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v21.0 *** WORK IN PROGRESS ***


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Gameplay
* Added a new background (class) "Exorcist"
* Added weapons "S&W Model 10 Revolver" and "Winchester Rifle"
* Added some miscellaneous "weird" items
* The Electric Gun also disables passive hit point regeneration for a number of
turns
* The Talisman of Resurrection now also teleports the player when activated, to
avoid leaving the player in the same situation that killed them to begin with
* The stealth penalty in lit positions is much higher than before (see also bug
fixes below concerning stealth and darkness)
* Added more sound effects
* Added more monsters
* Some monsters now have a smell that can be detected by the player (with a certain
chance depending on how old the smell is and how far it has spread)
* Monsters no longer become aware of the player from negative properties (burning,
etc) or from taking damage (it is the attack actions and sounds which alerts them)
- so now it is possible to for example throw a Molotov Cocktail at a monster, and
escape with Cloud Minds while it is burning
* Updated Worm Masses and Mind Worms - they are now blind, slow (instead of normal
speed), have much more hit points, are unsettling (causes shock to see), take much
less damage from piercing attacks (such as pistol shots or dagger strikes), and
have a very limited hearing range
* Worm Masses and Mind Worms can no longer split while burning
* Added completely new descriptions for all Ooze monsters, removed Black Ooze,
changed Putrid Ooze to be weaker and spawn earlier, renamed Clear Ooze to Lurking
Ooze
* Small crawling creatures (rats, snakes, crawling hands, etc) can pass through
some terrain types such as gates and piles of debris
* Cultist now have a different tile depending on their wielded firearm, and their
description states what weapon they are wielding
* Cultists have a kick attack
* A generated description is now printed for all monsters - previously some
monsters (such as Crawling Intestines) used to have the generated part of their
description completely disabled - now it is only the spawn level description that
is disabled for these monsters (so that things like melee hit chance and movement
speed can be read)
* Forcing a metal door open (e.g. with a Rod of Opening or the Opening spell) now
also toggles all connected switches (this would previously leave the switches
"inverted", so that it was hard to know if pulling the switch would open or close a
door)
* Standing next to a door will reveal if it's stuck - if so it will change name and
appearance
* Added trait "Crippling Strikes" - melee attacks have 60% chance to Weaken the
target for 2-3 turns
* The standard map generator can now also split rooms, for more map variety
* Added more room templates
* Casting spells now occasionally trigger random chaotic side effects, typically
affecting the surrounding area (for example walls may appear or disappear, statues
knocked over, etc)
* Added spell "Erudition" - the next spell is cast at a higher skill level
* Changed the "Opening" spell to "Control Object", which can do more things (e.g.
open/close/jam/strike doors, or strike statues/braziers, etc)
* Removed the Searching spell - instead this is a permanent ability for the
Clairvoyant Occultist (upgraded at levels 4 and 8)
* The Summoning spell is no longer available to player characters (only to
monsters)
* Reduced the maximum number of weapons summoned by Spectral Weapons for
basic/expert/master skill level to 1/2/3 (from 2/3/4)
* The Teleport spell has a distance limit, which is increased with higher skill
levels - also reduced the spirit cost of the spell
* Added a message when spells are upgraded (e.g. by a Gong)
* Being blind no longer immediately raises shock by 30% - instead the shock ramps
up each turn up to 30%
* Reworked the "Frenzied" property - instead of changing the player's movement
direction on a move command, moves away from monsters are now simply prevented (not
an action)
* The Ghoul ability "Frenzy" no longer costs spirit to use
* The Ghoul trait "Toxic" now has 75% chance to apply poison, instead of 25%
* A lot more terrain objects can be destroyed or lit on fire (for example altars or
monoliths are destroyed by explosions, and wooden chests or bookshelves can be lit
on fire)
* The stairs position is always lit, to make it less tedious to discover in huge
dark rooms
* Pylons are now always activated, instead of being activated by a switch - also
removed some pylon types which wouldn't work well if they were always activated
(e.g. burning)
* Winning characters show up as statues inside the church building on the intro
level, instead of graves outside the church
* Players can now melee attack monsters while nailed by a Spike Gun (but still not
while entangled)

User interface
* All fonts have been replaced with new ones (the reason for this is that the
origins and license information of the previous ones was unknown - now this
information is clearly listed in a font license text file distributed with the
game)
* Added an option to toggle if the view should always be centered on the player,
only move when near the edge of the screen (default is to always center)
* Changed the appearance of popups
* Fixed problem with popups not being re-drawn correctly when alt-tabbing back to
the game
* Many screens such as the background/trait screens and character info screen use a
nicer positioning for drawing, and they handle window resizing better
* Instead of the "stretched" fullscreen mode option, there is now an option for
attempting to scale the graphics to 2x size when running fullscreen (if the
graphics can be scaled depends on the user's resolution, and the current font)
* The message log uses three lines instead of two (thus causing much fewer "more"
prompts)
* General messages for events outside of the player performing an action are drawn
gray instead of white, and a newline is always forced after a player action
* Added more elaborate border graphics (used for example around the player
information panel), instead of only simple lines
* All menus have shortcut keys (either with "(Y)es (N)o" style, or "a) b) c) ...")
* The "i" key is now skipped as a letter index in the inventory (and drop menu),
instead this key can be used for closing the inventory menu again (to allow more
convenient toggling of the menu and to help prevent key press mistakes)
* Removed the "game over" menu - instead the game summary is first shown, then the
high scores, then you return to the main menu
* In the options menu, left and right can also be used to change option values
* Added a master volume percent option
* Added a warning when the player attempts to fire/throw outside the effective
range, informing the player that the attack will do 50% damage
* Added an option to warn when throwing "valuable" items - i.e. potions or equipped
items (enabled by default)
* Added ',' (comma) as an alternative pick up command
* 'C' is now the standard key for the character info screen, with '@' as
alternative key
* Using coloring more for the player stats to convey information (such as drawing
the current hit points paler the closer to zero they are, or drawing the weapon
info as yellow if ammo is depleted)
* The infection status effect is drawn with orange color instead of the usual red,
to make it more noticeable and to hint that it will get worse and not better over
time - also added a warning message when infection nearly triggers DISEASE
* Added a tile for unarmed player
* Removed the options to draw the walls as filled rectangles in tiles mode

Bug fixes
* Fixed a bug that prevented messages for Rogues sensing artifacts on the dungeon
floor (there were only messages for sensing artifacts in item containers, such as
tombs)
* Darkness did not give a stealth bonus
* The effect of the Silent trait was inverted for melee attacks - i.e. attacks
were noisy with the Silent trait picked, and vice versa
* The Asbestos Suite was not protecting against gas explosions (from gas traps)
* Energy Vortex attacks now has a paralyzing effect as they were supposed to have,
instead of burning

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v20.0 (December 17, 2019)
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Gameplay
* Maps can have different size, the standard map size is bigger than before
* Some maps built from templates (such as the "Egypt" level) are randomly flipped
and rotated for more variety
* Added more special levels
* The intro map is much smaller
* Trees appearing beneath the first few levels are now "giant fungi" instead
* Added swimming
* Added "Temple Gongs" - striking a Gong gives a significant bonus and penalty
* Removed passive shock for carrying or wearing certain items - unique items may
instead have a curse on them
* Spotting hidden doors or traps now gives a small amount of XP (except when traps
are revealed by triggering them)
* The blessed/cursed status effects no longer affect spell casting, and instead
give +/- 10% to to melee hit chance, ranged hit chance, evasion, stealth, and
searching - their descriptions now also say explicitly what they do (instead of "is
generally more lucky")
* Fountains now have different names and colors when tried, and they are no longer
guaranteed to dry up immediately if bad
* The Occultist traits to improve spells (such as Lesser/Greater Invocation,
Summoning, etc) have been removed - instead there are now multiple Occultist
domains to choose from at character creation, which get free upgrades at certain
levels for spells belonging to their respective domains
* Dispelling magic traps grants spirit points
* When carrying Manuscripts, the player eventually gets a "feeling" for which spell
domain it belongs to (similarly to Potions)
* Added more spells
* The spell "Animate Weapons" has been changed to "Spectral Weapons" - instead of
animating weapons on the floor, it summons a living copy of melee weapon in your
inventory (which will simply disappear after a while, without dropping any weapons
on the floor)
* The spell "Enfeeble" now only causes Weakening (instead of a bunch of different
things)
* The "Searching" spell lasts multiple turns, but detects in a smaller area (and
never across the whole map)
* Spells cast from manuscripts are always cast at least at "expert" level
* Casting spells while adjacent to an altar allows casting at one skill level
higher (stacks with casting from manuscripts)
* The Staff of the Pharaohs gives a passive ability to convert mummies, instead of
granting a spell to summon mummies
* The Spirit Dagger now does extra damage based on the attacker's current spirit,
and drains spirit from the attacker on succesful attacks (instead of giving spirit
to the attacker)
* Added a new "Strange Device"
* Added trait "Ruthless", which is an upgrade of "Vicious" with even more backstab
damage
* Removed some player traits
* Added more monsters, and removed some redundant monsters
* Deep Ones can throw a net which entangles the victim (instead of throwing a
spear)
* Deep Ones usually spawn in much smaller numbers than before
* Deep Ones are not delayed when moving through liquids
* Spiders become aware of the player when the player gets stuck in a spider web
* Spiders can use pathfinding to move to their target
* When Ghosts attack, it says they are "reaching" for the player instead of
"clawing" - the old "reach" effect which they did in addition to their normal
attack has been removed
* Strange Colors only cause confusion while the player is adjacent to them
* Death Fiends now do a more sensible amount of damage (and the part of their
description which said their attack "means almost certain death" has been removed)
* Ravens only have 50% chance to cause blindness on a melee hit (instead of 100%
chance)
* Locusts no longer "breed"
* Some monsters are now rarer than others (previously all monsters which could
spawn on a certain level had equal chance of spawning)
* Many monster descriptions have been completely rewritten (thanks Renan Nunes!)
* The time system is more predictable and simple - creatures can only have
50%/100%/200%/300% speed (never something like 110%), and all types of actions take
the same time to perform for a creature (no +10% melee attack speed for example)
* Traps are always triggered when bumped, and always removed when disarmed
* Updated trap placement - magic traps cannot be placed in blocking positions
(since only Occultists can disarm them), traps tend to be more spread out in a room
instead of clustered together, traps can be placed in corridors, and generally
fewer traps are placed on the map overall
* Added more trap types
* When a creature opens a door, the door cannot be closed until this creature's
next turn starts (i.e. you cannot shut a door in the face of a monster who just
opened it)
* Improved check for if phobia of open places should trigger (for example it no
longer triggers while standing in smoke)
* Completely removed the concept of dice rolls from the game, weapon damage is now
specified as a range (e.g. 1-4) instead of dice rolls and sides (e.g. 1d4)
* Removed the phobias for open/confined places (they were too annoying from a
gameplay perspective)
* Messages are now printed when monsters fight each other

User interface
* The interface has a new layout, and there is a scrolling viewport centered on the
player
* The tiles are 24x24 pixels, instead of 16x24
* The font size is no longer locked to the tile size (for example a smaller font
can be used)
* The window can be resized
* Added option for input mode - default keys (numpad/arrows) or vi-mode (h j k l y
u b n)
* Improved the game key bindings
* Dropping items is now done from a separate inventory screen, accessed by pressing
"d" (which is a more conventional method than the old way of pressing shift+enter)
* Removed PgUp/PgDn/Home/End as alternative keys for diagonal movement
* ">" and "<" can also be used in inventory screens to jump between pages (in
addition to page up/page down)
* All menus can now be scrolled with vi keys ("j"/"k"), and the currently marked
menu entry can be selected with "l" (these three keys never occur as letter indexes
in menus)
* "Auto moving" is used by holding shift and pressing direction keys, instead of
repeatedly pressing "e" + direction (auto moving is not supported when using the
arrow keys, where shift is used to move diagonally upwards instead)
* Added a minimap, accessed with "m"
* Holding shift while moving markers (e.g. "look" or "aim") jumps five steps
* Equippable items (armor, weapons, head-wear) can now be equipped by selecting
them directly in the backpack, automatically swapping out any existing item in the
target equipment slot (which of course takes more turns to perform)
* The "throw item" command ("t") always opens a menu to select throwing item, where
the last thrown item is shown at the top with the "t" key assigned - in the
throwing menu, this key is never assigned to any other item than the "last thrown
item" (so you can for example safely spam throwing knives by repeatedly pressing
the "t" key, without worrying about suddenly throwing another item)
* Removed the (ugly) hit chance tables from the monster description pages - only
player melee hit chance is shown now, which is part of the description text instead
* The generated part of monster descriptions is printed in a separate paragraph, to
make it easier to distinguish from the static handwritten part
* Reworked the tile for Deep Ones
* The player is asked for confirmation before stepping into fire or traps, or
before moving into deep liquid while holding a lit explosive (which will extinguish
it)
* The player is asked for confirmation when picking traits on gaining new character
levels (but not when creating a new character)
* Added an option to always warn when a new monster is seen (and no other monster
was already seen)
* While aiming firearms or thrown weapons, the game no longer prints info about map
features, items, etc in the aiming location (only info about any monster seen
there)
* Many types of messages are no longer added to the message history, such as
messages printed when moving around the marker ("[f] to fire") or when asking for a
direction ("Which direction? [space, esc] to cancel") - this keeps the message
history more clean and focused on game events
* Many properties now have longer and more descriptive names on the map screen
(e.g. "Fear Res." instead of rFear", or "LIFE SAPPED(4)" instead of "HP(4)")
* Added an option for if ambient sounds should be preloaded at game startup
(otherwise each sound is loaded the first time it's played)
* Added option to skip the intro level popup message
* Added more sound effects

Misc
* Save files are no longer erased when loading a saved game (only when dying,
winning the game, or when actively quitting), this allows players to resume from a
previous save file if the game has crashed
* The game is auto-saved on each descent to a new dungeon level, so in the case of
a crash, only the progress on the current dungeon level is lost
* Switched license to GNU Affero General Public License v3.0 or later, and added a
reference to this license at the top of each Infra Arcana source code file, and a
reference from the main menu
* User data (such as save file and highscore list) is no longer stored in the game
directory, instead the user data location is based on SDL_GetPrefPath() and the
current version/checksum of the game (e.g. "~/.local/share/infra_arcana/873f2d0e/")
- the Infra Arcana game directory is now treated as read-only.
* Added in-game hints for some basic concepts such as treating infections or
unloading firearms

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v19.2 (November 6, 2017)
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Gameplay
* All items which gave XP on identification now instead gives XP when that item is
found for the first time (except "Strange Devices") - the reason for this is to
reduce the pressure to identify consumables as soon as possible, and also to have a
more "natural" continuous stream of XP, rather than occasional bursts
* When carrying a Potion, the player eventually gets a "feeling" for if the Potion
is benign or malign
* Increased minimum distance from player when spawning monsters (when entering a
new map, or spawning over time)
* Hounds can no longer bash doors
* Reduced group sizes of Hounds
* Hound bites cause physical damage instead of elemental
* Leech type monsters apply indefinite properties (which can be cured) instead of
directly affecting stats
* Slightly fewer monsters are spawned on the map
* Monsters can no longer cast "See Invisible"
* Some monsters now have more specialized spell selections (too many monsters could
cast too many different spells)
* Monsters spawned from summoning spells only remains temporarily
* Summoning spells no longer have a risk to spawn hostile creatures
* Monsters cannot summon other monsters near the player from a distance (summoned
monsters always appear as near the summoner as possible)
* The "Transmute" spell costs much less spirit to cast
* The spells "Summon Creature" and "Summon Mummy Servant" costs one less spirit to
cast
* Animated weapons are stronger, but are permanently destroyed when "killed"
* When cast intrinsically (i.e. not from Manuscripts), some spells can be cast
without making noise (this is specified in the spell descriptions)
* The Horn of Banishment now also works on Khephren's summoned Locusts, and on
monsters spawned from traps
* Monsters spawned from traps now wait a bit before acting
* Using Rods causes less shock than before
* Removed the "Demolition Expert" trait
* Removed the "Observant" trait (the effects are Rogue background bonuses instead)
* The "Vigilant" trait grants awareness of all monsters within three steps - even
if they are invisible, around the corner, or behind a door, etc (instead of only
preventing backstabs)
* The "Silent" trait also prevents alerting monsters when wading through liquid
* With the "Rapid Recoverer" trait, Hit Point regeneration is 1 HP every 2nd turn
(previously it only regenerated 1 HP every 5th turn)
* The "Survivalist" trait no longer has "Tough" as prerequisite
* The "Self-aware" trait has "Cool-headed" as prerequisite instead of "Observant"
* Melee traits no longer improves chance to evade melee attacks
* Room templates (loaded from file) are now considered unique, each type may only
appear once per game
* Fountains with bad effects always dry up on the first quaff
* Added map feature "Alchemist's workbench", similar to bookshelf but may contain
potions
* Some monsters such as Molds or common Rats have negative dodging ability (i.e.
they are extra easy to hit)
* Leng Spiders have a ranged attack
* Polyp monsters can be knocked back (e.g. by kicking)
* Invisible monsters causes shock (with a fixed amount), provided that the monster
cannot be seen, and the player is aware of the monster ("!" sign on the map), and
their map cell is seen
* The Spirit Dagger does 300% extra backstab damage (just like normal daggers)
* While the player is using the Medical Bag, infections cannot turn into disease,
and the infection turn count is frozen
* Updated the score formula to include turn count (lower turn counts give higher
scores), also a winning game now guarantees higher score than a non-winning game
* Removed the Rod of Purge Invisible
* The Shockwave Device is a Rod instead
* The Horn of Deafening is a Strange Device instead
* Nicer tombs are guaranteed to contain better items (and common tomes MAY contain
better items)
* Pitchforks gives +15% chance to evade melee attacks
* Sledgehammers no longer knocks the victim back
* Monsters become unaware after the player teleports, if they cannot see the player
at the new position
* Ghoul characters can use their claws for destroying corpses (and cannot get
sprains from this)
* The Ghoul traits "Foul" and "Toxic" also gives +1 claw damage
* Ghouls do not have access to any ranged weapon traits
* Removed armor bonus for Ghoul characters
* Ghoul characters never gets sprains from breaking down doors, destroying corpses,
etc
* Removed the "flickering" effect of the Electric Lantern
* Shock is completely restored when taking a sanity hit
* The Incinerator is always aimed at the floor of the selected cell (no need for
players to select a floor cell adjacent to the monster they are attacking)

Interface
* Monsters are drawn with magenta background when they have temporary negative
properties (such as paralyzation)
* When viewing monster descriptions, temporary negative properties are listed
* Added information on high scores and memorial files in the manual
* Each section of the manual is shown on a separate screen, accessed from a menu
* The "auto move" feature stops at junctions etc (instead of after a fixed amount
of steps)
* When selecting "New Journey" from the main menu, and a saved game exists, the
game asks if you really want to start a new game
* Added option for disabling ambient sound effects
* Added option to ask for confirmation before drinking malign potions
* When playing in text mode, the old ascii art graveyard is shown in the postmortem
menu screen again

Bug fixes
* Fixed a crash bug for the Incinerator weapon (the game could crash when the
projectile reached its max range)
* Energy Vortexes were not resistant to electricity
* In the game summary, insanity symptoms were written in the wrong format (e.g.
"Phobia of spiders", instead of "Had a phobia of spiders")
* Monsters no longer spawn over time on special levels (e.g. the "Egypt" level)

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v19.1 (August 20, 2017)
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Gameplay
* Spells have basic/expert/master tiers instead of a skill percentage - higher
tiers can be achieved by picking traits for various spell domains (e.g. "Lesser
Invocation" to cast all attack spells at expert level)
* Reworked the spell skill bonuses for all spells
* Lowered the spirit cost for many spells
* The Occultist receives halved shock for casting spells (not just from using
strange items)
* Spellcasting is now generally more powerful than before, and scales to be more
useful by mid/late game
* Darkbolt and Azathoth's Wrath do random damage within a range, instead of a fixed
number
* Being Blessed/Cursed affects the shock cost of casting spells, instead of the
spirit cost
* The spell "Healing" is now also available for the player
* The potion "See Invisible" is now a spell instead
* Added spell "Transmutation" (convert items)
* Added spell "Subdue Weapons" - learned simultaneously as "Animate Weapons" (very
cheap spell which drops all visible Animated Weapons)
* Added spell "Spell Shield" - grants spell resistance until a spell is blocked
(same effect as the spirit traits)
* Removed Potion of Clairvoyance
* The Potion of Invisibility effect ends when attacking or casting spells, and has
much shorter duration
* Removed the "Sacrifice Life"/"Spirit" spells
* The spell "Summon Creature" picks more sensible monsters when cast by the player
(e.g. a Wolf will not appear when cast at Master level)
* Improved AI of player allied monsters - they are now much more active in
pursuing enemies
* Added trait "Stout Spirit" (before "Strong"/"Mighty Spirit")
* Added trait "Absorption" for Occultists - blocking a spell restores 1d6 Spirit
* Added trait "Resistant" - halved damage from fire and electricity
* Mind Eaters (now called Mind Leeches) can no longer paralyze the player
* The "snake emerge" and "wall crumbling" events are much rarer
* "Snake pit" rooms now contains much fewer monsters (instead of filling the whole
room)
* Oozes have much shorter awareness duration and tend to spawn in smaller groups
* Keziah Mason starts together with Brown Jenkin, instead of spending a turn to
summon it when she sees the player
* Monsters now attempt to detect the player by vision on standard turns, instead of
on their own turns (to prevent very fast monsters from detecting the player too
easily)
* Ravens, Bats, and Vampire Bats no longer actively moves towards the player, but
will attack if adjacent
* Byakhees are slower
* Ghoul characters have +10% speed and +1 natural Armor Point
* "Infravision" has been changed to the ability to see in darkness instead (this
means Ghoul characters can fully see in dark rooms)
* Adjusted Potion of Poison duration so that it's guaranteed to be non-lethal for
any non-diseased player character with full hit points
* Poison damage is slower, but poisoning generally lasts longer
* XP gained from Monoliths increased from 15% to 20%
* Rod of Cloud Minds (which the Rogue starts with) now only requires 90 turns to
recharge (or 45 with the Electrically Inclined trait)
* Unidentified Rods do not display their recharge countdown - attempting to use an
unidentified Rod before it's recharged wastes a turn (with the same message as if
the effect is unknown), but does not reset the countdown
* Removed the damage bonuses from the Marksman traits (it made ranged combat very
overpowered)
* Removed Armor Points bonus from Tough/Rugged traits
* Added trait "Thick Skinned", which gives +1 Armor Point
* Each melee trait gives +5% chance to evade melee attacks
* The War Veteran starts with a Flak Jacket instead of a Leather Jacket
* The base chances for bashing doors open and pushing lids are higher
* Throwing knives do 2d3 damage (avg 4.0) instead of 1d6 (avg 3.5), and have +10%
hit chance
* Rocks no longer have a hit chance bonus, and do less damage
* Increased backstab bonus for Daggers and for the Vicious trait
* The Imperceptible trait is only available for Rogues
* The Mi-go Electric Gun runs on Hit Points instead of Spirit, and does less damage
* The "auto move" command ("e") now also stops before hanging vines
* Greatly reduced the ability penalties for wearing Iron Suit, and slightly reduced
the penalties for the other armors
* Putting on, taking off, or dropping armor now takes multiple turns
* Properties applied from monster attacks (such as paralyzation or blindness) have
a certain percent chance to get applied - many attacks still have 100% chance to
apply their effect, but some now have a lower chance (such as paralyzation from
White Spider bites)
* Paralyzation can be re-applied while already active
* Paralyzed actors always have 100% speed, so that very fast monsters (such as
Bats) does not immediately start moving again
* Much higher chances that monsters become "wary" first, instead of immediately
detecting the player
* When monsters detect the player due to sounds, they pause for one turn (just like
they already did when detecting by vision)
* Burning no longer completely prevents reading manuscripts or casting spells -
instead there is a 50% chance to fail (wasting the manuscript or spirit upon
failure)
* Removed the regeneration aspect from the Orb of Life
* The Horn of Banishment now also works on Major Clapham Lee's summoned "Tomb
Legions"
* Gas masks now also protects against gas explosion traps
* Insanity increments are higher than before, and randomized
* Shock from carrying disturbing items reduced to 0.05% shock per turn (from 0.1%)
* The Rogue background receives -25% passive shock (instead of -50%)
* Reduced the penalty for each wound to -5% melee hit chance (instead of -10%), -5%
dodging (instead of -10%), and no penalty to ranged attacks (instead of -5%)
* The Survivalist trait completely removes the penalties to hit chance and dodging
from wounds
* Being Frenzied allows waiting in place (with "5" or ".")
* Added some new mid/late game monsters
* Weakening now causes halved melee damage, instead of minimum melee damage
* Removed the Wolves from the intro level
* The Rejuvenator Device causes heavy shock when used
* Good properties no longer interrupt player actions when they are applied (e.g.
using medical equipment is not interrupted by regaining spell resistance)

Interface
* Weapon names show average damage instead of dice rolls - melee weapons also show
their "plus" damage bonus (not including any damage bonus from traits), e.g.
"Machete 9.0 {+2} +0%" - the exact dice rolls can be seen in the detailed item
description when viewing the item in the inventory
* Brighter interface color scheme (some menus could be difficult to read before)
* The descriptions for armors and gas masks includes their exact ability penalty
values
* Multiple monsters had a red "E" as symbol when playing in text mode, they now use
different colors from each other
* "Ornate Tombs" are now colored cyan instead (they were hard to distinguish from
normal tombs)
* When viewing monster descriptions ("v"), the monster's hit chances and properties
are no longer displayed (only the player's chance to hit the monster)
* Fixed Fire Hound projectile animation in tiles mode (a small "blast" tile instead
of a bunch of forward slashes)
* When walking through water or mud, more descriptive messages are printed ("I wade
slowly through the knee high water") instead of "splash" or "glop" - this is to
emphasize that they cost an extra turn to move through
* When not wearing armor, the armor icon is drawn slightly darker than before
* Ravens are brighter (they could be hard to see)
* The high score list now also shows player background
* A game summary text file is always stored after the game (there is no menu option
for this)
* You now also go to the postmortem menu after winning the game, and a game summary
file is written
* When browsing high scores, selecting an entry shows the game summary for that
entry
* The game no longer pre-loads the ambient sound effects (they are now only loaded
on demand) - vastly reducing the program load time (should be nearly instant on
most systems) and initial memory usage
* Seeing fire on the map now interrupts actions such as waiting or using medical
equipment

Bug fixes
* On some machines, the random number generator would have a fixed seed
(apparently, the C++ std::random_device can silently fall back on this method if it
cannot find a source of randomness...), resulting in deterministic map generation,
etc - the RNG is now seeded with the current time instead
* Fixed a bug which prevented accessing the manual ("Tome of Wisdom") from the esc-
menu during a game
* Fixed a bug which removed the Sentry Drone monster from the game - preventing
both usage of the Sentry Drone device, and hostile Sentry Drones from spawning on
the map
* When Mi-go commanders dropped their armor on death, this was treated as if the
player tried to unequip the armor
* The "wall collapse" event could crash the game in some situations
* The descriptions of "fast" monsters said that they appear to move "slowly"
* Fixed some typos

--------------------------------------------------------------
v19.0 (July 20, 2017)
--------------------------------------------------------------
Gameplay
* You no longer gain XP from killing monsters - instead XP is raised by activities
related to exploration and discovery, such as identifying items, drinking from some
types of fountains, reading inscriptions on "monoliths", or seeing a new type of
monster for the first time
* Fewer monsters are spawned on the map overall, and many monster types now tend to
spawn in smaller groups, but are individually stronger - they also generally follow
and remember you for a shorter time than before
* Monsters may become "suspicious" (typically with a message about them looking
"wary" or "disturbed"), which gives them an increased chance of detecting you -
they may still detect you immediately, but the chance for this is slightly lower
than before
* Added metal doors - can only be opened with levers
* Added bookshelves - can contain Manuscripts
* Added barred gates - doors that can be seen and shot through
* Added gratings - walls that can seen and shot through
* Added "pylons" - can be activated with a lever for various effects (most commonly
burning the area around them)
* Added hanging vines - can be walked through, but blocks line of sight
* Added rusty chains - makes a noise when someone walks through them
* Items are more likely to spawn behind hidden/stuck/metal doors, and in areas away
from the path to the stairs
* Added a bunch of unique artifacts, and removed the old (relatively bland)
randomized amulets
* If you are Observant, you now get "level feelings" when there are unique monsters
or artifacts (when entering a new level, or when monsters appear on the map), such
as "I feel like I should examine this place thoroughly"
* Standing in lit cells (e.g. lit by the Electric Lantern) now temporarily reduces
your shock
* Some rooms are generated from handmade templates (loaded from a text file)
* The game now models creature speeds in a new (probably more common and intuitive)
way - creature speeds are expressed as percentages, e.g. 50%, 100%, or 300%, and
different actions can have different speeds
* Many bonuses such as "occasionally performing a certain action instantly", now
simply gives a speed bonus instead (to a specific action, or to all actions)
* Dodging also applies to ranged attacks
* The spells Slow, Paralyze, and Terrify Enemies have been merged into "Enfeeble
Enemies"
* The spells Detect Monsters, Detect Traps, and Detect Items have been merged into
"Searching" (which also detects doors)
* Burning features only hurt creatures on the same cell (not adjacent to it)
* "Cloud Minds" is a Rod instead of a spell (the Rogue starts with this item,
intead of the spell)
* Spells have "skill level" percentages, which determines the strength of the spell
(and can also add additional spell effects) - the skill levels are primarily
increased by casting from Manuscripts
* All backgrounds can learn spells, but the Occultist gains proficiency much faster
(and as before, starts with a few spells and has access to unique spell casting
traits)
* Different monsters have different spell skill levels - spells cast by more
powerful monsters will typically hurt more, last longer, summon nastier monsters,
etc
* Monster spells have individual cooldown counters (instead of random chances to be
cast) - so a monster cannot for example spam Darkbolt several turns in a row
* The Warlock trait gives a chance to cast damage dealing spell multiple times
(instead of the old "Charged" mechanic)
* Added trait "Electrically Inclined" - gives bonus to using Rods, Devices,
Electric Lanterns, and electricity weapons
* Added trait "Silent" - all melee attacks are silent, opening and closing doors
does not alert monsters
* Added trait "Magically Gifted" - +20% skill with all spells
* The traits "Tough" and "Rugged" also grants 1 armor point each
* The War Veteran background also starts with the "Healer" trait
* The Occultist starts with fixed (non-random) items and spells
* When quaffing Potion of Insight, you can manually choose which item to identify
* Potion of Insight always gives some XP, in addition to identifying an item (to
avoid making them worthless if all items are identified)
* All Manuscripts are guaranteed to be identified when read (previously this only
applied to potions)
* You search for secret doors and traps a bit further away, and your chance of
finding them is affected by distance - for adjacent cells there is now a higher
chance of detection than before (to avoid requiring hundreds of turns to detect an
obvious hidden door)
* Traps are always immediately revealed when triggered by the player
* Some melee weapons can be used for breaching doors or destroying corpses more
effectively with [w] (check the item descriptions)
* Chests can no longer be trapped (it was awkward to deal with, and didn't really
bring anything to the game) - chests are now interacted with merely by bumping them
(if they are not locked), kicking them, or using an Opening spell
* Rogues remain aware of monsters much longer than the other Backgrounds, and the
other Backgrounds remain aware for a shorter duration than before
* Removed the random "I have a bad feeling about this..." shock events
* The Iron Suit and Asbestos Suit no longer gives penalties to aiming or spotting
hidden monsters and objects
* Removed all negative effects from critically failing melee attacks (such as "I am
exhausted"), except for a small chance of the weapon breaking - which can only
happen while cursed
* Added more monsters
* Zombie-type monsters occasionally drop "Zombie Dust" when they are destroyed -
can be thrown at living, non-undead monsters to paralyze them
* Added property "Deaf", deafening traps, and a deafening spell (for monsters)
* When attacking invisible monsters who are immune to the attack, a message is
printed to indicate this (previously it was only printed for seen monsters)
* Added Spiked Maces - a weapon with a weight between medium and heavy, and with a
chance to stun the victim
* The Mi-go Electric Gun no longer uses ammo, and costs Spirit Points to fire

Interface
* The throwing slot has been removed - instead you change which item to use for
throwing by pressing [T] (which can be a wielded item or an item in the backpack) -
pressing [t] throws the currently selected item (this also has gameplay effects,
since you don't have to spend turns to equip different items to throw them)
* While holding lit explosives, the explosive is shown in the status lines instead
of the selected throwing item (with yellow text)
* All active properties are printed with descriptions on the [@] character
decsription page, and when [v]iewing monsters
* When picking a trait, instead of showing all available and blocked traits in the
same list, the trait selection screen now has two modes (toggled with [TAB]) - the
first mode shows available traits, and the second shows traits for which the
prerequisites are not yet fulfilled
* Reduced "more" prompt message spam from traps (less interruption)
* Addded option to enable/disable fading rendering brightness with distance from
player
* Added an option to ask for confirmation before lighting explosives
* Added a low HP warning
* Removed the "q" command - Ghoul characters now feed on corpses when "waiting" on
them instead
* The map shown on the postmortem info screen is drawn with tiles (if that mode is
enabled), and in color
* Added "New journey" option to postmortem menu, to immediately start a new game
* When [v]iewing the map, the game also prints messages for cells with detected
unseen monsters ("There is a creature here")
* When [v]iewing detailed monster descriptions, the game prints hit chances for
melee, ranged, and throwing attacks for the player and the monster - with the
calculations of the total hit chances shown
* Weapons now merely display their own hit chance modifier (e.g. +5% or -10%),
instead of your skill plus the weapon modifier (the old way was misleading, since
more factors are involved when calculating actual hit chances during attacks)
* Removed the "Combat skills" section of the character description page
* Messages are printed when stepping on corpses
* Sound effects are played when browsing menus
* When entering player name, the previously used name is filled in as a default
name
* The player symbol is colored yellow when carrying a lit Electric Lantern
Bug fixes
* Fixed a bug where dropping the Staff of the Pharaohs would cause the spell to be
permanently lost, even if the staff was picked up again
* Fixed a bug that prevented hit chance bonus against unaware targets for ranged
attacks

--------------------------------------------------------------
v18.2 (July 2, 2016)
--------------------------------------------------------------
Gameplay
* All backgrounds (classes) now have ranged attack bonus vs unaware targets (not
just Rogues)
* Ghoul characters are no longer shocked by Ghoul statues
* You no longer drop your items when you die
* Removed the "R" command to rearrange rounds between pistol magazines - this is
now instead done when you wait (with "5", "s", or ".")
* Spider webs are now destroyed when the creature held is teleported away or
knocked back
* Fire Hound bites now also causes Burning (like their ranged attacks)
* Slightly reduced the number of Medical Bag supplies
* Critically failing a melee attack can no longer result in dropping the weapon

Interface
* When picking traits, the game now shows all traits and their prerequisites (no
information is hidden)
* When aiming explosives, the explosion size is marked on the map
* Added option for confirming "-More-" prompts with any key (off by default)
* Messages are no longer written in all capitals while Frenzied
* New menu color scheme
* Removed some redundant messages to reduce clutter ("I pause for a while...", "I
stop waiting.")
* Added a section in the manual about inventory handling

Bug fixes
* Fixed a bug that caused monsters with Fear Resistance to end all player phobias
when they spawned (this was mistakenly reported to the insanity system as a "player
gaining permanent rFear" event)
* Fixed some buggy item drop code (which may have caused crashes)
* Fixed some minor bugs in the map generator (the map generator can also do a few
new things now, although it's probably subtle)
* Fixed some errors in Manuscript names (underscores had snuck into a few names for
some reason)
* Fixed a bug that (in some rare specific cases) allowed monsters to move into the
position already occupied by another monster
* Fixed a bug were teleporting or being knocked back while held by a spider web,
caused the web to be able to hold any creature that walked into it, regardless of
monster type (e.g. ethereal monsters or spiders could then also be held)

--------------------------------------------------------------
v18.1 (Mars 17, 2016)
--------------------------------------------------------------
Gameplay
* Worms Masses may now only split once (i.e. the split worms may not also split
themselves), they do not split if they are killed with enough damage, they are not
allowed to attack immediately after being split, and the confusion effect from Mind
Worm bites has a much shorter duration. However, Worms now move at normal speed
(instead of slow).
* Gas Mask and Asbestos Suit now protects against blindness from Ravens, Spitting
Cobras, and Dust Vortexes
* Vortex monsters no longer "explode" when they die
* Oozes can no longer regenerate HP while burning
* There is now much smaller chance of gaining multiple phobias, and you can never
become both sadistic and masochistic at the same time
* Picking the Fearless trait immediately ends all active phobias
* When bashing or eating multiple corpses in the same cell, Zombie-type monsters
are now prioritized (since you want to destroy them as soon as possible before they
rise)
* You can now also kick in your own cell ("w", then "5" or ".") - to destroy
corpses you're standing on
* You are no longer "telepathically"aware of where all allied monsters are - if
they are out of sight or invisible, you can lose awareness of them
* You can now only accidentally drop your melee weapon during combat if you are
Cursed

Interface
* Spells in the casting menu now appear in the order that you learned the spells
(instead of alphabetically)
* On turns that you can walk for free due to Dextrous, the "T" is now colored green
instead of the number (to be less distracting)
* Removed the "icon mode" which used a heart, brain, stopwatch etc as symbols in
the user interface
* The message "I stop waiting" is no longer printed when fainting or paralyzed

Bug fixes
* Fixed some bugs in the monster movement AI (it wasn't anything critical, but it
made them act a bit weird in a few specific situations)
* Fixed a faulty message when pressing "t" with no item selected for throwing (the
message adviced to press "w" to wield a throwing weapon, but the actual key should
be "i")
* Property messages such as "...is paralyzed" is no longer allowed for dead
monsters

--------------------------------------------------------------
v18.0 (January 28, 2016)
--------------------------------------------------------------
Gameplay
* Added more monsters
* Added invisibility property
* Ghost-type monsters and Polyps are invisible.
* New Potions: Invisibility and See Invisible (can see all invisible and sneaking
monsters, prevents blindness)
* Bumping an unseen monster (sneaking or invisible) that you are unaware of no
longer performs a melee attack, instead it prints a message such as "There is
someone here!", and makes you aware of the monster (you see it as a "!" on the map)
* New background: Ghoul
* New property: Infravision (the Ghoul background starts with this, and many
monsters has it), which allows you to see infra-visible creatures in the dark
* Made several changes to how traps work - most importantly, when they activate
there is usually a delay of a couple of turns from when they activate until the
effect occurs - this means that you can (sometimes) avoid the effect by moving away
from the trap
* Added command [R] for organizing Colt magazines (the game will reload your
wielded or readied Colt, or move single rounds between magazines, whichever is
better)
* Added command [N] to make noise (for luring monsters)
* Monsters fighting each other now generates sounds ("I hear fighting.")
* Unequipping any item spends a turn
* Critical misses for melee attacks (1% chance normally) now cause various bad
things to happen, such as becoming exhausted, or dropping the weapon
* Disarming traps gives a small amount of XP
* Potions of Fortitude no longer cures all insanity symptoms (phobias, etc),
instead they only heal one random symptom
* There is now a delay when quaffing Potion of Descent until the effect happens
* Changed Potion of Antidote to Potion of Curing, which acts like a light version
of Potion of Healing
* All Potions are now guaranteed to identify when you drink them
* Added new item class "Rods" - these are similar to Devices, except they never
break or malfunction, and instead have a cooldown time before they can be used
again
* The Wound system (which was removed in v17) is now back again - when you take
heavy damage in one hit you receive a Wound - each wound reduces your fighting
abilities, maximum HP, and HP regeneration rate - wounds can be healed with the
Medical Bag
* Chests are never made of iron until at least dungeon level 3
* Added more traits
* The Melee Fighter skills now also gives extra damage (in addition to better hit
chances), Master Marksman (the final Marksman skill) gives extra ranged damage
* The Mobile trait now only makes every third step a free action (instead of every
second step)
* Walking in liquids stops Burning
* You can no longer read scrolls in darkness
* Items which in the previous version raised your shock when carried/equiped (such
as Jewelry or the Mi-go armor) now raise your insanity instead (as long as you keep
the item).
* Removed cold damage, and all items/monsters related to it
* Removed Potion of Frenzy
* Added Frenzy as an insanity symptom
* Braziers light up cells around them, and can be kicked over to do fire damage in
a small area (similar to a small molotov explosion)
* The Spirit traits now also gives spell resistance - a harmful spell cast on you
will be blocked, then it takes a certain number of turns to regain spell resistance
* Any melee weapon can now be thrown
* New spell: Animate Weapons - causes melee weapons to rise into the air and
protect you (after a while they will drop to the ground and become normal weapons
again)
* Added more Insanity symptoms

Interface
* Migrated to SDL2 (fullscreen mode may work better for you now, if you had
problems with this before)
* In window mode, the window is created centered on the screen
* In some menus, options can now be selected directly with letter keys
* Page Up / Page Down can now be used in menus to jump to the top/bottom (if menu
fits on screen), or to the previous/next screen (if menu takes up multiple screens)
* The [a] command is no longer a shortcut for Medical Bag and Electric Lantern,
instead it opens a filtered inventory view only showing items which can be Applied
(read, quaffed, activated, ignited, etc)
* Changed Inventory key to [i] instead of [w]
* [w] is now used for kicking/bashing instead of [q] (*Wham*)
* Intrinsic properties that lasts indefinitely are now spelled with upper case
(e.g. you can be "DISEASED" or "Diseased"), to clarify that waiting will not end
the effect
* Added an option for using symbols such as a heart for Hit Points, and a brain for
Insanity in the interface (the old text based way is the default option)
* Reworked background and trait picking screens
* Removed the [D] command for jamming doors - instead using the "Close" command [c]
on an already closed door will now attempt to jam it
* Removed uppercase [X] command, and instead made lowercase [x] bring up the spell
selection menu (instead of re-casting previous spell)
* Added another typewriter font
* There is now a log of "historic events" (such as identifying a potion, or killing
a unique monster) viewable from the character info screen or from the game info
screen after the game is over
* If you are Dexterous, the turncount is marked green on turns where you will get a
free step
* The monster description pages shows more information (e.g. how many turns they
will remember you, how frightening they are, and also their current properties such
as terrified, burning, flying, etc)
* Added more sound effects (events and ambient sounds)
* While aiming aiming, the marker shows if the path goes through any seen blocking
cells

Bug fixes
* Fixed a bug that could crash the game, especially during map generation (thanks
"stevebob"!)
* Fixed a bug that caused the player's dodge chance to be calculated the wrong way
when Ghosts attempted to "touch" you
* If you ignited an explosive (Dynamite, Molotov, Flare, Smoke grenade) while
already holding another, the first one would just be erased - now the game prevents
you from igniting a new explosive instead
* Fixed a bug that prevented Flare Guns from burning the target
* Fixed a bug where bumping a hidden door would print a different message than
bumping a wall (and thus indicating the presence of the door)

--------------------------------------------------------------
v17.0 (February 18, 2015)
--------------------------------------------------------------
Gameplay
* Monsters can now be allied to the player
* Added spell/manuscript "Summon Creature"
* The "Pestilence" spell now summons allied critters, and can be learned by both
the player and monsters
* Renamed "Sentry Device" to "Blaster Device", and added a new "Sentry Drone
Device" which will hover around you when activated and attack your enemies
* Added (rare) magic Amulets and Rings
* Added spell (and manuscript) of "Light" (illuminates the area around the caster
for a number of turns)
* Added forest rooms
* Removed the old way of making cave like rooms, and added a new improved cave room
* Some of the old rooms are now occasionally cave shaped (e.g. flooded rooms and
spider rooms)
* Added in-game descriptions for all items and spells
* Some items now causes ability penalties while used (e.g. the Iron Suite makes it
more difficult to dodge) - all penalties are mentioned in the item descriptions
* A vast majority of the common fountains are now "refreshing" (restores HP, SPI
and shock), many of the beneficial properties (RFire, RFear, etc) granted from
fountains lasts twice as long. Golden fountains are much rarer than before and
gives three effects (always beneficial).
* Some map features can catch fire, which can spread to adjacent cells over time
* Smoke causes blinding and choking
* Added Gas mask (the war veteran starts with one)
* Added Smoke grenades (the war veteran starts with some)
* Removed wounds - instead passive HP regeneration is now much slower, the Medical
Bag can be used for restoring HP at a quick rate.
* Your inventory is no longer limited by the number of items (only by weight)
* Items can now exist on revealed traps (in previous versions, revealing a trap
would "push" away any item to an adjacent cell, which was very annoying if you
intended to pick up the item) - traps covered by an item are drawn with a
background color corresponding to the trap type.
* You now start with a fixed number of items (instead of a random range), and your
starting items depend more on the chosen background (e.g. the Rogue always starts
with a +1 Dagger).
* Added trait "Summoner" - Reduced cost for summoning spells, and lower risk that
called creatures are hostile
* Added trait "Vicious" - +50% backstab damage
* Added trait "Bane of the Undead" - +2 melee/ranged attack damage against undead
monsters, attacks against ethereal undead monsters (e.g. Ghosts) never pass through
them (although you can still miss in the ordinary way)
* Added trait "Unbreakable" - This is a continuation of "Tough"/"Rugged" (HP bonus,
carry weight bonus, etc)
* The Electric Lantern now lasts a specific number of turns (displayed in the item
name) instead of having a random chance per turn to break (but it can still
randomly malfunction).
* Kicking a statue can cause it to topple over, damaging any monster behind it
* Doors no longer have a "broken" state - instead, breaking them simply converts
them to "rubble"
* Brown Jenkin now does more melee damage, has very high sneak skills, and knows
the teleport spell
* Added a bunch of new monsters
* The Mi-go Electric gun is now a "real" weapon that the Mi-go can drop, and can be
used by the player - the Tesla Cannon has been removed (redundant). The "yellow
cultists" now use the Mi-go Electric gun.
* Added Mi-go Biological Armor - this can be used by the player
* Monsters now drop all their items when they die (in previous versions, each item
had 50% chance to be destroyed)
* Reworked how you interact with lootable features (chests etc). This is now a lot
quicker - there is no need to search repeatedly with [a] (that command has been
removed) - you use [d] to disarm/search for chest traps and check if the chest is
locked, and you are either able to spot the trap or not (based on
Observant/Perceptive traits) - searching repeatedly makes no difference. Attempting
to disarm a known chest trap only either succeeds or triggers the trap, there is
never any need to disarm repeatedly.
* When picking up Electric Lanterns or Medical Bags, those items are now combined
with existing Lanterns/Medical Bags instead of adding a separate item in the
inventory
* Removed insanity as a factor in score (it is now purely based on XP and dungeon
level reached)
* Graves are no longer placed in the forest intro level for winning characters
* Firearms and thrown weapons have limited effective ranges, beyond which their
damage is halved. When selecting target, the marker is colored orange beyond the
effective range.
* Added phobia for darkness

Interface
* Added a quick move command [e], to automatically move in some direction until
interrupted
* Removed the Inventory menu [i] and the Use menu [e] - instead you now view and
handle your inventory from a single menu, accessed with [w].
* Removed the examine command [a]
* Added a shortcut key [a] to quickly activate the two most common items - Medical
bag and Electric Lantern. When you press [a] the game asks if you want to use [a]
Medical Bag or [e] Electric Lantern (perhaps in the future, shortcuts like these
could be customized by the player).
* You no longer choose Medical Bag actions through a popup menu, instead it first
sanitizes an infection if you have one, otherwise it restores HP.
* The "--More--" prompts now only accepts space or esc to proceed, this prompt is
also added to more messages, for example triggering or avoiding traps - making it
much easier to notice
* Changed the general color theme of the game's interface
* When viewing map cells with [v], information is printed for everything in that
cell (not just the "top" thing) - e.g.: "I see here: A dart trap. A murky potion"
* Monster corpses are now included when viewing map cells with [v]
* Monster corpses are now referred to in more interesting ways, e.g. "A lifeless
gruesome corpse" instead of "A body of a Reanimated Corpse"
* Monster corpses are now rendered in the same color as the living monster, making
them easier to distinguish
* Adjacent dark cells are now rendered darker than normal cells to make it easier
to notice darkness
* Walls now draw the front wall tile instead of the top tile if the cell below is
unexplored
* Fountains are now either blue (common) or yellow (golden), then turns to gray
when they are dried up
* Added more sound effects
* Number of turns left on the Electric Lantern is printed in the map screen
interface (e.g. "L:498") - the number is printed with yellow color when the Lantern
is lit
* Removed the status line at the bottom of the map that said "It is dark here" /
"The darkness is lit up" (etc)
* Lit cells are no longer colored completely yellow - instead they are just colored
slightly brighter (with more weight on yellow)
* The game no longer prints hit chance percent when aiming at ethereal monsters
(this number was misleading)
* The graves in the intro level forest now also display the background of the
characters
* Throwing explosives in tiles mode now draws the items tile instead of its ASCII
character
* The game no longer draws/delays at each intermediate cell when creatures are
knocked back (or pulled by a Vortex), only when the creature reach the
"destination" cell - this feels more intuitive and responsive.

Bug fixes
* Fixed a bug that prevented backstabs from giving hit chance bonus in many cases
* Fixed a crash that occurred if enter was pressed while equipping a slot with no
available items
* Fixed a crash that occurred if shift + enter (drop item) was pressed while a slot
with no item was selected
* Fixed a bug that caused properties to "stick" on an item if it was dropped while
wearing it (if the item was picked up again, the properties were enabled on the
player even when the item was just carried in the backpack)
* Thrown objects may now pass through ethereal monsters (in the previous version,
this rule mistakenly only applied to firearms and melee attacks)
* The Electric Lantern on/off state is now stored when saving the game
* Flying monsters can no longer be killed by kicking them into chasms
* The audio player now attempts to find a free channel, instead of just picking the
next channel (this could stop other sounds, which frequently happened with long
tracks like the ambient background noises)

--------------------------------------------------------------
v16.0 (April 17, 2014)
--------------------------------------------------------------
Gameplay
* You now pick traits when gaining character levels (as it was in v14) instead of
only at the start. Many new traits have been added. You pick a trait each level,
but the XP rate is roughly halved compared to older versions, and your character is
limited to 10 levels.

* You now select a background when starting a game, the choices are "Occultist"
(magic), "Rogue" (stealth), and "War Veteran" (fighter/firearms) - Your background
determines which traits and items you start with, there are also special
background-specific abilities, and some traits have background prerequisites.

* You now gain half a monsters worth of experience when spotting it, and the other
half when killing it (killing a monster without spotting it gives the full worth)

* You can now "become aware" of a monster by hearing or seeing it - this


"awareness" will last for a few turns and cause the monster to be marked on the map
with an exclamation mark ("!") while it is not in your view. This represents the
player character listening more closely for footsteps and other small clues, and
estimating where the monster could go. This feature is intended to help avoid
situations like walking around a corner to get instantly killed by a shotgun blast
- now you should have more opportunity to make better decisions about such things.

* Objects on the map are no longer interacted with through popup menus (which were
considered slow and boring). Instead you use the standard keyboard commands listed
in the manual - such as [d] for disarming traps, or [q] for bashing something. The
examine command [a] is now merely used for searching an object (for traps). Bumping
an object will attempt to use it in the normal way (opening a chest, drinking from
a fountain, descending the stairs, reading the inscriptions on the graves in the
forest level, etc).

* Bashing now works in a more general way. You can attempt to find secret doors by
bashing on any wall. You can destroy corpses by bashing them. Bashing/kicking now
always consumes a turn, whether you hit something or not ("I kick the air!"). When
attempting to kick in a cell with an unseen monster (due to blindness or monster
hiding), it will behave in the same way as normal melee attacks ("I kick it") -
this fixes a bug where an attempt to kick an unseen monster had no effect

* Reworked Strange Devices. Now instead of keeping them enabled for random
occasional effects, you activate them for an instant effect. They can be activated
multiple times, although their condition may degrade, and they can malfunction or
break. The effects of some of the Devices have been reworked as well. The result of
these changes is that the Devices should now be more effective and fun to use.
Also, they are more common now, and you can even find them on the first dungeon
level.

* Your insanity no longer rises immediately when shock is at 100% or more, instead
you now first have three turns with warning messages - during these turns you have
a chance to reduce shock below 100% (e.g. by turning on a light in a dark room,
drinking a Potion of Fortitude, descending the stairs, or stepping away from a
ghoulish statue)

* Added sound effects for melee attacks, spellcasting, dying, and opening tombs -
also added more ambient sounds
* The game now prompts for confirmation when attempting to cast an intrinsic spell
which could potentially deplete your Spirit
* Greatly reduced duration of Weakening
* Greatly reduced duration of Disease when received from fountains, tombs, and
spells (disease will only last a very long time when received from infections)
* You are now immune to Infection while Diseased (being Infected and Diseased at
the same time was redundant and annoying)
* Added "Manuscript of Darkbolt", this is similar to "Azathoths Wrath", but targets
only one monster and costs less spirit to cast intrinsically - selecting the
background "Occultist" guarantees starting with this spell
* Added spell "Mi-Go hypnosis", available for all monsters (but not the player) -
all Mi-Go (Fungi from Yuggoth) know this spell - when this is cast, there is a
chance that you will faint for a few turns
* Added a spell available only for monsters, which causes the player to burn for a
few turns
* Changed "Manuscript of Clairvoyance" to a Potion, and instead of continuously
revealing monsters and dungeon layout around you, it now instantly reveals the
layout of the whole level (including items, but not monsters)
* Added "Manuscript of Detect Monsters", which marks all unseen monsters on the map
with an exclamation mark for a number of turns (no shock taken from these detected
monsters)
* Added "Manuscript of Elemental Resistance", which gives you temporary resistance
to fire, cold, and electricity
* Manuscript of Pestilence no longer spawns dozens of monsters - it is now a more
reasonable number
* Quaffing Potions of Health/Spirit when already at max HP/SPI no longer raises
your max values, instead they can now temporarily raise your current HP/SPI above
the max values
* Reduced the number of vertical map cells
* Added two common monsters (Flying Polyps, Chthonians), and one unique monster
* Added Golden Fountains, which are guaranteed to have a positive effect
* Hearing sounds no longer aborts multi-turn actions (such as healing)
* Reduced the propagation range of sounds (especially loud sounds like pistol fire)
* Added natural fear and confusion resistance for various monsters (e.g. Ooze-
types, Spirit-types)
* Knockback no longer cause confusion
* Added a message that tells you when a monster spots you and becomes aware of you
* More sensible rules for where stairs can spawn, and where player descends on the
next level
* Reduced number of turns waited when pressing [s] from 10 to 5
* Removed the message "was that supposed to do something?" when reading scrolls
with no apparent effect
* The trait "Observant" no longer makes you find clues about hidden doors (was
represented by a yellow wall) - instead this trait simply raises your chance of
finding doors, and allows you to spot them from two cells away (another trait
"Perceptive" raises the distance to three cells)
* Mummies now generally spawn alone instead of in groups
* Removed "Mythos knowledge", and removed the spell you gained at a certain level
of MTH
* You can now disarm traps by pressing [d] and choosing a direction (works both for
traps on the ground and on chests)
* When the electric lantern is flickering, it now merely reduces the lit area to
3x3 cells, it can still also malfunction and fail to give any light, or break
completely
* When encumbered there is now an interval between 100-125% where you are able to
move at half speed - at 125% and above you are completely immobile
* Added messages when your Spirit is being drained (e.g. by Ghosts)
* The postmortem information no longer lists number of kills for each type of
monster, instead it only lists unique monsters killed, and the total number of
monsters
* Masochistic Obsession no longer restores shock when player is damaged, it now
merely removes the shock normally taken when damaged (and raises minimum shock to
35%)
Interface
* The game now supports Vi-keys
* You can no longer select things in menus by pressing letter keys
* To make it easier to notice when shocking events happen, exclamation marks ("!")
are now drawn on the player character if enough shock is received during a turn (up
to three marks can be drawn)
* There is now two lines for displaying messages - significantly reducing the
number of "--More--" prompts.
* Some important messages are now colored orange, and some of these messages always
trigger a "--More--" prompt (for example spotting traps and monsters), making them
easier to notice and react to
* Item symbols are now drawn in the inventory screen and the wielding info at the
bottom of the screen
* Changed the appearance of the main menu and character creation screens
* Removed the option to scale the font to 2x size
* Added a 16x24 DOS font
* Added option for how tiles mode should render walls - full square or pseudo-3D
* The game now handles delays in a nicer way. Previously, a delay would freeze the
whole program. So for example while a projectile was travelling, the game could
appear frozen (especially noticeable if setting a long delay). Now user input is
read during delays so the game is not freezing - you can move the screen, alt-tab
back and forth, minimize etc.
* The screen is now redrawn when toggling fullscreen (previously the screen would
be black until you entered a command)
* Popup windows with multiple choices (e.g. the medical bag menu) can be closed
with space or escape
* The options menu is now accessible from within an ongoing game
* Pressing [x] re-casts previous spell, and pressing [X] (uppercase) opens the list
of all memorized spells
* Added an in-game menu opened with [Esc], where you can select Options, Manual,
Quit, or Cancel
* Removed commands [>] (descend stairs) and [S] (save and quit) - instead you now
bump the stairs, which opens a menu asking if you want to Descend, Save and quit,
or Cancel
* Changed command for viewing descriptions to [v] instead of [l] (lowercase L)
* Changed command for bashing/kicking to [q] instead of [b]
* Changed command for unloading/picking up ammo to [G] instead of [u]
* Changed the message log command to [m] instead of [L]
* When reloading, the amount of ammo loaded in the weapon is now printed in the log
* Some special ranged weapons now only show "*" (asterisk) as damage info (e.g. the
Incinerator, which previously displayed "1d3" as damage - this only represented the
"impact damage" of the shell, and did not include the explosion - the asterisk used
now should give a clearer indication that the weapon will do damage in a special
way)

Bug fixes
* Fixed many bugs related to saving/loading (e.g. crashing, losing memorized
spells)
* Fixed many bugs related to properties (especially concerning properties which
were supposed to be permanent, but would time out - e.g. confusion resistance
gained from picking the trait "Self-aware")
* Corrected various spelling mistakes
* Fixed a bug that prevented Ooze-type monsters from passing through closed doors
(they should be able to do this)
* Fixed a bug that prevented using Page Up/Page Down/Home/End for diagonal movement

--------------------------------------------------------------
v15.0 (November 26, 2013)
--------------------------------------------------------------
* Added sound effects (for weapons, monsters, etc) and atmospheric ambient
background sounds. Audio can be enabled/disabled in the options menu.
* The track "Madness" by Musica Cthulhiana (from the album "Fragment") is used as
intro music in the main menu
* Reworked the status effects system, and changed/added many effects. Internally,
status effects are now called "Properties". They can describe both a creature's
temporary conditions (confused, burning, diseased...) and permanent attributes
(natural fire resistance, light sensitivity...). It is now also possible for items
to apply properties on the wearer. Properties may prevent damage (e.g. fire
resistance will prevent all fire damage).
* Removed the physical/mental status resistances (measured in percent). The reason
is that they felt too dependant on luck - you could for example get confused many
times even with high resistance. Now there are instead binary resistances (you are
either completely immune, or completely susceptible), such as resistance to fear,
confusion, sleep, etc. The "shock resistance" percentage is still kept however,
since this simply reduces shock by a certain percent (no luck involved).
* Changed the spell casting system to use a mana-like resource called "Spirit",
instead of the previous chance-based system. The reason for this is similar to the
reason for removing physical/mental status resistances (mentioned above) - it was
too unpredictable and luck dependant. Now it should be easier to make tactical
decisions about spell casting.
* Being Confused now prevents spell casting
* All creatures have a certain amount of Spirit. If a creature's Spirit is
depleted, it dies (monsters may sometimes attempt to cast a spell that could kill
it, if it "feels desperate").
* Removed "Potion of the Cobra" (gave perfect aiming and dodging)
* Added "Potion of Frenzy" - Gives the property "Frenzied": Perfect melee aiming,
cannot cast spells or read, resistance to confusion/sleep/fear/weakening,
attempting to walk in any direction will cause you to step towards nearest visible
monster, becomes weakened when effect ends.
* Added "Potion of Spirit" - Restores spirit
* Added "Potion of Fire Resistance"
* Added "Potion of Insulation" - Electricity resistance
* Added "Potion of Antidote" - Cures poisoning
* Removed "Manuscript of Identify"
* Renamed "Potion of Knowledge" to "Potion of Insight" - It now identifies a random
carried item, as well as increasing Mythos knowledge like in previous versions
* Changed "Manuscript of Descent" to a potion
* Added "Manuscript of Sacrifice Life Force" - Convert remaining Hit Points to
Spirit points
* Added "Manuscript of Sacrifice Spirit" - Convert remaining Spirit points to Hit
Points
* The spell that you gain after reaching a certain level of Mythos knowledge
("Thaumaturgic Alteration"), now chooses effect automatically (instead of player
selecting the effect from a menu), this can include a random manuscript-spell, or a
special effect if the circumstances allow it.
* Renamed the spell "Azathoths Blast" to "Azathoths Wrath"
* Added armor "Asbestos Suit" - Wearing this gives you resistance to
fire/acid/electricity. It has 1 armor point (physical damage protection and
durability of the armor)
* Added armor "Heavy Coat" - Wearing this gives you resistance to cold. It has 1
armor point
* Bloated Corpse spit attack now does acid damage
* Added a few cold based monsters that does cold damage
* Hit points now automatically regenerates over time, although you can receive
wounds that need many turns of active healing (similar to how HP were healed in
previous versions, but more elaborate - see below). Each wound reduces your
fighting abilities (especially melee) and your HP regeneration rate. If you have
more than four wounds, you die.
* Added item "Medical Bag". This has a number of different uses, the main purpose
is to heal wounds.
* The [h]eal command has been removed, instead you use the Medical Bag.
* When attacking ethereal monsters (e.g. Ghosts-type monsters), the attack will
often fail to hit ("My attack passes right through the Ghost!"). In case of ranged
attacks, the projectile will often pass through the monster and continue on its
path, even if aiming succeeded.
* Shadow-type monsters are now light sensitive - they are harmed each turn a light
shines on them (e.g. from a lantern, flare, or burning creature).
* Reworked leveling system: You now pick all your character's traits and skills at
the start of the game instead of when gaining levels. Gaining a level now increases
your hit points, and for some levels also attack skills, dodging, spirit points and
mythos knowledge.
* Merged/changed/added some traits and skills
* The formulas determining XP needed per level, and XP given per monster are
completely remade.
* A monster's chance of spotting you is now affected by distance.
* Added fountains that you can drink from for various effects
* Some dungeon features can now spawn more freely on the map, as well as in themed
rooms. Some room themes are also made less obvious now, and their label has been
removed from the bottom of the screen. The reason for this is that in the previous
version some themed rooms got very repetitive (e.g. too many levels had identical
human quarters with a chest, cabinet, and some Cultists).
* Added a simple animated effect for summoned monsters and for creatures hit by
spells
* You no longer automatically reload your weapon when attempting to fire an empty
gun (though there is a setting in the options menu to enable this again). The
reason is that it was too easy to reload by accident.
* Fixed a typo that said "Press 'v'" when you tried to throw a missile with empty
missile slot. Changed it to say "Press 'w'", which is the actual command to equip
items.
* Fixed a bug that prevented you from using melee attacks on a turn that you had a
free move from the "Dextrous" bonus, and walked in liquid
* Fixed a bug where carrying multiple electric lanterns prevented you from using
any other than the top one

--------------------------------------------------------------
v14.1 (June 16, 2013)
--------------------------------------------------------------
Miscellaneous
* Using SDL for rendering/input again (it seems more compatible with a wider range
of systems)
* Dark areas now have less permissive field of view for spotting walls, previously
it was easy to explore the walls in dark areas, whereas now you need to be adjacent
to it - for a more atmospheric and oppressive feeling
* "Slimy" walls are now "Moss-grown" walls instead
* Added 15 more quotes to the main menu

New content and features


* Hit chance with ranged weapons is now affected by the size, speed and proximity
of the target creature
* While aiming, you are informed what you are looking at, and hit chances are shown
when aiming at monsters
* Monsters now avoid shooting each other (though there is still a small chance that
it happens)

Balancing
* You no longer pick an ability when creating a new character
* The monster spawn rate on explored levels (spawning due to passage of time) is
now lower
* The "Self-aware" bonus now has "Observant" as an additional prerequisite
* You now gain the mythos spell at 15% MTH instead of 10%
* Raised max character level from 21 to 30
* Greatly reduced duration of confusion caused by knockback
* Oozes now regenerate HP each standard turn instead of on their own turn (since
these monsters are very slow, their regeneration occurred in bursts, which seemed
erratic and unpredictable)
* Clear Oozes are somewhat easier to spot

Usability
* Floor cells lit by an Electric lantern, flare, burning creature, etc are now
marked with yellow color
* The menu for picking a new ability also shows previously picked abilities
* The postmortem info shows gained abilities
* Renamed the manual to a .txt file, and removed all special formatting symbols
from it - it should now be conveniently readable externally
* Changed texts in some screens (e.g. "Enter character name" -> "What is your
name?")
* Changed equipment screen command (wear, wield) from 'v' to 'w' (more
traditional/intuitive key)
* Added a small delay per turn when waiting/healing/fainted/paralyzed
* Changed the "Kick/bash in what direction?" message to simply "Which direction?",
and vice versa for other actions
* Options for setting keyboard repeat delay and interval

Graphics
* Made layout changes to the main menu
* Made some changes to the wall tiles
* Changed the general color theme in the game - the "blood red" style has been
changed to a teal style (inspired by how certain old black and white movies were
tinted, e.g. Nosferatu)
* Added option to scale the font to 2x size (so you can for example use the small
DOS-like font scaled up to a nice readable size) - if tiles mode is enabled, the
scaled font must match the tile size
* Fullscreen can be toggled in the options menu, or by pressing alt-enter
(fullscreen mode is highly experimental, it may or may not work for you)

Bug fixes
* Corrected a spelling error in an ability description
* Corrected a misplaced word in a monster description

--------------------------------------------------------------
v14.0 (April 23, 2013)
--------------------------------------------------------------
New content and features
* Changed API from SDL to SFML - The game should run much smoother on most systems
* New inventory system which is easier to use, and requires much fewer keyboard
commands to learn
* Inventory items are color coded and sorted according to item type and name
* New skill system - Instead of ranks there are separate abilities, each with their
own name. Some abilities have prerequisites
* In-game options menu
* Some features in the game can be examined (by pressing [a]), to be interacted
with in various ways - this includes tombs, cocoons, chests and cabinets
* Added a new trait called "Mythos knowledge" (MTH) - this determines your insight
about the mystical and hidden forces - increases damage dealt to all bizarre,
alien, mystical and shocking creatures - raises spell casting chance - at a certain
level of MTH, you gain a powerful spell
* Monsters can trigger traps, and you can kick monsters into traps
* New spell casting system
* Changed the way monsters cause shock. Previously you would take a big hit on the
first turn that you see the monster, then smaller hits for each turn. Now the shock
taken starts at 0 instead, and increases slowly. This gives more opportunity to
retreat, or to take down the monsters swiftly before taking too much shock.
* The player character and monsters have a life bar (only visible while wounded)
* The searching skill (now called "Observant") no longer increases your chance of
finding a secret door, instead if gives a chance to mark walls (you find a clue
about a secret passage)
* Added more monsters
* Added "Strange devices" - a new item type which causes various positive effects
to occur while active, but may malfunction or break
* Added "Electric Lantern" - lights up darkness while activate, but may flicker,
malfunction or break
* Added "Potion of Sorcery" - sets casting chance for all learned spells to 100%
* Added "Potion of Knowledge" - increases Mythos knowledge
* Added "Manuscript of Azathoth's Blast" - damages and paralyzes all visible
creatures
* Added "Manuscript of Identify" - identifies a random unknown item in your
inventory
* Added "Manuscript of Opening" - opens all doors, chests etc around you
* Changed "Potion of Clairvoyance" to a manuscript, and gave it a new effect
* Merged all manuscripts that casts negative status effects into "Manuscript of
Enfeeble Enemies"
* Added an alarm trap
* Added a monster summoning trap
* Added status effect "Weak" - melee attacks does minimum damage, decreased carry
weight limit, cannot bash doors, lower physical status resistance, and other
effects
* Improved postmortem/memorial information - Removed the decorative graveyard from
the intro level, instead there are gravestones scattered along the path to the
church. These graves represent the top highscore entries, and have inscriptions
that can be read using the [l]ook command. Added date and time to the highscore
entries and graves. Postmortem info is always kept (in text files with character
name and timestamp)
* Iron spikes can also be used as (bad) thrown weapons
* Flares light up a circular area of darkness (the flare's field of view), instead
of lighting up the whole room
* Carrying a lit flare lights up darkness around you, and you can walk around and
fight while holding it
* Burning monsters lights up a small area of darkness around them
* Most non-human monsters can now see in darkness
* If becoming paralyzed while holding a lit Dynamite, Molotov cocktail or Flare, it
will be dropped (if it's a Molotov, it will explode when it hits the ground)
* Ranged weapons spawned on the floor have random amounts of ammo loaded, instead
of always full
* Hitting a monster with a medium or heavy melee weapon now makes noise (alerting
other monsters)
* Reloading while blind or terrified risks fumbling and wasting the turn
* If healing is aborted, you are partially healed (if a minimum number of turns
have passed)
* Added phrases for many monsters ("I hear the flapping of great wings", "I hear a
gurgling noise", etc)
* If you wield a machete and step into a spider web, you will instantly cut down
the web
* A monster shot with a flare will take damage each turn, and may eventually catch
fire (instead of exploding in flames on death)
* Rewritten shotgun code - Now, if the shot hits a human sized creature and the
shot is lethal, it may also hit a second creature standing directly behind the
first
* After a certain dungeon level, dart and spear traps can be poisoned
* Attacking unarmed causes a punch-attack

Graphics
* Nicer looking main menu, with a new logo (thanks to Agata Skrzypczyk)
* The Windows version has an icon (thanks to Agata Skrzypczyk)
* Added "clean" 16x24 font for tiles and ASCII mode, and made it default
* The typewriter font is fully available for ASCII mode
* Shadows have a new tile, and there are new tiles for new features, items and
monsters (thanks to Christopher Barrett, aka Oryx)
* Added a new cave wall tile and general trap tile (thanks to Christopher Barrett,
aka Oryx)
* Added new magical trap tile (thanks to Agata Skrzypczyk)
* The popup boxes have new border graphics (thanks to Christopher Barrett, aka
Oryx), and the box and text layout is much nicer looking
* Unaware monsters have blue backgrounds instead of a blue underscore
* Added a secondary wall tile occasionally used as alternative (purely aesthetical)
* Added an atmospheric fade effect to the field of view - further cells are
rendered darker (monsters are always drawn at full brightness though)

Balancing
* Made changes to the AI to make it act less irrational and more aggressive, in
particular it won't run back and forth between melee attacks or pass attack
opportunities as much as in the previous version
* Made non-player aware monsters skip every second turn (they don't move at full
speed if nothing exciting is happening), this makes stealth tactics more powerful,
and it looks cool when they discover you and start moving fast
* Becoming aware of the player by looking counts as an action for monsters (to give
the monsters some reaction time instead of attacking instantly), though you may
still be gunned down instantly if you alert the monsters beforehand (e.g. by making
noise)
* Melee-attacking a creature who is unaware, fainted, paralyzed, or stuck has a
very high hit chance bonus - melee-attacking a creature who is blind, confused,
slowed or burning has a moderate hit chance bonus
* While paralyzed, additional paralyzing effects are prevented (creatures with such
an attack could very easily paralyze you permanently)
* Knockback causes confusion
* Sadistic/Masochistic obsessions makes shock unable to go below a certain percent
(instead of increasing the shock rate)
* Taking damage causes a small amount of shock (if not masochistic)
* The Incinerator (Napalm launcher) now use clips (3 rounds) instead of single
shots

Usability
* Added titles to most popups
* Character info screen (accessed with [@]) gives more info - combat stats,
resistances, item knowledge
* Reading/drinking an unknown manuscript/potion and failing to identify it adds
{tried} to the name
* The name of your currently wielded weapon and missile weapon is shown in the
interface
* Melee damage is no longer shown in the interface for ranged weapons, and vice
versa
* When [l]ooking at a weapon on the ground, damage, hit chance and loaded ammo is
displayed
* Phobia effects no longer occur while healing (it could cause huge number of
queries for canceling healing)
* Messages about status effects ending no longer queries for canceling healing
* Unload command also works for picking up ammo (convenient when you want to get
all the ammo dropped from a monster, but not the gun)
* Merged bash and kick to one command, [b]
* Esc and space also works as "no" for all y/n prompts
* Esc works as alternative quit command (same as [Q])
* Attacking a monster in melee with a ranged weapon causes a warning prompt (can be
turned off in the options menu)
* Armor disappears when dropping to 0 protection value
* Disease temporarily lowers your maximum HP, instead of making you rapidly lose HP
down to a certain limit (with the old method it was always possible to heal
yourself, even though it was useless)
* Removed some useless attack messages ("I fumble", "It was a great hit!!!")

Miscellaneous
* Removed kill count info from the look screen, and added it to the postmortem info
instead, as well as showing the total number of kills
* Removed support for multiple save files
* Switched colors of gas traps and teleport traps, gas traps are now magenta and
teleport traps are cyan

Bug fixes
* Nuclear batteries occasionally spawned with the wrong weight (reported by
Surrealistik)
* Turn number is now stored in the save file

--------------------------------------------------------------
v13.1 (September 20, 2012)
--------------------------------------------------------------
* The Incinerator is a medium weight weapon
* The Toughness ability also gives a hit point bonus
* Lowered starting hit points from 16 to 14
* Fixed: There was a situation that put the game in an infinite loop (not
responding)
* Fixed: The player color updates immediately after healing (instead of the turn
after)

--------------------------------------------------------------
v13.0 (September 15, 2012)
--------------------------------------------------------------
* The narrative is in first person perspective
* Added new 16x24 font (typewriter)
* Nicer looking main menu
* Removed the "Arcana" skill, and added a different system for casting chance
* Items have weights, and there is a carry limit
* Improved hit chances of heavy weapons to compensate for their weight
* Thrown items makes sounds when hitting hard surfaces
* Increased number of different items that can be carried
* Special rooms does not cause shock, this is instead tied to the map features
* Fortitude reduces shock by a fixed percent (instead of randomly blocking it
completely)
* The turn number is displayed in the interface
* The player character is colored magenta when shock gets high
* The player character is colored dark red when HP gets low
* Reduced number of skill ranks in general, each lvl grants one skill pick
* Improved Healing (rank 2 heals disease, rank 3 regenerates hp over time)
* Better rules for if player with phobia is considered to be in open or cramped
spaces
* Merged potion of reflexes and potion of aiming into one, and renamed it "Potion
of the Cobra"
* Teleport traps displays a popup instead of log text (it was difficult to react)
* Open doors in ASCII mode uses different symbol (to differentiate from missile
weapons)
* Damage per turn from burning is reduced
* Fixed: Explosions crashed the game in certain situations
* Fixed: Status effect countdown did not occur on some turns
* Fixed: "High ceiling rooms" could spawn monsters outside the room
* Fixed: Armor durability and clip ammo count were not stored in save files

--------------------------------------------------------------
v12.2 (June 10, 2012)
--------------------------------------------------------------
* Game crashed when loading a game while "blessed" or "cursed"

--------------------------------------------------------------
v12.1 (June 9, 2012)
--------------------------------------------------------------
* Linux version
* The game should use a lot less CPU power
* Smoother rendering in certain cases (e.g. no flickering when blinded)
* Blue colors are brighter for better visibility

--------------------------------------------------------------
v12.0 (May 27, 2012)
--------------------------------------------------------------
* New map generator
* A character screen (@) with info about skills and mental conditions
* Reworked skill system - merging, balancing, grouping
* New skill: Mobility (occasionally get free turn when moving)
* Some monsters can use the sneaking and backstabbing skills
* Monsters can sometimes spawn on an earlier depth than normal
* 3 new monsters
* A couple more spells that monsters can cast
* New weapon: Spike Gun
* Merged wear and wield command
* It is now possible to use ranged weapons while Terrified (with a hit penalty). It
also gives a dodge bonus now
* Reworked magic system. Spells can now be identified/memorized when cast from a
manuscript (removed studying)
* New status effects: Blessed/Cursed (bonus/penalty to all rolls)
* Darkness gives shock instead of the room (so lighting up a dark area with a flare
removes the shock)
* HP bonus per level is fixed instead of random
* Armor durability % is no longer shown in the interface (only the protection
value)
* Replaced graves in the dungeon with tombs
* Hunting horrors (deepest monsters) are somewhat weaker
* Fixed a bug that prevented hit chance bonus vs unaware monsters
* Removed and merged some redundant scrolls and potions
* Quaffing a potion of stealth also causes all monsters to forget you
* Fixed a bug that allowed explosion graphics to be rendered in unseen cells
* The number of dungeon levels has been reduced from 30 to 25

--------------------------------------------------------------
v11.2 (December 19, 2011)
--------------------------------------------------------------
* The 16x24 font is fully available in ASCII mode
* Fixed a bug that prevented monsters from stepping on corpses
* Fixed a bug that allowed saving anywhere
* Removed spirit points (sanity is now the only "resource" needed to cast spells)
* The ghosts touch attack now causes slowness instead of draining spirit points
* Ghosts can no longer use their touch attack while unaware of the player
* Worm masses can no longer spawn worms from their corpses
* Lowered the effects of Dodging, Fortitude and Toughness
* Chances for scrolls and potions spawning is a bit higher
* Slightly reduced the damage from spear traps

--------------------------------------------------------------
v11.1 (December 14, 2011)
--------------------------------------------------------------
* Added a Flare Gun
* There was some problems with the map in the postmortem screen
* The 16x24 font is unfinished for ascii mode, removed that option from the config
file

--------------------------------------------------------------
v11.0 (December 13, 2011)
--------------------------------------------------------------
* Tile set
* New font (16x24)
* New time system (easier to predict how much the monsters will move between your
turns)
* New item: Flares - can be used to light up dark rooms
* The skill system uses ranks again (instead of percentages)
* Renamed the "Reloading" trait to "Weapon handling" and included chance for
instant wield or swap
* Merged the traits "Spot traps" and "Spot secret doors" into "Spot constructions"
* New ability: "Spot items" - you find more items
* Merged the traits "Evade melee" and "Evade traps" into "Dodge"
* Removed the "Alchemy" trait and included potion identifying in "Arcana" instead
* Removed the trait "Composure" and included shock resistance in "Fortitude"
instead
* Better formula for chances to study scrolls (smoother increase)
* Fixed a bug that caused the 'get' command to crash the game after loading a save
file
* Decreased the HP of all monsters

--------------------------------------------------------------
v10.2 (November 20, 2011)
--------------------------------------------------------------
* The game crashed when dying from drinking a potion of scorching (changed it so
you can't die from it)

--------------------------------------------------------------
v10.1 (November 19, 2011)
--------------------------------------------------------------
* Casting spells from manuscripts drained spirit points

--------------------------------------------------------------
v10.0 (November 19, 2011)
--------------------------------------------------------------
* The game is winnable
* New armor system:
> Armors provide different amount of protection from different damage types
(physical, fire, electricity, etc)
> Armors can be damaged, which makes it less effective
> Armors are named "Name [D%, AP]", where D=Durability, AP=Damage reduction (vs
physical)
> Armor stats are shown in the character info lines
* New armor type: Asbestos suit (very good against certain damage types, bad
against physical)
* New magic system:
> Scrolls (now called manuscripts) can be studied to be identified or memorized (to
cast them at any time)
> Chance to identify or memorize depends on the language ability
> Casting spells from memory drains Spirit Points, it can also cause miscasts with
negative effects
> The 'R'-key is used for studying texts, 'x' for casting from memory, and 'X' for
casting from manuscripts
* The melee abilities are merged into one again, and vice versa for firearms (the
split didn't add anything to the game)
* New abilities:
> Spirit - increases max Spirit Points
> Arcana - gives better chances to cast spells from memory without failure
> Technique (melee) - Chance to get free turn (light weapons), full damage (heavy),
or random bonus (medium)
> Reloading - Chance to get a free turn when reloading firearms
* 7 new monsters
* 6 new potions
* "Treasure rooms" with armor and ammo, or scrolls and potions, that are usually
secret.
* First aid can not be started if a monster is seen, and is automatically aborted
if one appears
* Special rooms occur less often
* Less pop-up descriptions when entering special rooms (I found them extremely
repetitive once you know them)
* Mi-Go electric guns cause paralysis
* Added missing messages for wielding and wearing things
* Attacking an unaware monster in melee makes it aware even if you miss
* The Incinerator's dmg description is "?" (less misleading than showing the
projectile impact damage)
* Removed some stuff from the character info lines to make room for new things
* Pools no longer slows you down (it didn't work very well)

--------------------------------------------------------------
v9.2 (October 16, 2011)
--------------------------------------------------------------
New features
* A new font image added (11x19), edit config.txt to use it

Fixes & changes


* You can no longer wait ('s') while you see an enemy
* Missiles always landed at the end of their path (even if it hit a monster along
the way)
* Fixed some grammatical errors
* Added a missing message (related to jamming doors)

--------------------------------------------------------------
v9.1 (October 13, 2011)
--------------------------------------------------------------
Fixes & changes
* Fixed a faulty message when throwing potions on monsters ("it had no apparent
effect..." even when the effect was obvious. Only the message was wrong though, not
the actual identification)
* You lost iron spikes if you tried to jam an open door

--------------------------------------------------------------
v9.0 (October 12, 2011)
--------------------------------------------------------------
New features
* Linux version
* Modified and expanded skill system:
> Some skills have been split (e.g. Firearms->Shotguns, Pistols, Automatics)
> You assign points instead of ranks
> The skills are ordered in groups (e.g. Stealth = Sneaking and Backstabbing)
> Putting points in one skill gives half the amount to all other skills in the same
group
* New skills:
> Lore(Alchemy) - Used for identifying potions.
> Lore(Language) - Used for identifying scrolls.
* 2 new unique monsters
* 4 new common monsters
* Some more monster spells
* Doors can be jammed with iron spikes (j)
* Kick attack (k)
* Some attacks causes knock-back
* You can throw potions
* New symbol for walls (full square)
* Option for wall symbol (full square or '#')
* Option to skip intro-level
* Option for if 'Close', 'Bash', etc should always ask for direction
* Melee attack for fire hounds
* Command to "un-wield" missile weapons (M)

Fixes & changes


* The command to show the message log is now 'L' (used to be 'M')
* Cultists can drop scrolls and potions
* Potions and scrolls can spawn stacked
* Fixed a problem with save files messing up identified potions
* Messages in pop-up boxes are duplicated to the message history screen
* HP is raised more when gaining new levels, and starts a bit higher
* Disease lowers you to 3/4 HP instead of 1/2 HP
* Not all room entrances have doors
* Much lower masochism bonus (you could grind xp endlessly)
* Claustrophobia can not happen next to chasms
* The stairs could be hidden by certain things created by the special rooms
* More convenient configuration file (easier to choose font image)
* New AI for Fungi from Yuggoth (to avoid an exploit)
* The map is regenerated if too small
* Prevented chasms from making unreachable "islands"
* Fixed some code that may have made the game less stable

--------------------------------------------------------------
v8.1 (September 24, 2011)
--------------------------------------------------------------
New features
* 2 new unique monsters
* The tab key performs a melee attack vs an adjacent monster

Fixes & changes


* The FoV is more permissive with walls (especially corridors and corners)
* Default aim position is at last monster attacked
* If there is only one adjacent door, the 'close' command does not ask for
direction

--------------------------------------------------------------
v8.0 (September 20, 2011)
--------------------------------------------------------------
New features
* Potions (14 types)
* 6 new scrolls (some old scroll effects are now potions instead)
* Special rooms with descriptions and various effects
* Some rooms give temporary shock (restored when leaving)
* New trap: Spider web
* Flying creatures actually fly (can fly over chasms, acid, etc)
* New terrain types:
> Water (slower walk speed, dodge penalty)
> Blood (slower walk speed, doge penalty, causes shock)
> Acid (does damage)
> Mud (much slower walk speed, heavy dodge penalty)
> Chasm (only flying creatures can pass)
> And a few more...
* New symbol for gravestones
* New symbol for impassable rubble

Fixes & changes


* "SAN" (sanity) changed to "INS" (insanity) in the interface. Counts up from 0%.
The values are called "insanity" and "shock" (or stress)
* Insanity increases when shock reaches 100% (instead of randomly happening when
shock is high)
* The backstabbing skill gives highest dmg +50/100/150% extra dmg (was +50/100/150%
added to rolled dmg)
* The XP info in the interface is of the format LVL: [level] NXT: [xp remaining for
next lvl]
* Disease last much longer (but there are two types of potions that removes
disease)
* Sadism does not decrease shock for killing LVL 1 creatures (rats, spiders...)
* A bug caused monsters to cast spells even while unaware
* Smoke was not erased when switching level
* Unseen cells are darker than in previous versions, and very slightly coloured
blue
* The line under unaware monsters is blue instead of white
* When reading a scroll of summoning, the scroll identity is always revealed
* Fixed a typo when reading scrolls
--------------------------------------------------------------
v7.1 (August 29, 2011)
--------------------------------------------------------------
Fixes
* Every melee attack was presented like a back-stab (only the message was bugged
though)
* Fixed a horrible horrible bug that prevented the player from dodging melee
attacks
* CPU usage % should be much lower
* The inventory can store more items
* Windowed mode is now the default

--------------------------------------------------------------
v7.0 (August 25, 2011)
--------------------------------------------------------------
New features
* Save function
* Sneaking (unaware creatures are marked with an underscore)
* Backstabbing ("You stab the Cultist covertly with a dagger")
* Entry for sneaking and backstabbing in the manual
* Three new level-up bonuses to choose from
* Slot for prepared weapon (for fast switching)
* More insanity effects (including permanent effects)
* The back-story is written in the game
* Some text (e.g. insanity events) is shown in a pop-up box instead of the message
log (they were too easy to miss)

Fixes
* Lower monster spawn rate
* Removed hunger (the sanity system made it redundant)
* Animals listen for sound
* +1 or 2 HP when levelling up (randomly)
* More HP restored when levelling up
* Using the 'fire' command while aiming at yourself cancels the aiming mode
* Scroll of corruption can not take you to 0 HP
* Removed the "It was a scroll of" message when reading unknown scrolls
* Much higher shock from reading and identifying scrolls
* Toughness increases HP instead of decreasing damage taken
* You can no longer use the throwing attack while "Terrified"

--------------------------------------------------------------
v6.0 (August 5, 2011)
--------------------------------------------------------------
New features
* Insanity
* High Score
* New explosive weapon: Molotov Cocktail
* New thrown weapon: Rocks
* Explosions destroy walls and doors (destroyed walls may leave rocks)
* Pressing the wait command gives status "Still" for one turn. This gives slightly
better hit chance with firearms and thrown weapons.
* A wait command can also be made with the period (.) key (as well as the '5'-key)
* Menus can be navigated using the movement keys and enter (as well as typing a
letter)
* Alternative commands for diagonal movement (PgUp/Home/End/PgDwn -- or -- arrow
keys + shift/ctrl)
* New status effect: Fainted
* One new monster
* The tombstone screen has a command to quit the game

Fixes
* The game restarts smoother (doesn't restart the renderer when going to main menu)
* Zombies leave no corpse the second time they are killed
* The pre-set player name is empty instead of "Player"
* While paralysed, the character info did not show damage taken until the player
could move (now it updates for each hit)
* Cancellation commands in some places where they were missing
* Rewrote level up-bonus description text

--------------------------------------------------------------
v5.0 (July 24, 2011)
--------------------------------------------------------------
New features:
* Monster spell casting
* New monsters
* Throwing weapons
* Postmortem information
* A command to print the postmortem info to a memorial file
* Player can name the character
* New status effects: Diseased, Slowed
* Some rats and clawing zombies are diseased (attack causes disease). Ghouls always
cause disease
* Some Cultist Acolytes can cast a few spells (very rare). Some Mi-Go (Fungi) can
cast spells (somewhat rare)

Fixes:
* Fixed a bug that caused unique monsters to sometimes spawn more than once
* The minimum value for any skill roll was 5%, causing hidden things to be found
much too easily even without "Alertness". This value is now 1%
* Monsters give less xp (to compensate for spawning)
* The "Melee" and "Firearms" skills now only gives better chance to hit
* Safeguard against accidental quitting

--------------------------------------------------------------
v4.0 (July 12, 2011)
--------------------------------------------------------------
New features:
One unique monster

Fixes:
* Much better map (no dead end corridors)
* Changed healing back so you spend a number of turns to apply first aid (instead
of healing at stairs)
* +2HP at level up instead of +1
* Better dodge chance from Agility
* Monsters spawn faster, prepare to get overrun if you dwell on the level :-)
* All monsters of the "Reanimated" variety spawn a level earlier.
* Raised the damage of the Tommy Gun (when cultists fired it, it often barely hurt
you)
* Cultists fire their weapons more often
* All monsters have slightly higher hit chance
* Fixed a bug that caused enemies to spawn inside your field of view
* Fixed a minor problem with the field of view (too many wall cells were revealed
in some circumstances)
* Cultist anger phrases were too infrequent in the previous version
* Reading scrolls now causes your turn to end

--------------------------------------------------------------
v3.0 (July 9, 2011)
--------------------------------------------------------------
New features:
* More monsters
* Pump-action shotgun
* Monsters spawn while you are on the level
* Hit points are restored only when climbing the stairs (except for rare methods
such as scrolls and potions)
* Melee weapons are classed as light, medium and heavy. When attacking there is a
chance for a bonus depending on class. With light you get a free turn, heavy do
maximum damage. Medium weapons get no bonus
* Varying damage (pluses) on spawned melee weapons
* When looking at melee weapons on the floor, their +damage is seen (if they have
it)
* Firearms have effective range limits (half damage beyond it), the line drawn
while aiming is green inside the limit and yellow beyond it
* When holding lit dynamite, the messages tells how many turns are left on the fuse
* Explosions leave smoke
* More pre-defined rooms

Fixes:
* Much balancing of weapons and monsters
* Changed the names of some weapons
* Fixed a bug with machine gun weapons (killing a monster caused the following
bullets to hit the floor where he stood. Now machine guns are more effective
against rows of monsters)
* Shotgun shells spawned on the floor can be more than one shell
* Fixed a graphical bug with gas traps
* Fixed a graphical bug with smoke
* Teleport traps are added to the "remembered" map when you are moved
* Reduced spam from Cultist anger phrases
* Death occurs on 0hp instead of -1
* Confusion is less random
* Some small improvements to the interface

--------------------------------------------------------------
v2.0 (June 23, 2011)
--------------------------------------------------------------
New features:
* Traps
* A command to trigger known traps on purpose
* Secret doors
* command to wait for 10 turns (useful to search for hidden things)
* New level up bonuses to choose from
* New status effects
* New terrain type: smoke
* Armor (a bit crude so far)
* Different First Aid (not item based)
* Starvation is not lethal (but still very dangerous)
* Expanded the command list screen to a brief manual

Fixes:
* Much better looking explosions and projectile hits
* The in-game quit command returns to the main menu instead of shutting down the
game
* Monsters roam the map more
* Message if an item drops where you stand
* Removed bouncing of thrown items (it felt too unpredictable)
* Fixed some grammatical errors

--------------------------------------------------------------
Old changelogs from before the game was named Infra Arcana
--------------------------------------------------------------
Feb 7, 2011
* There are incantation scrolls with mysterious titles that you can read. Their
effect and true identity are unknown until you try them (and only if their effect
is visible and obvious to the player character). Once you learn the true identity
of a scroll, all scrolls of that type are always known. There are a decent number
of types in the game already.
* Items are found in the dungeon (not only dropped from killed monsters).
* New skill: Dodge & Evade.
* New items: More melee weapons. Healing items.
* Dynamite explodes in your hands if you hold it too long.
* Corpses blow up from explosions (can be used to prevent zombies from rising).
* New enemy: Wolf.
* Firearms on the ground have white symbol if they have ammo loaded, otherwise
gray.
* Projectile symbol depends on direction fired (used to be '/' for all directions).
* Identical log messages show number of repeats, instead of repeating the message
itself.
Before: You are hit. You are hit. You are hit.
Now: "You are hit.(x3)"
* The log prompts for "[MORE]" if next message doesn't fit.
* Added several log messages related to throwing, dynamite fuse, death screams from
explosions and other things.
"You light a dynamite stick. You throw a lit dynamite stick. (E)You hear an
explosion. (E)You hear agonized screaming(x4)"
* Picking up items, lighting dynamite fuse and throwing now costs turns.
* New inventory interface. It takes fewer key-presses to use now.

Dec 1, 2010
* Big rearrangement of the interface.
* In-game command list.
* Monsters sometimes drop stuff when they die.
* One item per tile. Items dropped on other items "roll" to the nearest free cell.
This creates a nice "explosion"-effect when monsters die.
* Message when you stand on an item.
* Command for unloading ammo from a gun on the ground ('u').
* Pressing the fire command when no ammo loaded attempts a reload instead.
(Especially handy with Shotguns.)
* The interface always shows info for the wielded weapon both as a firearm and as a
melee weapon.
* Staircases cannot be hidden by corpses.

Nov 23, 2010


* Smarter AI
> Some monsters will search for you if they saw you.
> Some will listen for sounds.
> Some will communicate about where to search.
* Corpses/Gore (depending on force of attack)
* Zombie-corpses can rise again.
* Napalm Launcher explosion also sets creatures on fire.
* Blindness affects messages - "It bites you!", "You hear gunfire." et c
* Blindness affects skill rolls.
* Added some nice things to the forest-level
> Crypt that you climb out of.
> Graveyard.
> You reach the dungeon/underworld through the cellar of a ruined church.
* Predefined rooms that appear randomly.
* Fixed a graphical glitch with Tommy Gun and Tesla Cannon.
* Various balancing/behaviour fixing.
* Fixed some problems with keyboard input and the game directory

Oct 5, 2010
* New weapons - Tesla Canon, Tommy Gun
* New enemies - Fanatic, Zealot
* Player visual memory - Things outside your field of view are seen as your
character remembers them.
* Merged Firearm-slot and Melee-slot - Instead of two separate slots, you have
"Wielding". Firearms can also be used in melee to buttstroke enemies.

Sep 19, 2010


* Gargoyle - I'm happy with the behaviour of this one. It's much faster than you
when moving, but when it swoops down to claw at you it must pause for a short
while. The gargoyle can also fling bones.
* Napalm launcher - Hehehe
* Monsters are placed in groups at world generation - Now you can be chased by a
horde of zombies.
* Characters have size data. Ranged attacks have rules for what character sizes can
be hit - resulting in more intuitive behaviour such as:
> A rat can't block your shot when you aim at a human-sized target.
> Projectiles can miss their target and hit someone behind it instead.
> You can aim the Napalm Launcher at the ground.

Aug 25, 2010


* Dynamite
You can light the fuse, and you can wait with the lit dynamite in hands if you
want. When you throw it, it can bounce off walls. When the fuse runs out the
dynamite explodes for massive area damage.
* Reloading
The shotgun has a capacity of two shells, and you load one shell at a time. Cultits
reload their shotgun when they need to.
* Phantasm
When it goes ethereal you can't attack it, and vice versa. It can slice you with
its sickle. It can also use the sickle to project evil spirits at you, though it
prefers melee.

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