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version_info.txt
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Shadow of the Wyrm v1.7.2 "Michelagnolo Galilei"
- Version started February 18, 2024. Version finalized August 25, 2024.
- Evergreen trees are now cyan in winter, to mimic the appearance of snow on
their branches.
- If you leave followers behind on an overworld map that isn't permanent (a
random forest, etc), that map will be flipped to permanent if you leave any
followers behind when exiting the map (dionje5).
- Cursed wands now have a chance to explode, lessened by Wandcraft, which can
also (for higher values) prevent this altogether.
- For this reason, NPCs won't chance using cursed wands.
- You can now dig through non-blocking diggable tiles (trees, etc) if you have
a digging implement equipped (sr.mafioso).
- Axes can now be used to cut down trees. Axes more suited to this purpose
(woodsman's axe, briar axe) will not break, though others might.
- Digging through weeds no longer gives lumber, branches, and boughs.
- Digging through trees, bushes, and weeds gives different messages than when
digging through earth and rock.
- Working with traps now trains Disarm Traps (hemsio).
- Improved the way in which Foraging and Herbalism train: these now train when
herbs or foragables are generated during map creation.
- You will no longer be crowned if standing over a tile (eg, open water) that
would cause your crowning gift to disappear.
- Shopkeepers now get additional ivory when shops repop and they're below a
certain threshold (hemsio).
- Shepherds start with slings and a few stones (Paul Raymond-Robichaud).
- Crowning gifts are now generated blessed.
- Creature respawns now generate a message (with associated music effect).
- Full support for music and an initial soundtrack.
- New names, etc.
- New creatures: chamber ensemble.
- The danger level now scales properly from Isen Dun or Carcassia to its
furthest point at the edge of the map (previously, a fixed value was used,
and Carcassia starts resulted in slightly less powerful creatures at the
furthest point).
- Stanzas for "Tel and Floridel".
- Bug fixes:
- Smithing was training far less frequently than it should (hemsio).
- The message for NPCs kicking objects wasn't working correctly (Paul
Raymond-Robichaud).
- The guidebook didn't note that Shepherds get Weaving (Paul Raymond-
Robichaud).
- Skinning stacks of corpses of the same type led to duplication (Paul
Raymond-Robichaud).
- Planting seeds wasn't displaying a message.
Shadow of the Wyrm v1.6.5 "Reusner"
- Version started December 10, 2023. Version finalized February 18, 2024.
- Added sound support. The game has support for a number of events (hit, miss,
etc) and the sounds for each can be configured in the game's main XML config.
Sound effects can also be played on arbitrary regex matches on in-game
messages.
- Various new name, ship name, etc possibilities.
- Bug fixes:
- Digging and dropping a stone block/etc would allow you to build over
stairs (RelicWraith).
- Made certain API functions safer to call without checks.
Shadow of the Wyrm v1.6.2 "Daca"
- Version started July 8, 2023. Version finalized December 10, 2023.
- The game now shows "a vanished god" if you worship one of the Nine and they
are gone from the game.
- Added a new religion option, godlessness (Josh Engdahl). Godless characters
receive no divine help via prayer, and cannot be crowned. They are still
subject to divine wrath if they do particular disliked things, such as
kicking altars. Godless characters have a much harder time learning divine
magic, and receive far fewer castings. When they drop items on altars, those
items will be cursed, as when doing this on a cross-aligned altar.
- A while ago, the breakage chance of regular pickaxes was reduced to 1%, and
that of dwarven mattocks to 0%. Tthis made Delver less useful, so it's been
buffed up: it now offers resistances to all the physical damage types, does
a bit more damage, and has the piercing flag.
- Made some improvements to the menu options in curses mode when
"full_stop_after_options" is set, so that they sound better when read by a
screen reader.
- Added a "display_simplified_splash_screen" setting which in curses-mode will
present a much simpler splash screen suitable for screen readers (no ASCII
art) (Stephen Shaffer).
- Added a "show_distance_on_examine" setting (off by default) to display the
distance of the selected tile from your current position when examining.
- Added mushrooms to fields, and fungus to tree generation.
- Added a special mushrooms room type to dungeons.
- The base chance for an enchantment to brand a wearable has been halved.
- Amaurosis has been buffed up a bit: he can now cast spells, has a greater
chance to blind on a successful hit, and is faster.
- A weapon/armour's status now affects the chance of that piece being branded
when enchanted.
- A weapon's status now affects whether it gives a bonus or penalty to the
application of the damage type's status.
- When digging, an item's status now affects its breakage chance.
- Blessed scrolls of recharging now increase the minimum number of charges
when recharging a wand. The wand's status now affects the potential number
of extra charges.
- A consumable's status now affects its nutrition, though this does not affect
what the item is worth to the divine.
- The status of the item selected for the Bowyer/Fletchery skill now affects
both the quality of the item produced, as well as (for fletchery) the
quantity.
- Your fishing rod or spear's status now influences your fishing outcome.
- Most plants and vegetables are now plantable, and when dropped in a hole
will yield more of the same the next summer.
- Non-weapons that you can wield (such as shovels and fishing rods) and now
properly treated as exotic weapons when using them in combat. Previously,
the game treated you as unarmed.
- Added a temple master to the top of the temple in Carcassia - she takes
donations to the temple, which are rewarded with piety; particularly large
donations will bless the player's equipment, or inventory.
- When specifying symbol information in the configuration file, if no Row and
Col are provided, a default of 0 for each is assumed.
- Externalized a bunch of world-generation settings into swyrm.ini for modding
and/or just messing around.
- Created trap traps, which are traps that generate other traps nearby.
- Allowed for a per-class symbol which overrides the defaults applied to the
player (Paddy).
- Added an option (off by default) that allows the game to save and then
prompt for quitting.
- Tweaked a few sprites.
- More name combinations.
- New creatures: temple master.
- New items: mushroom, shelf fungus, Shiver's kiss, deathbloom, chanterelle,
morel, elfcap, pufftop, elfland's exit, scroll of trap summoning.
- Stanzas for "Tel and Floridel".
- Bug fixes:
- The game would crash if an invalid race was specified for a creature being
generated.
- Fixed an auto-death issue involving mountains where you could be generated
on an air tile, instantly killing you if you didn't have flying.
- Pov wasn't handling invalid input nicely (Sofistico).
- When notifying a deity about a pleasing action, the piety was incorrectly
always getting applied to the creature's active deity.
- The '%' character was being duplicated on screen in curses mode.
- Cursed scrolls of enchanting completely prevented branding.
- You could farm piety with Sceadugenga by continually digging on the same
grave tile (Quartzartine).
- The HP indicator (when using e'x'amine) sometimes wouldn't return a valid
description.
- Targetting via ranged combat could target a creature outside the field of
view if they move (Hems).
Shadow of the Wyrm v1.5.8 "Testagrossa"
- Version started January 7, 2023. Version finalized July 8, 2023.
- Additional names for things.
- Added an option "full_stop_after_options" (off by default) which, when the
game is running in curses-mode, will add a period to allow screenreaders to
read the text with pauses (George White).
- Some creatures are generated cowardly, and will try to flee when their HP
becomes too low (Josh Engdahl). Fleeing creatures may turn to fight when
cornered.
- The table of contents in the guidebook now contains links to each section
(Dimm_ddr).
- Allowed "template creatures", which are creatures for which the ID, short
description, description, speech text, night speech text, and text details
are CSV strings. This makes it easier to specify a number of variations of
the same sort of creature without having to copy-paste the rest of the
specification in the configuration. To see an example of this, search for
"seagull" in ShadowOfTheWyrm_Creatures.xml.
- Wooden items can now be transformed into paper pulp (JovanM).
- Added a setting to always stop on items when using automove (Xvordan).
- Thieves and seafarers now start with bandanas. This is purely flavour:
bandanas are basically the same as caps.
- Creatures may decide to kick if doing so could insta-kill their opponent.
- Set a weight limit allowing the player to exclude heavier items from
autopickup (Xvordan).
- New material type, plant. "Wooden" items (clubs, crossbows, coracles, etc)
are now specified properly as wood, with plant-type items (vegetables,
wildflowers, etc) specified as plants.
- New items: Selrin's bandana.
- New creatures: guillemot, puffin, barn centipede, metallic centipede, great
centipede, smallsailor, peddlar, Varra, Athel, Thena.
- Small memorial in Gnordvar for an old friend.
- The naming screen now references your selected class instead of just
"adventurer" (Xvordan).
- Unimplemented skills are now disabled and can't be improved after levelling
(Josh Engdahl).
- Deities may now grant knowledge of divine magic after prayer (JovanM).
- Added a small write-up to the docs around map permanence (Josh Engdahl).
- Stanzas for "Tel and Floridel".
- Bug fixes:
- A missing Lua script was causing an error to be emitted to the logs.
- Hoard/shipwreck tiles weren't displaying correctly (Grond).
- Fix an issue with being unable to drop items in shops when overburdened,
which would lead to a slow and ignominous death (Benjamin Derge).
- Wands weren't restacking properly when dropped from a larger stack -
the wand was being given a new charge as if it were a newly-created item.
- Shop generation wasn't checking the safety of the shopkeeper tile.
- Carcassia C1A and C2A didn't have an east-west linkage (though they
currently can't be co-reached in these directions).
- Having autopickup include rings would cause an issue with displaying that
option in the automatic actions menu.
- The boating skill wasn't showing a proper description when selected on
the skill screen (Xvordan).
- Option descriptions would repeat when an invalid key was pressed.
- A player-specific confirmation message was showing when enemies decided
whether to kick you or not.
Shadow of the Wyrm v1.5.2 "Satoh"
- Version started May 15, 2022. Version finalized January 7, 2023.
- Deserts have a small chance to generate a spring.
- When removing items from the player (typically for fetch-type quests), the
game now checks inventory first, then worn equipment.
- There are no longer climbing danger prompts at skill 100 (Josh Engdahl).
At 100 climbing there are no longer exhaustion/etc checks: you will be
safe to climb mountains indefinitely.
- More names.
- Exiting the codex or bestiary during tile selection no longer exits tile
selection. This behaviour is configurable in swyrm.ini (Josh Engdahl).
- You can no longer use the Music skill underwater.
- Updated mawgrawls to use "itself" (Josh Engdahl). Set this flag as well on
birds and animals.
- Hirelings and adventurers now have a good chance to have personalized
bestiary entries. When they don't, they'll continue to use the existing
respective entry.
- When you drop an item a shopkeeper doesn't want, it's now added back to your
pack (Josh Engdahl). This also happens if the shopkeeper wants to buy it
but can't afford it.
- Boating now has an initial implementation, and allows faster movement over
water when not flying.
- When digging via non-magical means in a shop, the player is now prompted
to continue (Grond).
- Wandcraft now affects to-hit when evoking a wand (Josh Engdahl).
- The in-game start date and current date are now shown in the character dump,
and the date message formats in-game have been tweaked to also show the
numerical month.
- Random artifact (randart) generation.
- The terrain lore skills (Desert Lore, Forest Lore, Marsh Lore, Mountain Lore)
will now help you find treasure hidden across the world. These treasure
caches contain a variety of useful items, the centrepiece being either a
huge sum of ivory or a randart. Dungeoneering can also help improve the
quality of the cache.
- Ocean Lore lets you find sunken shipwrecks. These are located on the ocean
floor near coastlines - you'll need to dive down to find them.
- Mountains can now be generated with southern and eastern clifflines that
drop off into nothing. Mountains may now also have streams and springs.
- There are now different messages for using > and < on springs, open sea,
and the cosmos.
- Bargaining reduces the cost of hirelings (RelicWraith).
- Pelicans have a better sprite.
- The Forest of Yew is a reasonably well-known place and its tile message has
been updated to be slightly more specific about what's there.
- If you now have a way of flying, you can move up to open sky. Losing the
ability to fly in such cases is not recommended, and deadly. If you have
some swimming, you can go underwater, assuming you're in shallow water,
though you can only hold your breath so long.
- Carcassia now has "sky maps" above the ground-level maps, that can be
accessed either via stairs from the appropriate place, or ascending while
flying.
- Set the flying flag on creatures where it made sense, so long as they didn't
get it already from their race.
- There is now a skill trainer located by the fighting pits in Carcassia. He
will let you train any of your skills - for a price.
- The inner teleporter in Carcassia A1 now has unlimited uses, so you won't
get stuck in an exitless room (JovanM).
- Character dumps now show the date and time when you started your character,
as well as the current time.
- The Fletchery skill now influences how many items get created when using
Fletchery. A similar calculation is applied to the creation of clay shot,
with the key skill being Crafting.
- More weeds.
- Dolmens can be generated in the hills.
- Oceanography has been renamed to Ocean Lore, and given to goblins.
Snakelings will now also start with Desert Lore, in addition to Marsh Lore.
- Forests at the northern and southern extremes are now rockier, their
appearance closer to something like the Canadian shield. Fields and
scrublands, too.
- Mountaineering as a separate skill has been eliminated, and has been folded
into Mountain Lore (RelicWraith).
- Added some additional Lua functions for modding: set_creature_size,
get_creature_size, get_nutrition.
- Updated the spell ending descriptions to "Ending after" instead of "Ending
at", to better indicate that the spell doesn't end at exactly that time.
- Autopickup now excludes unpaid items by default. This is configurable in
swyrm.ini and in-game via '!'.
- Wrote a Python script for checking the blank resource strings against the
English ones, to ensure everything from the latter is in the former.
Updated the blank strings to add a few dozen missing resource strings.
- Killing The Sorceror transports you back from Telari, and prevents you from
re-entering.
- New items: amulet of the sky, conch.
- New creatures: Pern, stylite, ancient sage, Carcassian magistrate, hermit
crab.
- Stanzas for "Tel and Floridel".
- Bug fixes:
- Some of the Nine's special creatures were unable to spawn in the rift in
the cosmos.
- Removed some wand enchantment code that was causing stack issues.
- Setting age via swyrm.ini was also overriding the maximum, leading to
death after one year (Josh Engdahl).
- When sentries were considering allies, they weren't considering their own
ID, leading to e.g. Carcassian guards attacking each other.
- After paying off shopkeepers, hostility was removed from the shopkeeper
but not the player.
- The NPC Callara was too close to "Calara", used in Lish's quest. Callara
is now called Callisa (YARD).
- The buy-in message for Blackjack wasn't clearing properly before starting
the game.
- Turned off an SDL hint that was causing sprite blurriness on high
resolutions/large monitors.
- Wand speed was using the magical speed calculator, so wand speed would
unintentionally vary based on the last spell cast. If you had never cast
a spell, the wand speed would be very fast. Wand speed has been updated
to use its own calculations, with Wandcraft positively affecting the speed
at which you can evoke wands.
- Creatures with ranged weapons would sometimes attack you even when that
didn't make sense (Josh Engdahl).
- Fixed an issue with elements not being cleared from the Lua stack after
a call into the Lua code from the engine.
- Wintersea Tower is now properly connected/situated to the main Wintersea
map, allowing you to either take the stairs or fly up to the top level.
- Wild orchards and mountains weren't generating coastlines like fields,
forests, etc.
- A bug with death-causing statuses was causing crashes in narrative mode,
where the player is immediately revived.
Shadow of the Wyrm v1.4.5.1 "Fuenllana"
- Version declared May 12, 2022. Version finalized May 15, 2022.
- Hermits sometimes make their homes in the dry drainage basins in old sewers.
It's very quiet. Nobody tries to visit them.
- Hermits have been given the no-pickup flag.
- The Detect Traps effect now trains Detection (Josh Engdahl).
- Alcohol absorbs twice as fast on an empty stomach.
- More names.
- Bug fixes:
- Eating most foods around adventurers and hirelings caused them to become
enraged, because the game considered adventurers and fruit to be
equivalent (Josh Engdahl).
- Food added via the Lua console with 0 enchants provided no nutrition.
- Added some additional 0-pt guards for enchanting and smithing.
Shadow of the Wyrm v1.4.5 "Fuenllana"
- Version declared March 27, 2022. Version finalized May 12, 2022.
- Created a splash screen for curses mode.
- Killing a questmaster will now remove their quests from your active list
(oooby).
- Improving items either by enchanting or smithing now has a very small
chance to add extra speed.
- Creatures will now consider moving through traps if they think the damage
won't be too much (Josh Engdahl).
- Added another poem for the title screen.
- Removed the use_default_name setting - this was unnecessary and the game
will now just check to see if the default_name setting is populated.
- When calculating ranged damage, the effect bonus of the launcher now
gets added to the total.
- Meat now floats, so you can now get eg corpses generated on water tiles.
- There is now an optional setting to prompt prior to quest completion
(Josh Engdahl).
- Created a new map flag, "divine forbidden". This flag blocks NPCs not
considering other NPCs threats if they have the same deity, and is used
in the shrines.
- Re-added traps to caverns and mines (sewers will remain trap-free).
- Hostile creatures no longer follow and take orders.
- Additional person/place names.
- Additional townsfolk quests.
- Updated creature description via 'x' so that Friendly and Follower show
outside the statuses section (since they're not technically statuses).
- Various typo fixes/text improvement.
- Sewers can now have drainage basins.
- Stanzas for "Tel and Floridel".
- Bug fixes:
- When default_name was set, and you already had a character of that name,
the game would hang (Josh Engdahl).
- Fixed the same issue with the username_is_character_name setting.
- Traps weren't generating in dungeons (Josh Engdahl).
- NPCs in corridors might try to cast a refective beam in such a way that
they thought it would hit the target, but it ends up just bouncing and
targetting themselves (Josh Engdahl).
- Air-breathers could be generated on water (Josh Engdahl).
- Cosmos generation sometimes caused the game to hang in SDL mode.
- The "It feels peaceful here." message wasn't checking if there were any
pre-existing hostile creatures.
- Random villages' names weren't being set correctly, causing issues on the
quest list screen when receiving quests from NPCs in those villages.
Shadow of the Wyrm v1.4.3 "da Milano"
- Version declared December 24, 2021. Version finalized March 27, 2022.
- Stone blocks can be obtained by digging in solid rock, while sod can be
harvested by digging in fields.
- Digging through trees provides a source of lumber (as well as branches and
boughs).
- You can now build, and only need building materials (stone blocks, sod
bricks, lumber):
- Dig and drop the building material on a tile containing buried remains
and you'll be asked if you want to make a grave.
- Dig and drop the building material and you'll be asked if you want to
build a section of floor.
- Drop building material and if you can't/don't want to build a floor,
you'll be prompted to build a section of wall. Stone and sod let you build
rock/earth walls, respectively, while dropping lumber near water allows
you to build a pier.
- If maps have a very low danger level, traps will not be generated when
requested.
- Lituus is now rods/staves rather than bludgeons.
- Pick axes are now much less likely to break, and dwarven mattocks will not
break at all.
- Blessed weapons now make it a little easier to hit, and cursed weapons a
little harder.
- Rewrote the Hunting skill to be clearer that it's about corpse drops
(Wolpertinger).
- Skinning now provides a chance to preserve the corpse afterward.
- Hunting is now passively trained each time you get a corpse.
- Some creatures now have a small chance of providing a quest. Right now,
this is limited to townfolk-type NPCs: tradesmen, farmers, potters,
travellers, tanners, commoners, jewelers, smiths, weavers, scribes,
thatchers, fishermen.
- The scrimshander in Whaling's End now has a small quest as well.
- Certain NPCs (generally, the ones listed above) now have a chance to run
some common quests as well. These quests can be be repeated: you can do the
quest for a fisherman in Isen Dun, a tradesman in a random village, etc.
- Added a loading splash image and an .exe icon, courtesy of Kenny Dalman.
- Character age can now be specified in swyrm.ini. This lets you either
directly set an age, or set a value that triggers an age selection screen
(RelicWraith).
- Creating items via tannery now properly adjusts their value based on the
quality of the crafted item (RelicWraith).
- Long spears are now range 3.
- Shard of Starlight deals more damage.
- If you're wielding a pick axe or mattock, you can knock stones loose from
the ceiling when underground.
- When a particular tile has been dug, small or tiny creatures get a bonus to
their hiding checks (RelicWraith).
- Blessed scrolls of monster summoning now provide you with companions.
- New name and settlement name combinations.
- Dragonbane's range is now 3, keeping in line with other two-handed spears.
- Divine companions get additional bonuses to HP, AP, and damage based on
your Religion skill (RelicWraith).
- Characters with Leadership can now use a command in the order menu to summon
followers on the current map to nearby tiles. This works even if the
followers can't currently be seen (RelicWraith).
- Tamed/summoned creatures now start out in the at-ease state, which will have
them decide what they want to do. Generally, they'll follow you, attack
threats in range, and so on.
- NPC AI has been updated so that creatures that were once a threat to a
creature's leader, but aren't any longer (via taming, etc) are removed
as threats.
- The Carcassian recruiter has a new quest to put down a peasant uprising.
- The speed difference between the attacker and defender now plays a part in
determining whether an attack becomes a sneak attack.
- Added support for running a script when a creature is created to allow for
more complex behaviours, if needed. Added a creation script for cats to
randomize their colour between brown/grey/black/white.
- The manual, keybindings, and confirmation text now make it more clear that
quitting will abandon your character (Josh Engdahl).
- New creatures: thatcher.
- New items: stone block, sod brick, lumber, crowbar, speed ring, speed
amulet.
- Stanzas for "Tel and Floridel".
- Bug fixes:
- Acey's imperial stash quest wasn't displaying the reminder string.
- Opponents in the arena were generating friendly if they shared your
deity.
- The changes to the ambient danger level were messed up the danger levels
of mines, sewers, and dungeons - these were intended to give you 1 danger
level per 50' of depth, but the danger level was starting at the ambient
danger level, causing the first 50' to give you wildly different creatures
based on where the dungeon was.
- Display-related errors weren't being shown properly before exiting
(RelicWraith).
- The Stoneheim wizard quest could require you to slaughter the new wizard
if they were generated as a goblin. The quest is now smarter and sets
a flag on all the generated hostile creatures, with the quest completion
condition now checking the value of this rather than relying on race
(RelicWraith)
Shadow of the Wyrm v1.4.0 "Pisador"
- Version declared October 19, 2021. Version finalized December 24, 2021.
- The display is now centered on the monitor when started in SDL windowed mode.
- Via swyrm.ini, you can now select the display the game should start on
in SDL (Larzid).
- Maps will now usually generate coastlines based on their placement on the
world map, and your placement will vary based on where the most land is at
the edge.
- Islets (tiny islands surrounded by sea in the cardinal directions) are now
generally uninhabited, and random creature generation on these is restricted
to the naturally-occurring races: birds, animals, insects, plants, jellies,
dragons.
- The Rage status now provides immunity to Intimidation.
- Total number of random items has been toned down.
- For spellcasters, spellbook generation is now biased so that unusable
spellbooks are much less likely to be generated (but will still be allowed
by the item generation algorithm). Spellbooks are generated as before for
non-spellcasters.
- Ancient beasts now have some variation in their evade and soak, based on
the current danger level.
- Updates to weapons when a creature has 100 skill in a particular weapon
skill:
- Axes give a chance at vorpal - half the chance as if the weapon had a
dedicated vorpal flag.
- Spears add piercing to all attacks
- Daggers give an extra 30% chance to sneak attack
- Bludgeons and exotic weapons give an increased chance to apply their
damage statuses
- Short and long blades help to deflect attacks, increasing evade
- Rods and staves get +1 range
- Unarmed attacks get a slight boost to their damage, and allow knockback
without explicitly kicking
- Whips get the same slight damage boost and have a chance to inflict
Exposed and Bloodied statuses
- Ranged weapons add an additional level/2 damage
- The chance to sneak attack based on Stealth has been improved from
<skill %>/10 to <skill %>/5.
- When deciding on a random movement direction, intelligent creatures will
look to move away from any threats they can't directly reach.
- Both skills and spells now have descriptions similar to those of creatures
and items. They can be accessed by using the associated capital letter
of a skill/spell on the respective screen.
- New name and settlement name combinations.
- Bug fixes:
- Pregenerated items weren't properly considering whether they'd persist
when placed on a particular tile (Gokajern).
- swyrm.ini gave incorrect instructions on how to set default_sex to prompt
the user to select their character's sex (RelicWraith).
- Weather conditions no longer cause water to shimmer underwater.
- Selecting 0 for a stack pickup size would duplicate the item into your
inventory (RelicWraith).
- When creatures were randomly placed in dungeons, if the creature couldn't
be placed due to eg a wall tile being selected, this would still count
against any maximums, with the effect that uniques could be generated,
not placed, and then you'd never see them.
- Damage messages could get displayed in an unintuitive ordering - this has
been fixed so the damage-related message comes first ("You slash..."),
followed by any knockback or status effect related messages.
- Shops could be generated over top of shops, leading to situations where
shopkeepers might not accept items of the types displayed in the shop,
or where two shopkeepers could be created (RelicWraith).
- The Arcane skill increment message wasn't working properly.
Shadow of the Wyrm v1.3.6 "Valderrabano"
- Version declared July 14, 2021. Version finalized October 19, 2021.
- A copy of swyrm.ini is now created in the user's .sotw directory, with some
hints on how to get started with overriding settings.
- New swyrm.ini setting (display_sdl_window_mode) to allow the SDL display to
be either windowed (default) or fullscreen.
- NPCs that start with spells now start with some skill in those categories,
plus Magic if the spell isn't Cantrips, to allow the NPC to pick up and
read appropriate spellbooks.
- The spell Dig and digging wands are now range 5, rather than 4. Crumble is
still range 1, but now a ball rather than a directional spell.
- Dropping an item and refusing the shopkeeper's item now keeps the item in
your inventory (krwak).
- Pickup all/pickup/autopickup now smartly pick up the right number of items.
If the stack is too large, the maximum quantity of items is selected (Sean
McKeague).
- You can now occasionally stumble across the corpse of a hapless adventurer.
- Artifact weapons are now more effective at inflicting status effects,
giving a minimum bonus even if not explicitly specified in the game
configuration.
- Shops are closed for business at night. More generally, the game now supports
night-time chat text and chat scripts.
- Deities now have likes as well as disikes. Doing something a deity likes
will grant a small amount of piety if you follow them. This allows you to
gain piety passively, rather than having to camp out at an altar and
sacrifice repeatedly (though this can still be done to supplement your
piety as needed!).
- Burying remains (corpses, skeletons, etc) removes the remains and may give
piety depending on what you're burying and your active deity.
- The three good deities will give you piety when you heal your companions.
- The evil deities enjoy cruelty, and attacking friendly creatures will make
your god happy if you follow Shiver, Urgoth, or Sceadugenga.
- Additionally, Sceadugenga rewards cannibalism, desecration, and
graverobbing.
- Aurelion and Celeste both like smiting. Celeste likes it when her followers
learn spells, and Aurelion likes stunning.
- Urgoth likes stunning, and revels when his followers rage.
- Vedere enjoys the planting of seeds.
- Voros likes inflicting blinding.
- The Lady smiles on pacification via Beastmastery and Music.
- Shiver enjoys bloodletting, learning spells, and inflicting slowness.
- The Trickster likes sneak attacks and learning spells.
- Shiver's artifact list has been pared down, and the weapons are now only
daggers and staves.
- Dungeons can now have orchards and vegetation rooms.
- The guidebook now includes information on how to read the equipment screen,
as well as detailing what each of the damage flags does (krwak).
- Settlements now have signs at the perimeter with their names.
- Added vegetable gardens to Isen Dun, Gnordvar, Yew.
- Dwarves now start with a very small Smithing value, and smiths much more.
- Settlements can now have pens with sheep or chicken.
- World generation can now specify hermitages on certain types of terrain,
where a hermit either lives, or used to.
- World generation can also place storehouses, where large quantities of food
are kept for long-term storage, as well as cottages, where witchlings
retreat to live in peace, and welcome friendly visitors.
- Witchlings (and sages, who also learn primordial spells) now form their own
association, which other characters can automatically join by learning
primordial spells.
- Creatures who worship a particular deity and share that deity with you will
no longer be hostile.
- When deities summon creatures around you, their deity ID now reflects who
summoned them.
- Enchanting and glowing now start on the equipment screen, allowing you to
selected equipped items as well as inventory items (Paul Blay).
- Added the ability to set custom scripts for a particular creature in its
placement details, and added another scholar to the library at Atua-Elar to
prove this out.
- Multi-page chat speech is now available (split using "%") - the game will
split the text before displaying each page.
- More name/settlement name combos.
- Stanzas for "Tel and Floridel".
- New creatures: chicken, hermit, witchling.
- New features: fencing.
- New items: board with a nail in it.
- Bug fixes:
- Fixed a couple of cases where items would be added to a tile without
checking for stacking.
- Tree and weed species had an extra period at the end of their synopsis.
- There was a long-standing issue with gates not closing properly, or being
kickable.
- Special settlement features weren't being tracked properly and could be
partially overwritten on the map by other buildings and structures.
- Settlement generators are now better at placing new buildings and features
without colliding with previously placed structures.
- Bazaars were rarer than they should have been, due to a quirk in the world
generation algorithm. This has been refactored a bit, and things like
bazaars, hermitages, etc., should now be slightly more common.
- Fixed an issue with the current danger level and bazaar item generation.
- The creature generation algorithm could lead to empty areas in some
circumstances. Updated the algorithm so that when the creature list
is empty, the minimum danger level is halved, repeating until creatures
are generated or we hit danger level 1.
- Beastmastery anger was turning pets (RelicWraith).
- Hiding could be very difficult even if the only nearby creatures were
friendly/allied (RelicWraith).
- Pulsars were mapped to the wrong sprite.
- The logic around close misses was broken (and always had been), so now
periodically combat should generate "you barely miss <x>"-type messages.
Shadow of the Wyrm v1.3.3 "de Sarlat"
- Version declared June 13, 2021. Version finalized July 14, 2021.
- The log file location can now be configured via log_dir and will give the
player an error if there are problems writing to that location (Larzid).
- The location for savefiles and char dumps has been updated. Instead of
being in the main game directory, this now defaults to .sotw under the
user's home directory. This can be reconfigured via a new setting,
userdata_dir (Larzid).
- Added the setting use_default_name to allow you to bypass name selection
and use the default/generated value, based on the default_name setting.
- Changes to character dumps:
- The character dump command now displays the directory to which the file
was written.
- Dumps now contain the user's username.
- There is now a setting to always take system character dumps when the
game ends. These are stored to a directory specified by syschardump_dir
and are intended to be used for stats, etc. on multi-user systems.
- Character dumps taken after death now record what killed you, and where,
and at what depth.
- Added a new setting to disallow score generation for a character when
either narrative mode is set, or the Lua console has been used. This
setting (_disallow_score_on_exploration) is off by default, and is intended
for use on multiuser systems and in tournaments to enforce fairness.
- Each game's total playing time is now tracked and available in the
character dump.
- Your status as Holy Champion/Fallen Champion is now displayed in the
Memberships section of the character dump.
- New name and settlement name combinations.
- Stanzas for "Tel and Floridel".
- Bug fixes:
- When automelee was off, the player was being prompted when NPCs were
attacking at range (Josh Engdahl).
- Digging gave a weird message when you used it over another creature
(Josh Engdahl).
- Hide whips weren't being suppressed during regular item generation (Red).
- Petrification wouldn't kill you when your current HP was greater than the
max value.