Change log 150715 -> 151030
These are the changes between version 1.11 (150715) and 1.12 (151030).
Client Changes
- HOTFIX: Blade Flurry has been nerfed down to a maximum of +3 extra attacks - you can call it the revenge of Gyffendal.
- HOTFIX: Players who decide to take a swim while confused may end up drowning instead of being forced to retire.
- HOTFIX: NPC's should no longer be totally horrified by lava and they should step on bridges again.
- HOTFIX: Monsters should no longer freeze the game and NPC's should no longer take lava baths as often.
- Inventory now refreshes itself when an item is destroyed by a spell while using a keyboard.
- Amulet of Seven Keys can now be blessed (and Silent Move does triple damage when equipped).
- Added new dungeon features: lava chasms, water chasms, bridges and lurkers.
- Fixed a bug that caused attacks to critically miss (and weapons to get damaged due to it) if the target was incapacitated and the attacker had very high attack modifier. Whoooops...
- My Precious challenge is now slightly more challenging (normal rings can no longer be used to create one and blessed rings can no longer be found in stores nor do they drop as loot).
- Named encounter bosses now have a timer (360 to 720 turns depending how their haste procs) after which they will attempt to leave the level and push a boulder on the entrance. This will trap the player in the level and forces him to retire (all entrances are removed).
- Renewing Touch's duration is now reduced down to the caster's charisma modifier if any damage is taken and it is higher than that. This is a huge nerf to its usefulness at lower charisma values but perhaps Healing Touch gets more use now (nah, actually it's because someone said it's the best spell in the game and now everyone must be punished for that - whoops did I write that down).
- Added some extra checks to prevent accidental healing of enemies and harming of friends with spells.
- Fixed a bug that caused some miscast effects to last 10 times as long as they should have.
- Fixed a bug that allowed NPC's to use items while polymorphed.
- Added three new talents: Shapeshift: Wolf, Shapeshift: Bear and Bestial Wrath.
- Fixed a bunch of inventory redraw issues where things were redrawn multiple times in some cases and zero times in others.
- Snails and graves no longer drop hardwood.
- Added 10 new challenges and titles.
- Added heroic difficulty level (check "Please don't hurt me!" and select "Rogue"). This difficulty level requires that the cultists are dealt with or the final battle will include a few hundred tentacles. Enemies also receive +1 all abilities and resistances at max level and then some. The hardest part is that you get to start without heritages (with the exception of crafting) and you also start with the worst choice of abilities (7777).
- The game now reminds of the use of capital letter (and some other things) at hero creation.
- Final battle now includes tentacles even on normal difficulty unless the cultists have been dealt with.
- Added 10 new shapeshifting heritages.
- Added a new monster that forces attackers to pass a mental check or be charmed.
- Early game snail cushion is now removed if the player has unlocked the first five heritages (yes, this means that you can spawn next to a gang of orcs at level 1 and you don't have to avoid killing the snails because they're not there).
- Avoiding encounters by clearing the last tile near the entrance is no longer possible after unlocking the first five heritages (leaving a part of the dungeon hidden is still a smart thing to do but since you have so much spare money to begin with, you can afford to pay for a reset).
- Against the Odds challenge now requires that the dungeon consists of three or more levels.
- All regeneration effects now add base stamina modifier divided by 2 to the score (e.g. Ring of Regeneration now heals for 3 points per turn at base stamina 11).
- Fixed a bug where certain hidden doors had floors drawn over them.
- Triggering an alarm can now start a non-unique encounter (bandits, etc) even if the dungeon is not cleared. This happens if the player is level 10 or more (or any level on heroic difficulty) and a 2D6 roll is 2. Alarms do not use the normal encounter chance shown in town but finishing one of these easy encounters will reset it.
- Added 23 new map templates with water and lava chasms.
- Fixed a number of bugs that weren't visible to the player and probably created just as many new ones.