• Release name:
  • Version: ..
  • Required engine: ..

Release 0.1.1 "T.P.S. Character Sheets"

New in this release:

  • Thaumaturgy! Thaumaturgy spells can be seen in the "Use Thaumaturgy"
    dialog (bound to by default), from which you can cast the spells,
    rename them for your convenience, or bind them to hotkeys. The spell list
    can be grouped by page number, area of effect or damage type.
  • Some improvements to dungeon generation, notably handling of special
    levels like Deathwatch and Orc Town and creation of stairs to branch
    dungeons like Mount Doom and the Small Water Cave. [Actually, this part
    isn't terribly well tested... :oops: ]
  • A preliminary character sheet dialog (bound to 'C' by default),
    designed to mimic T2's display. This includes some of the "fluff" data
    from T2's character sheet like age/height/weight/social status, plus a new
    "Background" tab in the character creation dialog with an editor that I'm
    preobably more proud of than I should be... :oops: Also has functionality
    to dump the character sheet to a file. Still a few bits missing from this.
  • An experimental reimplementation of T2's "Modify visuals" handling.
    I discovered that the dialog UI that T4 uses for selecting a custom
    character tile could be turned to my own nefarious ends; :wink: so I made
    an ASCII visuals dialog out of it. Visuals can be set from the new 'Modify
    ASCII visuals for terrain/objects/monsters' game options, or more
    conveniently by right-clicking on the thing you want to modify and choosing
    'Modify visuals'. Notes:
    • The default engine font apparently doesn't have any of the fancy
      Unicode block or line characters that would be nice to use for various wall
      grids. I may try to include a more complete font in the next release. We
      Apologize for the Inconvenience.™
    • As noted, this is very experimental. Since there's apparently
      no central clearinghouse for what characters to use for what entities, I've
      had to pull some really dirty tricks to modify objects/monsters/terrain in
      place, and I may well have missed some spots.
  • Oh, did I mention we have a right-click menu now? :wink: Currently it
    has a "Move to location" option, various "Modify visuals" options depending
    on what's in the grid, and some debugging options if you have cheat mode
    turned on.
  • Implement critical hits, including bonuses from equipment and related
    skills.
  • Implement race powers for Kobold, Dark-Elf, Gnome, Orc, Troll,
    Petty-Dwarf, Hobbit and (partly) Deathmold, and part of the Rohan-Knight
    class powers.
  • Implement the Recall spell and the weapon-projection effects of the
    Demon Blade and Water Bite spells.
  • Music spells should probably use Charisma instead of Intelligence.
    Just sayin'. :oops:
  • Better handling of trap detection, including new game option 'Stop
    running when leaving trap-detected area'.
  • Implement Potions of Self Knowledge (mostly) and *Enlightment*
    (partially) and Scrolls of Monster Confusion.
  • Spell-power bonuses from wielded equipment and the Udun skill are now
    supported, as well as actually showing the Udun skill to Melkor followers.
  • Add descriptive texts to assorted potions, scrolls and timed effects.
  • Add the Arda calendar data for display purposes and the character dump.
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