Posted by Warren Cheung on changes in SLASH'EM 0.0.2E7.
It's out! Merry Christmas!
What's New
-added history of SLASH'EM and predecessors
-SLASH, Wizard, Nethack Plus, Nethack--(history, guidebook.mn)
-begun updating documentation
-added keyboard commands (M-b, M-e, M-k, M-q, M-y, Q, x, f)
-synchronized with help files
-Options (keep_savefile, save_prompt)
-Character bios for the slash classes
-added more info on #enhance (weapon+spells)
-weapon swapping, quiver/fire
(guidebook.mn, guidebook.tex, help, cmdhelp, hh, msdoshlp.txt)
-Added makefiles for the documentation. Note that to compile the .txt
docs you either need GNU Groff (DJGPP has a port) or nroff and
col (makefile.doc)
-discovered that makefiles require real tabs, and EDIT doesn't do tabs.
Looks like a job for NOTEPAD ;B
-version display registers borg, invisible objects, keep_save and
noartifactwish compile-time options (makedefs.c)
-changed the prompt in monster special power to "You aren't a monster"
rather than "you don't have a special ability" since SLASH
characters have special class effects.(cmd.c)
-keep savefile compile time option
-grouped under #define KEEP_SAVE (config.h)
comment out to compile without this option.
-keep_savefiles [FALSE]
This is a bit controversial, but it defaults to FALSE
and purists will play it that way, for the true
challenge. (files.c, options.c, flag.h, opthelp)
-save_prompt [FALSE]
Only useful with above defined TRUE. Prompts for quit
after save. (save.c, options.c, flag.h, opthelp)
NOTE: This is experimental, so I wouldn't mind
feedback on whether it works. Mail me!
(wac@intergate.bc.ca)
-Changed some skills for Undead Slayer class (u_init.c)
-made spear skill Expert rather than Skilled
Slayer artifact is a spear, after all
-made dagger skill expert too, since it's a starting weapon
-made crossbow skill Expert - Dracula movies
-changed bare handed basic to martial arts master
- Buffy the Vampire Slayer
-Added whip Expert - Castlevania
-made club, flail, mace, morning star, hammer, quarterstaff
Skilled from Expert to balance
-removed Trident skill - from Skilled to Restricted
-removed Lance skill - from Basic to Restricted
-fixed the offsets for #enhance skills screen (added missing brackets).
#enhance screen should be now properly aligned even when there
are some skills available to advance. (weapon.c)
-fixed the engulfing colors (my mistake..i turned some of them blue)
(other.txt)
-when summoning undead, people who know how to command undead will
automatically cast that as well. (read.c)
-'E','U','V' special ability also practices the with weapon. Increased
the delay between uses as balance. (cmd.c, weapon.c)
-'A' now has the identification ability. (the old spellcaster special
ability). He recognises objects from past research. (cmd.c)
-'N','F','I' and 'W' special ability is now study spells. Saves wear
and tear on those spellbooks. (cmd.c)
-bug fixes for 'Slashing ability'
- you can't extend claws when 'L' and polymorphed. Think of it
as needing your "human" bone structure. (cmd.c)
-retract claws when swapping to a weapon. (wield.c)
-message is now "fingernails extending to claws"
Thanks Ben Newall (ben@eki.com) (cmd.c)
-In #enhance skills menu - will keep calling the menu if you can enhance
more than one skill. Saw a comment at the top and implemented
it. (weapon.c)
-Added "yell" preceding successful megafireball cast. "Kamehameha" for
magic missile, "Shinkuu Hadouken" for fireball and
"Gessho Suityaha" for cone of cold. (Now, where could these
have come from. Haven't been playing SF vs Xmen/Samurai Shodown
;B ) (zap.c) Actually, I wouldn't mind more
appropriate "yells" (esp for cone of cold). Feel free to submit.
-In Wizard MODE: can now advance skills without practice. For debugging
the fireballs (Yeah right ;B) #enhance will now prompt for
whether you want to advance skills without practice.
(weapon.c)
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