now explanations for ascii symbols
- Player can now target melee talents / spells only within 1 tile radius from the player
- Poison damage is consistent while resting for multiple turns
- Improved character sheet
Items
- Sell values adjusted for some items
- New wisdom potion reward, wisdom amulet
- New charisma potion reward, charisma amulet
- New constitution potion reward, constitution amulet
Spells and talents
- Paladin's Shield Wall renamed to Holy Shield to make it more Paladin'ish
- Turn Undead uses now player level as a damage bonus instead of Intelligence
Monsters
- Venom spitter snakes are immune to poison now
- Monster experiences revised, players should get to level 9 around the last few floors of the hell
- General balancing
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