All Versions
31
Latest Version
Avg Release Cycle
56 days
Latest Release
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Changelog History
Page 3
Changelog History
Page 3
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v0.4.101.0 Changes
- the game is now officially fun to play
- introduce unique boss monsters and unique artifact items
- ➕ add animals that heal the player
- let AI gang up, attempt stealth and react to player aggressiveness
- spawn actors fast and close to the enemy
- spawn actors less and less often on a given level, but with growing depth
- prefer weapons with effects, if recharged
- 👉 make the bracing melee bonus additive, not multiplicative
- let explosions buffet actors around
- 👉 make braced actors immune to translocation effects
- 🚚 use mouse for movement, actor selection, aiming
- don't run straight with selected actors, but go-to cross-hair with them
- 0️⃣ speed up default frame rate, slow down projectiles visually
- 💻 rework item manipulation UI
- you can pick up many items at once and it costs only one turn
- 👍 allow actors to apply and project from the shared stash
- reverse messages shown in player diary
- display actor organs and stats
- split highscore tables wrt game modes
- 🚚 move score calculation formula to content
- 0️⃣ don't keep the default/example config file commented out; was misleading
- I was naughty again and changed v0.5.0.0 of LambdaHack content API slightly one last time
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v0.4.100.0 Changes
- unexpectedly thaw and freeze again v0.5.0.0 of LambdaHack content API
- unexpectedly implement timeouts and temporary effects easily without FRP
- 👉 make a couple of skill levels meaningful and tweak skills of some actors
- 👉 make AI prefer exploration of easier levels
- permit overfull HP and Calm
- let non-projectile actors block view
- 👉 make colorful characters bold (if it resizes your fonts, turn off via colorIsBold = False in config file or --noColorIsBold on commandline)
- start the game with a screensaver safari mode
- ➕ add i386 Linux and Windows compilation targets to Makefile
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v0.4.99.0 Changes
- balance the example game content a bit (campaign still unbalanced)
- 📚 various code and documentation tweaks and fixes
- ➕ add cabal flag expose_internal that reveals internal library operations
- 🔀 merge FactionKind into ModeKind and rework completely the semantics
- compatibility tweaks for Nixpkgs
- 💻 define AI tactics, expose them to UI and add one more: follow-the-leader
- 💻 share leader target between the UI and AI client of each faction
- specify monster spawn rate per-cave
- extend content validation and make it more user friendly
- freeze v0.5.0.0 of LambdaHack content API
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v0.2.14 Changes
- tons of new (unbalanced) content, content fields, effects and descriptions
- ➕ add a simple cabal test in addition to make-test and travis-test
- generate items and actors according to their rarities at various depths
- redo weapon choice, combat bonuses and introduce armor
- 🚧 introduce skill levels for abilities (boolean for now, WIP)
- ✂ remove regeneration, re-add through periodically activating items
- ensure passable areas of randomly filled caves are well connected
- 👉 make secondary factions leaderless
- auto-tweak digital line epsilon to let projectiles evade obstacles
- ➕ add shrapnel (explosions) and organs (body parts)
- express actor kinds as item kinds (their trunk)
- ➕ add dynamic lights through items, actors, projectiles
- 🛠 fix and improve item kind and item stats identification
- 👉 make aspects additive from all equipment and organ items
- split item effects into aspects, effects and item features
- rework AI and structure it according to the Ability type
- define Num instance for Dice to make writing it in content easier
- ✂ remove the shared screen multiplayer mode and all support code, for now
- 📇 rename all modules and nearly all other code entities
- check and consume HP when calling friends and Calm when summoning
- determine sight radius from items and cap it at current Calm/5
- introduce Calm; use to hear nearby enemies and limit item abuse before death
- let AI actors manage items and share them with party members
- 💻 completely revamp item manipulation UI
- ➕ add a command to cede control to AI
- separate actor inventory, 10-item actor equipment and shared party stash
- 🚚 vi movement keys (hjklyubn) are now disabled by default
- 🆕 new movement keyset: laptop movement keys (uk8o79jl)
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v0.2.12 Changes
- 👌 improve and simplify dungeon generation
- simplify running and permit multi-actor runs
- let items explode and generate shrapnel projectiles
- ➕ add game difficulty setting (initial HP scaling right now)
- 👍 allow recording, playing back and looping commands
- implement pathfinding via per-actor BFS over the whole level
- 💻 extend setting targets for actors in UI tremendously
- implement autoexplore, go-to-target, etc., as macros
- let AI use pathfinding, switch leaders, pick levels to swarm to
- 👮 force level/leader changes on spawners (even when played by humans)
- 💻 extend and redesign UI bottom status lines
- 💅 get rid of CPS style monads, aborts and WriterT
- ⚡️ benchmark and optimize the code, in particular using Data.Vector
- split off and use the external library assert-failure
- simplify config files and limit the number of external dependencies
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v0.2.10 Changes
- screensaver game modes (AI vs AI)
- 👌 improved AI (can now climbs stairs, etc.)
- multiple, multi-floor staircases
- multiple savefiles
- 🔧 configurable framerate and combat animations
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v0.2.8 Changes
- cooperative and competitive multiplayer (shared-screen only in this version)
- overhauled searching
- ⚡️ rewritten engine code to have a single server that sends restricted game state updates to many fat clients, while a thin frontend layer multiplexes visuals from a subset of the clients
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v0.2.6 Changes
- the Main Menu
- 👌 improved and configurable mode of squad combat
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v0.2.6.5 Changes
- 📚 this is a minor release, primarily intended to fix the broken haddock documentation on Hackage
- 🔄 changes since 0.2.6 are mostly unrelated to gameplay:
- strictly typed config files split into UI and rules
- a switch from Text to String throughout the codebase
- use of the external library miniutter for English sentence generation
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v0.2.1 Changes
- missiles flying for three turns (by an old kosmikus' idea)
- visual feedback for targeting
- 🚚 animations of combat and individual monster moves