- Jail dungeons are now escape tunnels: At the final floor they have another (one-way) staircase in their traversal direction that will actually lead you out. Word-of-recall is not possible/required anymore.
- Halls of Mandos now comes with 3 of the 4 (otherwise unused) experimental dungeon flags: NO_SUMMON, NO_TELE, LIMIT_ESP (leaving out NO_ESP).
- Holiness staves dispel undead now instead of evil.
- Equipment-set-bonus (same-name artifacts) fixed for true artifact power rings (Darkie).
- Monster curses don't show damage if they get resisted (Spider).
- Monsters slipping on oily floor may get confused for a little bit.
- Attempted workaround at fixing display of old 'ghost items' in a freshly picked up subinventory, that don't really exist.
- Dedicated-IDDC mode (eg slot-exclusive): If you make it through IDDC you can re-enter IDDC (or Halls of Mandos) if you like. (No other dungeon though, or you will auto-retire aka suicide as usual.)
- Guide /? command catches UI/GUI term.
- Added @SB variant of @S inscription that keeps a specific amount of base stock not for sale.
- Inside a player store you can press 'o' to leave a note to its owner (uses same notes budget as /note command).
- Added /uni (/uniques) command, same as ~3. Renamed /house to /houses and /monster to /monsters.
Server updates
Re: Server updates
Server-side changes in 4.9.0b maintenance release:
Re: Server updates
Server-side changes in 4.9.0c maintenance release:
- Player store search on the website now displays correct stock and SOLD OUT tag for @SB items.
- House list shows coordinates in x,y format same as worldmap sector format, instead of y,x.
- Fixed a glitch with beam projections that hit the final grid twice sometimes.
- Ensure that 'Digging' skill is not applied anywhere in the code if digging is performed by magic or KILL_WALL form instead of manually.
- Archon: Gained HP and some melee damage.
- Fallen Angel (base monster): Has weight now like all other angels; lost REFLECTING; changed RES_NETH to RES_DARK.
- Added /ar command to set auto-retaliation and fixed/improved /arm and /arr commands for mimic-power/runecraft auto-retaliation
- Like school spells, runespells now take 1/3 turn on attempts with insufficient mana, and full turn on antimagic or confusion.
- Auto-retaliation with magic devices, mimic powers or spells will no longer give messages when out of charges/energy/mana or otherwise currently unable to trigger, to prevent message spam. Will also not consume energy.
- @Q inscriptions (with optional 't') now work fine on spell books and magic devices (wands/staves/rods).
Re: Server updates
4.9.1 server-side changes:
- IDDC main towns now have target dummies.
- IDDC has a small, open 'refuge vault' patch every 500 ft on non-town floors, that offers a bit of respite, allowing you to sell loot at 50% price.
- IDDC: Money found in chests can now be picked up by any party member, not just the opener.
- Auto-retaliation won't give messages or consume energy if it's uncastable due to blindness/lack of light/confusion/lack of skill points/own inability to use magic (AM).
- Auto-retaliation melee-fallback now works for all these hindrances listed in the bullet point above.
- Iron Teams can now be renamed (in 'P', '2').
- Trapping: Pseudo-ID hint at 11.000 skill added, pseudo-ID fixed.
- Magic skill: Pseudo-ID fixed, added rings and amulets.
- Pseudo-ID: 'broken' removed, it's just 'worthless' now.
- XP-drain deaths now trigger if we fall below 0 XP, not at 0 XP (includes ghost-fading).
- 'Cause Wounds' spell: Damage increased.
- Emptied lanterns are automatically combined in the backpack.
- Fixed # of amulet flavours.
- Runecaft: Hellfire rune weight corrected.
- Characters that can use 'Apply poison' techniques won't trigger poison potion drops if they don't wield weapons.
- Quest framework: Added chat placeholders $$e/$$Efor trait-/class-affected race, eg 'Enlightened'/'Corrupted'/or just same as race in other cases; $$G for guild members.
- Heart of the Earth: Now gets more and more lavary the deeper you go, also has mountains and dirt, main filler is not granite anymore but magma.
- Depending on branding method, Martial Arts users can now get their fists branded.
- The 'm' menu now also shows interception chance and dodge chance (/ex command doesn't anymore).
- Item orders can no longer overflow the inventory.
- Vampiric "light" was changed to be "Darkvision", doing essentially the same thing. Darkvision can now also be acquired by skilling the occult "Shadow" school.
- Fixed some bugs with utility spells that could have wrong effects under certain circumstances such as wraithform.
- Ents no longer automatically stop resting when they reach 'full' food state.
- Removed a problematic call to global_lite_room() that could cause house placement to go wrong.
- Improved the Mirror Image fight in the Death Fate - can now convert more of the player's abilities to some sort of monster spells; Martyr/Sacrifice and traps are no longer usable.
- Melee sfx fixed for when wielding a digging tool as a weapon.
- Berserk rage actually improves PSI-effect resistance.
- Glass walls are transparent again.
- Weapons taking damage cannot take more damage than what the weapon's dice could actually deliver on average.
- Fixed compilation on ARM64 (char is unsigned by default).
- Server (and console/accedit/preproc) no longer needs SDL/USE_SOUND_2010 or X11 to compile.
- Giant Turtle: AC increased.
- The Black Goat of the Woods is now actually black.
- Reduced some ultra-long effect durations (eg hallucination).
- Backpack safety lock now also helps against more traps that try to steal/drop your items or money.
- On death/instant resurrection/pseudo-death, clear the command buffer in case the character was paralyzed when it died and had actions queued up.
- Reworked shop pricing for when shops are buying, no longer dips insanely low under certain edge conditions.
- Alchemist now sells scrolls of Vermin Control sometimes.
- Town elder inventory hints further improved.
- Fixed a glitch where a player leaving a store could land on the same grid as another player, 'overwriting' him.
- Experimental: An AC bonus on any weapon now is instead a parry bonus (in flat percentage added).
- 'jail dungeon' music event added, for custom music packs.
- Cyberdemon received NO_CONF and NO_FEAR flags.
- Crafting fireworks from a scroll of fire guarantees a 'big' fireworks scroll result.
- Divination 50 bonus: Looking at a 100% clone monster displays its name in dark colour (same as already killed uniques).
- Fixed flint behaviour, having the equipped light source inscribed !F no longer prevents the flint from working.
- Thanks for graphical tiles fixes to EvgenjiK and jezek.
- Thanks for boomerang and ammo break chance and damage calculations improvements/fixes to ArtDuck.
- Spilling oil on the floor now has a slightly lasting effect and will build up even for small amounts of oil, so no oil is wasted when stacking to achieve an effect.
- Oil spilling on the floor is now light umber coloured if it's sufficiently much, and can be set ablaze. For non-burning oil, DEX (player) and also stature (monsters) helps to not slip.
- Some effects such as Firestorm Charge now correctly hurt players too.
- The Mental Intrusion crystal now correctly contains Charm III instead of Charm I.
- Wrathflame level lowered from 12 to 8, and fire-res tier also lowered accordingly. Hellfire stays at same skill requirement.
- Icy floor can be melted by fire. Shallow water can be frozen to become icy floor.
- Remote Vision on very crowded floors should no longer kill weaker network connections.