![]() Any objects picked up or stolen by the monster will be carried. When a monster is deleted, all objects being carried are deleted as well. When a monster dies, all of the objects being carried are dropped in the monster grid before the standard monster drop is calculated. Looking at a monster described all of objects being carried by the monster. Monsters can now "carry" objects if a special "testing" option is activated. Scrolls/Staffs of darkness now blind before bringing darkness. The "monster recall window" is now updated whenever "interesting" information (flags, attacks, spells) is learned by the player while the monsters are being processed. Note that player spells which affect multiple monsters, or which work by affecting all monsters in line of sight (even if only a single monster is thus affected), will not trigger auto-recall. Whenever the player attacks a single monster, that monster race will be auto-recalled. The monster recall window is now maintained in a more intelligent manner. The "return" key will always step through the description (forever), and the "+" key will always jump to the next "interesting" grid. The "target" command requires grids to contain "targetable" monsters to be considered interesting, and uses the "space" key to jump immediately to the next "interesting" grid, instead of further examining the grid containing the monster. Both allow the user to "examine" nearby "interesting" grids (or all grids), setting a target if desired. The "target" and "look" commands have been combined. This prevents some bizarre implications of the old adjustment semantics. ![]() Among other things, gaining a level no longer raises the player's current mana/hitpoints immediately. The player's current mana/hitpoints are no longer adjusted when the maximum mana/hitpoints change, except to enforce maximum limits. The map displays the picture of the �uppermost "memorized" object in each grid, if any. Looking at a stack of objects describes each object in turn. Objects can now "stack" on the ground if a special "testing" option is activated. Pack overflow is now handled at the start of the players turn, not the end, which has various subtle effects.Ī new monster flag was introduced to force "nasty" monsters to refrain from using spell attacks until the player has had a chance to react to their birth. Searching will no longer find "traps" on non-chest objects. Whenever the "r" key may be used to activate on-screen monster recall, it may also be used to disable this on-screen recall. Likewise, the fact that all drops survive means that there is simply more stuff so that it takes longer to sort through, the piles need you to step on them to get an idea of what is there, and so on.įeatures The race/class restrictions have been relaxed, and "illegal" combinations are labelled "for advanced players only". It has often been said since that floor stacking changed the character of the game significantly, as the choice of where you fight monsters is less important when you are likely to keep all the items they drop regardless of whether it is a narrow corridor or wide open space. The changelist gives a pretty detailed explanation of the changes, but it is worth drawing attention to the most important change made here - the introduction of floor stacking, where floor tiles are allowed to hold a number of objects instead of just one. Version 2.8.1 was released on 10th March 1997 by Ben Harrison.
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