DaJAngband 1.0.93 released.
Download link:
http://angband.oook.cz/dajangband/DaJAngbandsrc1093.zip
DaJAngband website:
http://www.geocities.com/will_asher/...ngbandmain.htm
bugfixes since 1.0.92:
- some messages are fixed from when I toyed with the idea of changing
the ELEC element into stench and then changed my mind. (aren't you
glad I didn't do that? ..me too.)
- silver & slime effects should work now (their effects were extremely
rare before the fix unless you got to a deadly level)
changes/new stuff since 1.0.92:
- waybread isn't quite so expensive and cures 3 points of slime
instead of 2. (adding the slime attack to green glutton ghosts makes
them a bit more troublesome, but I kinda like that.)
- expdrain is a little more drastic than before (may be made more so
later).
- implemented STOPREGEN flag for the One Ring and a couple other
cursed artifacts. (Finally! I still don't know why it didn't work the
first two times I tried to implement this.) Like you would guess, it
stops HP regeneration.
- priest and thief cl***** are finished*. a couple races have been
tweaked.
Changes based on suggestions for V I read about in rgra:
- a few old mushrooms have been replaced by more interesting new ones.
- speed potions inflict hunger. some healing potions have more
nutrition value to risk satiation.
- blades don't tunnel as well, certain cl***** and races prefer
certain types of weapons.** (in the form of slight to-hit bonuses or
penalties).
*Priest class: harder to play than V priest for 3 reasons: 1) slightly
worse strength and fighting skills, 2) prayers in prayerbooks are
arranged with the paladin in mind rather than the priest, 3) There are
less 'priestly' weapons that you don't get a penalty for. (but when
you do get a penalty, it is not as severe as in V.) The old
clairvoyance prayer has been replaced by a prayer which gives
tem****ary telepathy, priests also now get a prayer of resistance (like
the mage spell).
*Thief class: Pretty bad at fighting (and may get slightly worse), the
thief is a master of stealth and speed. He gets intrinsic extra speed
and monster aggravation has less effect for them (weapons which
normally give aggravation give -5 stealth instead). He is not great
with magic, but better at it than the rogue. He uses the alchemy spell
realm, but has one spellbook which is unique to the thief.
**some character weapon preferences: rogues prefer crossbows over
bows, rangers don't get extra shots but still good with bows, archers
and rangers not as good with crossbows or slings, crossbow not a
priestly weapon but a sling kindof is, assassins prefer crossbows,
high elves and fairy gnomes don't like crossbows, hobbits like slings.
Warrior not as good with priestly weapons, barbarians (which aren't
implemented yet) prefer polearms and axes to swords.


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