Changelog of @hackage/Allure 0.11.0.0

v0.11.0.0

  • Partially work around regression in libsdl2 2.0.16 (https://github.com/LambdaHack/LambdaHack/issues/281); to also avoid deformed boxes around tiles on the game map, please switch to a different SDL2 version
  • Deduplicate UI code for exiting game, with extra style points
  • Create monadic test harness and use it for UI and other unit tests
  • Validate empty content and fix other soundness issues revealed by unit tests
  • Add extra hints in --more and similar lines when tutorial is on
  • Show full history at SPACE press and let second SPACE close it
  • Spawn insects in the swamp
  • Remove slot letter display in menus and instead display subtle bullets
  • Repurpose item slots to item roles
  • Redo display and control of main menu and its submenus
  • Make Teletype frontend a bit closer to playable
  • Switch right pane item description display from mono to prop font
  • Ensure score not zero if victory
  • Add a custom SDL cursor, working around a bug in SDL2 bindings
  • Gut out most content symbols; weren't used even in lore menus after all
  • Add a flag to disable the costly optimizations (that give 15-25% speedup)
  • Add faction kind content and redo game mode content to use it
  • Display seen faction lore
  • Simplify and fortify faction and client assignment code
  • Make a few unique items that were identified meta-game identifiable instead
  • Fix persistence of meta-game discoveries in save files
  • When assigning a faction, first try the group actor was picked from
  • When assigned faction is dead, don't spawn the actor
  • Don't use benign weapons on projectiles not to lose the fun
  • Make the unique harpoon worth saving for a unique foe
  • Spawn enemies closer and fix too random spawning location
  • Improve display of item's range
  • Warn when SDL game windows is resized not via config file
  • Ban or force sleep on levels
  • Protect against unset or primitive OS locale
  • Add temporary hearing aids
  • Disallow generating a door beside an opening in room's wall
  • Permit smaller caves and validate cave content more accurately
  • Try harder to generate escape from dungeon in a level corner
  • Avoid exit/escape confusion in content names and descriptions
  • Add Gauntlet game mode and Machinarium spaceship level
  • Don't require identification for cooked plants
  • Make Bob speak less often and explode more often
  • Make Bob's monologue less repetitive
  • Make oriels lit, until there is any game-play fun in having to go to them
  • Make loot in initial caves more consistent
  • Rule out giant octopus on initial levels to teach simple tactics better
  • Give player more time to hunt bees before they die
  • Fix raid heroes not having genetic flaws contrary to description
  • Many fixes, refactorings, tweaks and balancing changes

v0.10.3.0

  • Work around regression https://gitlab.freedesktop.org/freetype/freetype/-/issues/1076 by making the scalable square font the default as the map font; the tiny map fonts, for which there is no such workaround, won't work for anybody with freetype 2.11.0
  • Enable display of details in right pane in many menus
  • Switch mouse wheel to move selection now that it changes right pane display
  • Make the line where messages wrap configurable in config file
  • Remove rarely used options from config file and code
  • Prepare client-server for delays when operating over the network
  • Reveal all map at game over and make it explorable
  • Don't run with -threaded, increasing speed by a couple dozen percent
  • Don't show messages during enemy turn (except when under AI control)
  • Spawn many actors at once with probability correlated to spawning at all
  • Gut out Ubuntu Font Family fonts
  • Add a few tutorial messages, reword some in-game texts
  • Move with CI from Travis to GitHub Actions (but GHA can't keep up as well)
  • Make place content directly define legends instead of overriding them
  • Add a warning that crosshair is out of flinging range
  • Add ANSI display to SDL2 frontend; remove vty, hcurses and GTK frontends
  • Make Teletype frontend more usable (input, speed, overlays)
  • Remove sight malus from light sources to avoid micromanagement
  • Keep convenience settings between new games
  • Add an option to mark FOV area with grey background
  • Refactor and clean up a lot of the code
  • Unhardwire various constants (hat tip to Jamie)
  • Fix a couple of bugs and improve documentation
  • Add whole new kinds of tests (even greater hat tip to Jamie)

v0.10.2.0

  • Make GLASS_HAIL less deadly and less noisy visually
  • Advertise the C-Tab command instead of A-Tab
  • Tweak some wearables rarity
  • Make intruder's explosions less deadly
  • Disable testing ubuntu fonts, because they can't be distributed in Debian
  • Be more consistent about moving corrupted files aside
  • Make torches a bit more common
  • Help AI not to leave a scout guarding the stash
  • Ensure some gems in escape scenario
  • Prevent occasionally few gardening tools
  • Make explosions definitions small and symmetric again
  • Fix heroes starting on exit in escape scenario
  • Reword some scenario texts
  • Change organ symbols to avoid 'eat' when activating them
  • Make gardening tools less common, but keep metal pipes
  • Fix 'Letting Go' message, because it could get activated
  • Hack buckler definition once more
  • Hack shield definitions to help AI understand their value
  • Explain in Q&A why sometimes timeout weapons are never used
  • Fix backstories, because they can be manually triggered
  • Replace the special periodic activation handling with effect conditions
  • Fix the healing necklace better used from the backpack
  • Replace the special effect handling under ranged with effect condition
  • Reduce and describe the micromanagement of bucklers and shields
  • Fix Letting Go not identifying even at death
  • Fix typos in content texts
  • Update documentation files
  • Add a group for exlusively tools; unused ATM
  • Fix small oil explosions never getting anywhere
  • Reword initial scenario texts
  • Talk about the relevant lore command in manual
  • Signal that lore command is sometimes context-sensitive
  • Simplify desertedAirlock description
  • Reword a virtue description
  • Make embeds easier to recognize knowing their tiles
  • Don't end stairs with a path
  • Don't describe the goal tile when performing mouse goto
  • Declare the codebase lens-free
  • Explain why whiskey not drunk, but smashed only
  • Improve initial level descriptions
  • Reword backstoryNeutral3
  • Avoid distributing test.exe in Windows packages
  • Fix comments about easy stairs vs hard stairs
  • Fix intruders not exploding on death
  • Fix Heavy Eyes preventing reaching level 4
  • Remove savefiles if config file too old
  • Use lz-string.js externs for minification
  • Update LambdaHack.cabal.flattened
  • Make focused explosions more likely to hit nearby actors
  • Let one more common embed provide bad missiles
  • Hlint the codebase
  • Provide an excuse why the flask from fire cabinet is not identified
  • Make barrels less common in raid tutorial
  • Explain the flags of genetic flaw
  • Avoid 'you are less more tidy'
  • Help the raid scenario opponent survive a little longer
  • Prevent too many torches in raid, causing blindness
  • Use MinorAspects flag for backstories
  • Do not include the default config file that Windows users can't read anyway
  • Read config file in UTF8 mode even on Windows
  • Prevent premature identification of 'Letting Go'
  • Prevent premature identification of backstory items
  • Update the copyright year
  • Update manual wrt backstory items addition
  • Add a comment about geneticFlaw not in CONDITION group
  • Reorder actor and organ content
  • Give the new alien a unique and glaring colour
  • Shorten a backstory name to pass validation
  • Make sure the backstory descriptions are actually a backstory
  • Register the recently added backstory items
  • Add bravery virtue
  • Add alcoholist backstory item
  • Add three more backstories and unify names
  • Add two more vices
  • Use question marks in verb effects
  • Try to amass explosive monsters on arena levels
  • Add an alien with an explosive organ (fixes #108)
  • Add the explosive flotation bag organ
  • Make sure hero professions are not randomly changing
  • Hardwire the player team continuity token
  • Unify and shorter backstory group names
  • Flesh out initial backstory items
  • Change the symbol of backstory items
  • Use the flavours specialized for stories
  • For now, assign heroes a backstory from a mix of all categories
  • Mock up categories of backstory content items
  • Add the first backstory organ
  • Make sure heroes spawned in safari mode are properly numbered
  • Add a few more hero names
  • Mark the personal genetic flaws as meta game persistent, as they should be
  • Express variety of genetic flaws as multiple content items
  • Add team continuity across scenarios to content
  • Make buckler and shield attacks and messages not so spammy
  • Fix bucklers too powerful and shields too weak when UnderRanged activates
  • Describe the new challenges in the manual
  • Make shields more common and attractive to AI
  • Add UnderMelee and tweak the Old Gorget
  • Add a potion of melee deflection
  • Buff shields with ranged deflection
  • Add deflection temporary conditions
  • Explain the pointman/leader discrepancy
  • Write key names as on the keyboard, button names as in the button
  • Unify pluralization of skills and challenges
  • Mark some game modes as tutorials
  • Split a list in manual in many paragraphs for better in-game display
  • Keep the rest of the manual in content
  • Simplify an address in manual not to spill over 80 columns
  • Hint in config file to disable the special movement keys
  • Hint that stealth if possible and AI vs player symmetric
  • Limit mentions of 'playing' not to break immersion
  • Change 'scenario' to 'adventure' to be more immersive
  • Add a scenario lore menu
  • Mention that scale needs to be configured for high dpi displays
  • Add the fullscreen option to the UI config file
  • Don't configure the unused data directories when invoking cabal
  • When installing don't create the now empty GameDefinition/fonts/
  • Don't limit jobs to 1 now that cabal shows errors fine
  • Don't embed the fonts in the web frontend version
  • Get rid of datafiles from .cabal
  • Kill the font license files that are duplicated in COPYLEFT file
  • Get rid of the now unused fontDir option
  • Embed game-supplied font files
  • Version config file
  • Write the homepage address in full in Main Menu; fixes #98
  • Make historyMax divisible by screenful
  • Don't let ESC clear messages in aiming mode; was confusing
  • Add Discord and Matrix addresses to the manual
  • Add links to discord and matrix chat
  • Tweak unique entities in content, adding 'the' as needed
  • Add extra config options for messages
  • Customize messages more comfortably
  • Simplify restarting client
  • Adjust weapon colours slightly towards colour meaning table
  • Name the robot until somebody comes up with a better name
  • Semi-retire the Allure gitter
  • Reflect changes in highlighting in the manual
  • Avoid unfortunate line gluing in main menu text
  • Wrap messages after 53 columns
  • Lower cminStairDist for shallowRogue now that margins forbidden
  • Fix a missing mouse command description
  • Update documentation to the config changes
  • Add Debian desktop files, as per packaging policy
  • Fix screensavers broken by UI faction not being the first
  • Fix 'open main menu' command of Dashboard
  • Comment the config file some more
  • Gut out Ubuntu Family Fonts from Debian package, because non-free
  • Beautify CREDITS
  • Rank the fontsets differently
  • Make the fontset tests more random
  • Permit text usage in tests
  • Settile on 'auxiliary fonts' instead of 'long text'
  • Update config wrt engine changes
  • Molify Debian's lintian
  • Fix license name
  • Legalize all the long text fonts even more
  • Legalize all the long text fonts
  • Add the ubuntu font family set of long text fonts
  • Add another set of long text fonts
  • Add new long text fonts based Adobe Source
  • Remove old long text fonts
  • Explain the communication overhead concept
  • Fix Allure.cabal.flattened test component
  • Parse config at compile time
  • Let foes occupiy exit in escape scenario, etc.
  • Add missing cskip specifications
  • Bring back SPACE as clearning messages
  • Update the default config wrt changes to RET keybinding
  • Don't mention the spaceship in outdoor stairs description
  • Make the brawl scenario 2-level
  • Use the increased expressiveness of initial actor generation
  • Make long poles a bit more common and tweak content a bit
  • Don't confuse the player when trying to convey the actor is malfunctioning
  • Reword ESC description again
  • Add a random item to each hero starting inventory
  • Tweak details of the content a bit
  • Update command docs to command help changes
  • Let only ESC clear messages
  • Prevent AI-inaccessible areas inside shuttles
  • Make spacesuits and tools more common, but later on
  • Avoid 'jewelry case of gain jewelry'
  • Move SPACE to CmdAim category
  • Document that MMB and RMB cycle detail level
  • Bind SPACE to cycle detail level in aiming mode
  • Advise role-playing
  • Fix calling gameover an 'endgame'
  • Advise to replay initial scenarios
  • Let the Welded Robot speak periodically
  • Don't spoil the normal storyline in the hint about blowtorch
  • Add a comment that blowtorch is safe from item polymorphing
  • Add a hint about the puzzle to the manual
  • Make the torn spacesuit even more common
  • Name or prepare for naming all uniques
  • Give all uniques their last words
  • Add extra hints in the signboards on first level
  • Reorder consistenly mode kind component definitions in the file
  • Make hints about the first puzzle more obvious and more common
  • Make torn spacesuit more common again
  • Add a couple of late spawn-only actors
  • Mark some actors as common among late spawns
  • Factor out victoryOutcomes
  • Shorten a field name to avoid >80 length lines
  • Make terrain names harder to confuse with items
  • Properly in-game document the screensaver scenarios
  • Add missing scenario motivation blurbs
  • Make the tools slightly less abundant at the start
  • Tweak the scenario meta notes
  • Rework game rules desccription similarly as in LH
  • Add bulbousBullfrog to credits
  • Add a comment to the default config with an example for rebinding a key
  • Hint in-game about how stairs work
  • Encourage interaction with terrain in outermost level
  • Clarify that nominal values of burning and wounding are used
  • Drive the point home that spacesuits differ
  • Drive the point home that tools are used for crafting
  • Be more explicit in the crafting tip
  • Ensure the position of the boss is reported as worth visiting
  • Document crafting in-game and in the manual
  • Explain why octopus copes on land
  • Add cabal.project.local.testing for 'make fastCrawl'
  • Avoid building all exes
  • Add scenario rule notes to be displayed instead of full notes
  • Use hex character literals to simplify notation
  • Add make target to test minified JS for node
  • Make the safari easter egg less common as a screensaver
  • Disable compiling from source in brew-sdl2-osx travis build, due to OOM
  • Tone down and speed up animations of the deadliest explosions
  • Make space for vertical dormitory rooms
  • Make the dormitories more realistic given how tiny they are
  • Make all ignition blasts yellow
  • Hint in ambush description that somebody turned off power
  • Spread evenly the loot in ambush scenario
  • Make sure the initial entrance doesn't appear in ambush scenario
  • Make safari scenario harder now that aliens are buffed up
  • Improve module haddocks for content
  • Give the player more ammo in ambush scenario
  • Make zoo easier to create an ambush position in
  • Make sure burning bush eventually transforms to a dark floor tile
  • Make escape cave easier to put on fire
  • Hide unneeded content group name patterns
  • Add short-caves debug game mode
  • Bump too rare places
  • Use the JS splitmix optimization
  • Tweak CI link in README in case it matters
  • Make firefighting items more common outside of fire cabinets
  • Add a Q&A about autoexplore (only relevant to Allure)
  • Make sure all non-seeing actors are described so
  • Move ClientOptions.hs to adhere to the convention about module hierarchies
  • Meld LH and Allure content
  • Don't have noctovisor neavly guaranteed
  • Add items for detecting enemy stashes
  • Reflavour the stuck doors trap
  • Tone down spotlight
  • Explain the goofy handling of recharging in stash
  • Prevent exploiting deposit boxes ad infinitum
  • Make detection radiuses uniform, for ease of use
  • Make residential decks better connected
  • Add a couple more escape items
  • Adjust the SDL test to run without installing fonts, as Debian requires
  • Make the jewlery caches and deposit boxes much more lucrative
  • Make necklace explosions even less likely to block the way
  • Make octopus more common now that it's more interesting
  • Make jewlery cases less disappointing for experienced players
  • Let blasts destroy ice pillars
  • Fix a pair of fire projectiles first igniting, second dousing a tile
  • Add Q&A about hearing
  • Make military knife again likely to appear in crawl dungeon
  • Let stuck doors be forced, inducing flight
  • Shorten brawl scenario note to fit on the screen with square font
  • Remove the confusing damage from bomb's weight impact
  • Prevent exploit of getting cords from torches made out of rags
  • Move most tools to first 4 levels and laboratory
  • Fix crafting in water impossible when refrigeration coil equipped
  • Make hearing maluses less harsh
  • Make firefighting cabinets more common, particularly on outermost level
  • Fix too high melee armor of a spacesuit
  • Permit transformation of weld vis cold source, not only blowtorch
  • Enable crafting with water sources in fire tiles
  • Add some more tools and torn suits
  • Boil waste container to safely remove refrigeration coil
  • Differentiate the names of small fires and not the count
  • Don't create the same 2 spacesuit parts when dismating a torn suit
  • Make crawl loot number randomness much less wild
  • Make tools more common on first two levels
  • Add cord as a bonding tool and wick
  • Have more tools at outermost level
  • Make thornbush a bit rarer, because it doesn't exlode, so is boring
  • Make arena deck of double height, with trees
  • Avoid dark fences around lit interiors with no pillars in staircase defs
  • Shorten other item group names
  • Shorten hammer and shield group names
  • Use the DECON abbreviation to shorten messages
  • Fix patterns for hammers
  • Mention in hammer description that crafting replaces handles
  • Fit workshop crafting description into one screen
  • Don't risk crafting scrap from hammers and axes
  • Display cooking after crafting in embed description
  • Factor out extraWaterAssocs
  • Equip rags by default; newbies don't find them anyway
  • Mention in octopus description that it has high noctovision
  • Consistently create on the ground all items looted from terrain
  • Balance removing hunger via organ hits
  • Add random variety to crafted items to enable min-maxing
  • Move some item definitions and rebase them
  • Remove a trailing space in mode description
  • Don't get two rags out of a torch that took one to produce
  • Reflect keybindings change in the start scenario menu
  • Increase the timeout of jumping pole
  • Prevent AI from hasting twice in a row
  • Add recharging and discharging self to a couple of weapons
  • Get rid of DropBestWeapon
  • Adjust to engine changes to charging effects
  • Let the rhino charge via pushing
  • Let all drones charge via pushing
  • Fix a mixed up organ name
  • Prevent the new organs from being dropped
  • Differentiate dragon and alligator by removing the pushing from the former
  • Add jumping organs
  • Move ink sac to equipment so that it can be explicitly triggered
  • Make octopus's ink weaker but lasting longer
  • Add the ink sac octopus's organ
  • Permit meleeing with construction glove
  • Let burning oil explode even on direct hit on actor, not only on the floor
  • Re-classify a couple of weapons
  • Fix razorwire fence
  • Make killing thornbush even more optional than before
  • Move to-dam bonuses from organs to actor definitions
  • Increase timeouts of animal organs to at least approach human weapon timeouts
  • Prevent sharp harpoon from being generated often and shallowly
  • Make armadillo into a proper tank
  • Touch up aliens actors
  • Prevent razor from excluding other weapons
  • Move the defition of lip to the proper place
  • Give tentancle a cooldown
  • Make clawing horror an early but mostly harmless armorless tank
  • Reorder organs
  • Balance organs
  • Add two organs from LambdaHack
  • Remove cooldown from two weapon kinds
  • Sometimes generate tools in threes
  • Generate torn spacesuits in bunches
  • Generate less items, particularly at shallow levels
  • Reorder items inside several item groups
  • Overhaul noise caves
  • Let some tools appear together
  • Designate some scouts for slack tactics factions
  • Add comments explaining why dL dice positive or negative
  • Adjust to crafint depth-neutral and tweak content a bit otherwise
  • Make the max HP maluses not so easy to ignore
  • Rebalance armor bonuses
  • Rebalance to-hit bonuses
  • Fix hammer stats and tweak a few others
  • Make Smithhammer interesting
  • Make it easier to use permanent tools
  • Make it possible to undo weapon crafting
  • Make axe worse than pipe
  • Make item-modification scrolls and torn spacesuits more common
  • Make cooking fruits less tedius, remaining defs
  • Place much more oil spills on the exit deck
  • Make cooking fruits less tedius
  • Let the player see if enemies carry even special lights, etc.
  • Don't suggest that opening a deposit box destroys it
  • Improve name of a couple of item groups
  • Tweak frequency of detection items, etc.
  • Don't let the alien boss waste time unequipping gems
  • Sometimes add a lift staircase to laboratories
  • Make more rooms dark to help with stealth
  • Make Laboratory deck less annoying by decontaminating only upwards
  • Fix weapon order of Smithhammer
  • Make it more common for aliens to carry light
  • Make using and crafting harpoons more worthwhile
  • Add workshop to a couple more places
  • Make it more likely there is workshop in laboratory
  • Tone down poison
  • Make the outermost deck a little more hectic
  • Hint that shields require empty space behind enemies to push them
  • Make buckler a weapon
  • Make the fancy shield weaker but more common
  • Give a fair warning about the rhino boss
  • Reorder crafting recipes to make them yet a tad safer
  • Avoid lit or filled rooms (except barrels) in exit level
  • Balance arena cave and scroll of pushing
  • Move keybinding content definitions to match display order
  • Make signboards less common in arena cave and more in casino
  • Ensure small caves have one or few stairs to prevent bloating them
  • Adjust cave content specifications to the engine tweaks
  • Make empty flasks less common deeper down
  • Clean up comments in tile definitions
  • Try to make the terrain transformation specs more readable
  • Mark steel file with red, since it's double-purpose
  • Make blankets more common to help with light crafting
  • Start with some empty flasks, some of the time
  • Update the manual and keybindings printout
  • Explain why the farm is freshly abandoned
  • Reduce numbers of consumables now that some levels have more of them
  • Add extra items to crawl levels based on their name/description
  • Add ANY_FLASK group
  • Introduce vials via the brawl scenario
  • Customize the raid cave shape and places
  • Make sure tools are not needed and stimpack not obtainable in raid scenario
  • Introduce chips usage in the raid scenario
  • Fix a bushy patch that can block starting actors
  • Remove misleading comment about tiles being explorable
  • Comment why a tile is not explorable
  • Make impressing items easier to get
  • Fix missing terrain in TREE_SHADE_WALKABLE_DARK
  • Have lit bushes and dark floor in some dark places
  • Permit auto-generated tiles to be lit in dark groups
  • Comment tiles that are lit, dark or both
  • Add greenery to shallow levels and more rooms
  • Sometimes leave smoke after barrel explodes
  • Prevent the visual senser being misinterpreted as food
  • Prevent AI from wielding staves
  • Make gardening tools slighly more durable, but rarer
  • Set the main groups of items to equal weights and compensate
  • Let all actors chase enemies from a longer distance
  • Ensure few garden weapons in raid scenario and similar
  • Tweak assignment of items to the rare item groups
  • Rename or eliminate CURIOUS_ITEM
  • Generate less survival items in short scenarios
  • Add hints to crafting components' descriptions
  • Tweak weapons slightly, mostly ranged damage
  • Clean up throwing stats of items
  • Make edible bushes possible in one more room kind
  • Make permanent weapons less common initially due to clubs and torches
  • Add craftable clubs
  • Make torch a destructible melee weapon
  • Make torch and lamp even less common now that they are crafted
  • Craft flasks of water, etc.
  • Fix crafting in oil and fire
  • Add missing content group definitions
  • Craft torches and oil lamps
  • Make harpoons better in melee than ranged
  • Rebalance weak weapons
  • Slightly simplify organ definitions
  • Add variety to armor deducting rings
  • Make boots auto-equip less disastrous for newbies
  • Make the echolocator ping periodically
  • Change the order of ordinary items for better display in menus
  • Reassign colours and symbols to embedded items
  • Make some actors deal low damage but with high hurt
  • Add negative armor to one boss and some conditions
  • Let some rings weaken armor
  • Tone down items that grant armor
  • Mark in dashboard where to find crafting recipes
  • Make it harder to obtain long poles from loot
  • Let the net drop more kinds of armor-like equipment
  • Fix broken content validation
  • Don't confusingly refuse to display the pushing effect for shields
  • Balance piercing missiles
  • Make Rhino less of a pushover
  • Update manual wrt damage calculation changes
  • Avoid AI-unreachable spaces on the outermost level
  • Make it cheaper to dissect a torn spacesuit, for early game
  • Comment that transformations won't generate warnings due to their position
  • Make tools even more common
  • Undo partially scaling down special terrain features at outermost level
  • Craft torch in fire, not workshop
  • Tweak terrain and items on the outermost level
  • Make the order of caves slightly more random
  • Make edible plants less common since they appear on bushes now
  • Make the starting enemy groups larger to favour throwing flasks
  • Generate flasks in bunches even at lowest levels to make throwing more fun
  • Make sure throwing flasks, etc., have limited radius, for safety
  • Make icy floor less annoying and escape puzzles harder to hack
  • Avoid generating 2-stacks of early projectiles
  • Don't create equippable items in a stash
  • Make the crafted and doubly crafted weapons rarer
  • Fix lvl 2 description showing at game start instead of lvl 3
  • Prevent heroe's foes in crawl from camping stairs on lvl 2
  • Dedicate flasks to throwing and vials to medicine
  • Add fixed enemies at the start of crawl, but don't spawn often
  • Improve wording of a cave description
  • Reduce randomness of effects to make them exploitable
  • Prevent inability of taking off items that drain calm
  • Update wrt macro key changes in the engine
  • Disable brew audit that fails because line is too long
  • Vary the number of gardening tools in the bunches
  • Make craftable weapons less common
  • (Almost) guarantee a fire axe, but (almost) only one
  • Spawn friendlies and foes in deposit boxes
  • Make the airlock supplies more random
  • Create gardening tools in varied pairs
  • Convey more of the shuttle story via unique embedded item, not other content
  • Fix wrong game mode started due to only the first word inspected
  • Prevent meleeing electric fence forever
  • Port tests to tasty
  • Make weapons used for crafting less common later on
  • Prevent 'you are more foo' and immediately 'you are no longer foo'
  • Don't let faucents slow and flash themselves
  • Rename S_NITROGEN_MIST and S_FOCUSED_FLASH
  • Have less particles in large oil explosions
  • Make blindness less common, because it pervents player from seeing fun stuff
  • Let Welded Robot establish a stash to make sure heroes be the blowtorch
  • Use local gifsicle, with the assertion failure fixed
  • Ensure unidentified hammers are equipped
  • Tone down ranged damage of some durable items
  • Replace permanent weapons with crafting even at low levels
  • Make needles a bit less deadly
  • Fix some Burn and RefillHP weapons becoming overpowered at range
  • Simplify sharpeningAssocs
  • Fix inaccessible fenceless dormitories
  • Help AI replace the armor that decreases melee skill
  • make cleaver weaker but more common
  • Make billiard balls more common initially, less so later on
  • Permit melee with gloves and helm in addition to boots
  • Refactor and tweak garden weapons
  • Fix gardening tools not fracturing
  • Fix mixed up resistance conditions
  • Describe how colours correspond to tile properties
  • Prevent curing of genetic flaw via any condition removal
  • Recolour transparent walls; cyan means inert, apparently
  • Recolour barrels; not burning; no collision with trees
  • Make the power node place more varied
  • Fix AI not eating to remove hunger
  • Recolour armors
  • Ensure enough weak weapons at the start
  • Add dormitories to the residential area cave definition
  • Don't spam decent weapons at low leves now that weak weapons abound
  • Make projectiles more common so that shooter aliens are not overpowered
  • Craft torches out of staves
  • Add a rag tangle and obtain it from torn spacesuits
  • Give cleanerRobot excessive armor to make hammers useful
  • Clarify that chosen weapon needs not be optimal for a foe
  • Make hammers much different from all other weapons
  • Make a particular barrel yard place as common as others, not much more
  • Fix some terrain not alterable with projectiles
  • Mention that stats menu summarizes the organ menu
  • Add sample cabal.project.local files
  • Make the secret walls less boring
  • Use VerbMsgFail effect to ensure failed crafting doesn't change terrain
  • Don't report that an animal fondles its own meat
  • Add alterable floor to more rooms
  • Add alterable floor to more caves and trails
  • Rework frequency of immobile robots
  • Desynchronise vents a bit more
  • On outermost level let some faucets ignite fuel spread by other faucets
  • Make hammers a bit more common
  • Make frozen trail less common now that geysers produce floor ice
  • Make burning oil clear, as the symbol indicates
  • Adjust small fire description to match also burning oil
  • Adjust crafting embedded items to the new OnCombine semantics
  • Tweak timeouts of mostly harmless large sticks
  • Fix wrong use of AndEffect
  • Update crafting recipes to used tools and destroyed components
  • Safeguard some alien ammo and treasure against stash ransacking
  • Re-add perfumes; AI heroes were being slaughtered without them
  • Add a torn spacesuit for crafting
  • Make electric fences a less lucrative source of weapon upgrades
  • Make it more likely that armor and some other items appear before lvl 12
  • Generate more items now that a lot of crafting components appeared in the game
  • Make barrel stacks more varied and more frequent
  • Make barrel stack places more common
  • Recolour faucets to match the colour of terrain they create
  • Disable pathfinding through barrels and burning rubble
  • Give the same on-screen colour to items with similar function
  • Make the newly introduced items more common
  • Make the workshop terrain more common
  • Ensure item definitions are valid by having enough slots
  • Don't generate ready spacesuits and avoid hard to see BrBlack items
  • Make most weapons less common now that they can be crafted
  • Harvest long poles from dead electric fences
  • Add two useless tools to harvest long poles from
  • Require a tool to but the pipe diagonally before sharpening
  • Avoid the exploit of turning staffs into pipes via crafting
  • Improve some weapon descriptions and comments
  • Make each water a sharpening workshop to avoid scrolling recipes
  • Correct some item group patterns to be singletons
  • Clean up and redefine patterns from ItemKindEmbed.hs
  • Let hammers be sharpened and elongated
  • Require identification for all hammers
  • Comment why axes and hammers are not tools
  • Avoid the no-brainer of durable tool use
  • Rename POLE and LONG_POLE
  • Add fire axe and craft poll axe from it
  • Craft long polearms and flesh out related descriptions
  • Don't suggest that crowbar and cat's paw can be sharpened or blunted
  • Doubly sharpen pole cleavers to ox tongues
  • Doubly sharpen cleavers to get daggers
  • Rename the knife item definition to avoid confusion with the new dagger
  • Reorder Allure item definitions
  • Sharpen halberds
  • Sharpen rapiers
  • Sharpen shields
  • Get pipes from garden tools and sharpen them
  • Enable sharpening harpoons
  • Add sharpening tools
  • Resking honing steel to barebones exoskeleton
  • Foretell future levels accessible with spacesuits
  • Add some tools
  • Rename BONDING_SOURCE to BONDING_TOOL
  • Fix, partially, pluralization of spacesuit trousers group
  • Update to the unified tile transformation syntax
  • Fix redundant Equipable or Meleeable
  • Switch to the simplied ConsumeItems definition
  • Eliminate the exploit of throwing durable tools at the workshop
  • Define the spacestuit
  • Assemble full spacesuit from the set of all its parts
  • Add a spacesuit boot
  • Make Autozoom Contact Lens appear in a larger percentage of games
  • Let workshop work from an adjacent tile as well
  • Use the new parameter of CreateItem to dilute perfume and create rose water
  • Use the new parameter of CreateItem in workshop crafting engine
  • Add the first workshop item crafting recipe
  • Add a workshop terrain
  • Remove an obsolete way of putting oil tile on fire
  • Add Discharge effect to content
  • Open doors with concussion blast
  • Avoid renewing terrain embeds, to avoid slowdown with faucets
  • Make vents terrain transforming
  • Keep underbrush fluorescent also inside places
  • Clean up non-essential talter attributes
  • Create frozen and water tiles from damp floor
  • Let underbrush grow randomly inside some places
  • Let oil float over water, etc.
  • Add explosive barrels
  • Extend and move terrain transformation abilities within content
  • Use less stuck doors while AI remains stubborn
  • Don't create harpoons in bunches now that they are durable
  • Revert "Make better projectiles out of weapons now that they break"
  • Mark terrain transformations that are permitted with projectiles
  • Make better projectiles out of weapons now that they break
  • Make harpoon a weapon, but not auto-equipped
  • Fix signboards requiring extra keystroke to activate
  • Fix stuck doors often leaving AI helpless
  • Add stuck doors to be opened by tools
  • Fix unidentified embedded items impossible to trigger
  • Describe the less obvious tile-altering item properties
  • Add messages to dilluted OneOf effects
  • Make the new tools and weapons twice more common
  • Let strongest explosions breach stuff
  • Describe the properties of the tools to help the player connect the dots
  • Rename terrain patterns that denote possibly depleted resource
  • Add tool items for altering terrain and improvised combat
  • Make it possible to disarm jewelry traps
  • Make edible plants grow on bushes
  • Move extinguishers from walls to signboards to avoid uncovering all walls
  • Make looting rubble worthwhile if weapons urgently needed
  • Let actors trap down stairs with oil
  • Wipe oil with a cloth
  • Transform some tiles by pouring oil on them
  • Make it harder to quench burning oil
  • Separate singleton kind group names
  • Rename HideAs to PresentAs for item kinds
  • Switch texts to patterns for referring to content kind groups
  • Make plants slightly less common and cleavers slightly more
  • Make hunger twice as fast
  • Permit PatternSynonyms
  • Add a few sources of oil and fire
  • Let oil spill burn
  • Let signboards and pulpit burn
  • Make the area of nitrogen mist smaller, but dense
  • Let food thrown at lightly burning bushes get cooked
  • Make meat a less perfect projectile
  • Make the coil necklace not precious to freely use it
  • Make underbrush more common now that it has no embed
  • Get blakets and nitrogen out of walls
  • Make nitrogen flask a separate item now that its explosions freeze water
  • Quench fire with water and azbestos blanket
  • Bring back Alter skill requirement for weld to help AI open it
  • Make the spark necklace a source of cold
  • Reverse order of weld modification items to help newbies understand
  • Make weld durable to repeatedly depict sparking attempts to break the barrier
  • Let ice be transformed into water and back
  • Overcome weld with items instead of skill
  • Simplify igniting greenery
  • Update wrt addition of tiles altered by items
  • Make sword-class weapons and exotic hammers more common
  • Hint that the small fire is fine for cooking
  • Make burning trees and rubble even less common on the outermost level
  • Make it possible to cook plants
  • Add cooked plants
  • Update to binary AndEffect
  • Give player more hints to start cooking
  • Make burning bushes less common in crawl
  • Move underbrushBurning to the right section
  • Make it possible to also set bush and tree on fire
  • In crawl get torches from burning trees more often
  • Cook meat using a burning bush
  • Let burning bush turn into burning underbrush
  • Make it possible to set underbrush on fire and cook meat
  • Explain away only pointman moving
  • Bring hunger removal back in two places
  • Fix hunger removed by some melee weapons
  • Fix mercenaries using cutlery to fight
  • Explain lack of tools, food and maps in crawl scenario
  • Mention that all factions and actors are equal
  • Reverse stars and underscores in HP bar in HUD
  • Stress suvival in the game manual
  • Let animals drop chunks of raw meat, for player consumption
  • Mention clues and survival in backstory
  • Fix medbot fissure not marked as benign
  • Remove duplicated smell boost from walls (subtleFresco)
  • Add a hidden wall reminding about the need to find food upstairs
  • Pay for medbot healing with hunger
  • Add pumpkin and let other plants remove hunger, too
  • Add a hunger clock for humans and animals
  • Mention leap frog in game manual
  • Hint about leapfrog in brawl scenario note
  • Make it easier to understand trying to go below the bottommost level is futile
  • Handle the meta note about scenario separately
  • Make sure tutorial scenarios have enough melee weapons
  • Fix short scenario levels mistakenly thought to be relative to depth 15 not 10
  • Update wrt door closing changes in the engine
  • Reiterate win conditions in scenario descriptions
  • Improve the descriptions for the reaction fire rings
  • Mention in the manual that HP starts at half max
  • Reformat game peculiarities list in the manual
  • Overhaul the order and blurbs of game modes
  • Make raid scenario squad-based
  • Rework new game start menus
  • Fix a corruption of backstory text
  • Copy the list of distinguishing features from Allure homepage
  • Restructure chronologically the game manual with verbs as section titles
  • Get rid of 'x-hair'
  • Mark some text files as out of date
  • Add a couple more paragraph breaks in content descriptions
  • Reformat backstory for display in main menu
  • Remove text data files
  • Replace old OFL-licensed font with new ones
  • Re-indent the backstory
  • Comment about why animals rarely eat food
  • Rename tactics to doctrine
  • Get rid of the henchman notion
  • Rename leader to pointman
  • Update decontaminator now that personal inventories are gone
  • Mention the ! key whenever KP_* is mentioned
  • Fix countless typos
  • Start using cabal-plan
  • Fix and improve Makefile, cabal file and CI scripts
  • Improve and update game manual and help texts wrt game changes
  • Countless changes in the LambdaHack engine and the induced changes in Allure

v0.9.5.0

  • Fix NumLock disabled in the browser
  • In screen reader frontend, highlight active menu line with the cursor
  • Fix commited debug value of rwriteSaveClips
  • Clone the main main menu commands as map mode commands
  • Add C-RMB and C-S-LMB as alternatives of MMB
  • Announce prominently MMB binding for describing map positions
  • Break the misleading alignment of movement key help paragraphs and pictures
  • Clean up the default config file, keeping compatibility
  • Make scenario names longer and slighlty more informative
  • Make Vi movement keys the default in addition to keypad and mouse
  • Fix a bug where death prompt when autoplaying was capturing a keypress
  • Let ESC from main menu return to insert coin mode, if applicable
  • Make various small UI tweaks, especially to main menu and its submenu
  • Let main menu lines have 35, not 30, characters
  • Make the main menu ASCII art less intrusive (and easier for screen readers)
  • Don't invalidate the score file due to game minor (only) version bump

v0.9.4.0

  • Tweak razor organs
  • In vty frontend highlight actors more
  • Clean up actor highlighting
  • Add yell/yawn to minimal command set, remove swerving the aiming line
  • Invoke yell/yawn exclusively with '%', due tor Windows and terminal woes
  • Move C-c command to C, not to mask C-c on console frontends
  • Tweak and fix vty console frontends, for screen-readers
  • React specially at gameover under certain special circumstances
  • Simpliy assignSlot now that slots are auto-sorted
  • Get rid of explicit item sorting; let lore and menu slots agree
  • Make DetectExit non-modal
  • Mark in a game end confirmation message that more treasure can be found
  • Add a description to the escape embedded item
  • Reword gameover text for raid scenario
  • Be more verbose when confirming escape from the game
  • Don't claim to summon, when not possible on this level
  • Fix missing 'no longer poisoned' when applying antidote
  • Don't ask confirmation for neutral (e.g., not IDed) items
  • Fix 'you fall down; you stand on a sword'
  • Prevent selecting regions via mouse down in web frontend
  • Deselect item if player declines to apply or fling
  • Hand-hold the player, warning if flung item is beneficial
  • Hand-hold the player, warning if applied item is harmful
  • Rewrite the condition in UI applyItem check
  • Improve the lobable item skill failure message
  • Let mouse buttons describe tiles, etc.
  • Unblock S-MouseButton in SDL2 frontend
  • Always describe things under mouse button
  • Make the message when hitting dead foe more varied

v0.9.3.0, aka 'Double of everything'

  • Make maximal level size twice higher
  • Extend the spaceship to 15 decks
  • Expand game content to fill the more numerous and often twice larger levels
  • Vary size and position of levels
  • Adjust help screens to twice higher display size
  • Introduce message classes with configurable behaviour
  • Create a new 16x16 font and use it everywhere; tweak smaller fonts
  • Lock some levels or otherwise make ascending tricky
  • Add cooldown to most melee weapons, display that in HUD, adjust AI
  • Add per-scenario and per-outcome gameover messages in content
  • Add duplicate and reroll item effects in preparation for crafting
  • Add actor and item analytics as a preparation for XP gain quests
  • Implement piercing projectiles that may share a tile with a big actor
  • Increase the spawn speed now that monsters sleep a lot
  • Introduce actors falling asleep and yelling
  • Allow any level size and position
  • Mention places when looking at tiles and add place lore menu
  • Expand all kinds of content and rebalance
  • Create and rework all item, cave and plot prose (Dan Keefe @Peritract)
  • Make explosives in cramped spaces twice weaker
  • Tweak player fling command
  • Tweak equipping when equipment overfull
  • Start cycling stores at equipment since that's the one mentioned in help
  • Overhaul CI scripts
  • Restructure and clean up codebase
  • Extend balance debugging tools, using item and actor analytics, places, etc.
  • Drop the gameplay option that first death means defeat
  • Avoid idle-GC between slow keystrokes
  • Put content data into a compact region to limit GC
  • Remove the border around web frontend game screen; seems unneeded now
  • Don't draw aiming line nor path in vty frontend
  • Highlight xhair by cursor in vty frontend
  • Highlight player by cursor in vty frontend
  • Switch the default FPS to 24 for tradition's sake
  • Highlight current high score
  • Remove most stopPlayBack, now spurious, because message classes used
  • Overhaul cabal file: define common options, split into internal libraries
  • Fix confusion of nub and uniq
  • Rename short wait to lurk and many lurks to heed
  • Show a red message when HP or Calm dip too low or when foe appears
  • Lose Calm and so alert AI even at weakest non-zero HP draining attacks
  • Enable screenshots while in menus
  • Rename config options related to fonts
  • Recolour aiming line not to clash with the red crosshair
  • Exchange the functions of yellow and red highlight
  • Tweak all colours, in particular to differentiate blues/cyans
  • Cap bright colours at 85 CIELAB Lightness at D65
  • Normalize dark colours to be between 42 and 57 CIELAB Lightness at D65
  • Get rid of colorIsBold option; KISS
  • Tint white in alternating lines with different hue for long text readability
  • Don't split lines at articles
  • Set xhair to currently meleed foe to see his HP
  • Display speed on HUD; tweak status lines in other ways
  • Don't show description of leader target in HUD; TMI
  • Help AI flee in a consistent direction over many turns
  • Expose the save backup command, for browser games
  • Don't display target info when item selected
  • Let AI actors spawn even quite far from the player
  • Auto-select all new team members, to help new players
  • Replace O by zero on the map display; make zero distinct from O in all fonts
  • Flesh out the initial ? prompt
  • Add 'I' alias for pack-related commands, unless laptop key-scheme used
  • Turn off movementLaptopKeys by default not to confuse new players
  • Make sure AI attacks bosses even if distant and fleeing or non-moving
  • Lower bonus HP at extreme difficulty
  • Add a separate frame for each projectiles start
  • Don't go modal at the frequent and weak hidden tile detection effect
  • Make AI pick closest stairs more often
  • Let apply-unskilled actors activate embedded items
  • Don't boost damage by speed unless actor is projectile
  • If everything else fails, let AI flee by opening doors
  • Help AI actor prevent being dominated
  • Make computing gameplay benefit to items more accurate
  • Rename, clone and fine-tune effect Temporary
  • Simplify code and content by getting rid of Recharging effect
  • Let applying periodic items only produce the first effect
  • Tweak item detection to help in skipping boring level portions and in stealth
  • Invoke and display embedded items in the order specified in tile definitions
  • Let lit trails illuminate colonnades
  • Prevent an exploit for avoiding self-invoked firecrackers
  • Don't let AI attempt summoning if not enough Calm
  • Improve item label bracket codes in menus
  • Pick randomly destination stairs if teleporting level
  • Display the number of items in store
  • Summarize value of player loot in shared stash menu's header
  • Start history menu at the close-up of the last message
  • Make fast-dying insects aggressive
  • Overhaul game score DSL and particular scoring definitions in content
  • Add and extend messages, e.g., tell if victim blocks and with what armor
  • Extend and rework menu manipulation keys
  • Remove specialized quaff, read and throw commands; KISS
  • Split walls of text into more paragraphs and/or make them narrower
  • Extend and update help and manual
  • Don't let AI waste time looting distant lone projectiles
  • Make Enum instances of Point and Vector contiguous, hackily
  • Make dominated actor drop all his items, for ID and in case he defects ASAP
  • Try to find a non-waiting action, if better AI leader can't be found
  • Prevent summoning OoD actors
  • Let animals eat food and add several foods
  • Make Domination effect harder to activate
  • Let only actors and items with SkOdor property leave smell and add perfumes
  • Let spawning rate level out after a few dozen spawns
  • Describe smell, if present in an inspected tile
  • Let pushed actor fly after crashing a door open
  • Show passing time and heard events even if no actors in the UI faction
  • When movement impossible, describe the tile with SHIFT-direction
  • Catch and steal projectiles when braced instead of when weaponless
  • Let actors that are pushed perform any action in addition to movement
  • Improve deduplication of messages
  • When describing actor on map, tell if it has loot
  • Represent being braced as having an organ; also add other pseudo-organs
  • Overhaul hearing to facilitate triangulation based on sound cues
  • Prefer to spawn aquatic actors on aquatic tiles
  • Add swimming and flying skills and shallow water tile features
  • Boost/drain skills via many new items
  • Rework and extend skills and their effects as a preparation for XP rewards
  • Enable specifying each side of outer cave fence separately
  • Make definition of caves of a scenario more precise
  • Specify more properties of levels in content
  • Extend content validation
  • Improve placement and fitting stairs and rooms on levels
  • Don't hardwire level size
  • Simplify game rules content
  • Change the format of game client content
  • Fix an arbitrary delay in killing dying actors
  • Fix arbitrary branch of a corridor chosen when running
  • Fix bush patches blocking off a level's corner
  • Fix config file ignored at game reinit
  • Fix running disturbed by flavours of walls
  • Fix splitting lines one character too early
  • Fix Calm drain from nearby foes occurring only every other turn
  • Fix some AI looping movement, in particular when fleeing
  • Fix running into own periodic explosions, e.g., from necklaces
  • Fix 'she painfullies collide'
  • Fix AI with vector targets unwilling to change them
  • Fix crash when attempting to fling at a target on remote level
  • Fix wrong timestamps in history
  • Fix, again, various kinds of frames intruding between fadeout and fadein
  • Fix wrong pluralization of some item names, compound and exceptions
  • Fix disabled items benefit recalculation after item kind learned
  • Fix in many ways too close initial faction and item positions
  • Fix performance in many ways and places, particularly for JS translation
  • Fix missing perception updates, causing missed AI actions concerning us
  • Fix uninitialized sarenas, which was probably causing resume to change state
  • Fix weak AI actors fleeing even if enemy can't melee
  • Fix and optimize sifting free tiles for spawn/summon location
  • Fix various cases of excessive summoning
  • Fix recording of item first seen level
  • Fix many problems with item descriptions and other messages
  • Fix reporting of reduction and elimination of actor conditions
  • Fix reading and interpreting old format config files
  • Fix synced initial item timeouts and actor times, leading to artificial feel
  • Fix actors erratically following their leader
  • Fix lifts continuing as stars and the other way around
  • Fix various 32bit overflows
  • Fix other errors, probably not present or not visible in previous version

v0.8.3.0

  • Add a hack to run SDL2 on the main thread, fixing the OS X crash
  • Warn visually when impressed and Calm running low, risking domination
  • Display actor as red when low Calm and impressed or when low HP
  • Fix, complete and fine tune UI, AI and server skill and weapon checks
  • Fix a bug where item aspects look different to clients than to the server
  • Change the requirements for the main menu ASCII art
  • Tweak loot and terrain a tiny bit

v0.8.1.2

  • Fix typos detected by lintian
  • Fix the code that runs in case of old async (bug introduced in v0.8.1.1)

v0.8.1.1

  • no player-visible changes
  • make it possible to compile with old async package
  • rewrite copyright information according to Debian format
  • make github display the correct main license

v0.8.1.0

  • no player-visible changes
  • significantly reduce RAM usage when compiling library
  • update and extend CI

v0.8.0.0, aka 'Explosive dashboard'

  • display initial bits of backstory as a help screen and in-game
  • rework greying out menu items and permitting item application and projection
  • rework history collection; merge message repetitions more aggressively
  • display HP in red when below (configurable) warning threshold
  • tweak AI: actors remember they are fleeing; better leader choice, etc.
  • add to content specialized explosive projectiles; tune the effects
  • calculate loot score component based on fraction of dungeon loot collected
  • don't hardwire item price, but let it be specified in content
  • let all valuables glitter in the dark to avoid complete level exploration
  • teach AI to cure ailments and shake off impressions
  • rework detection effects; add detection of items embedded in tiles
  • automatically identify stolen items that only have minor effects
  • let projectiles hit each other if fragile and substantial enough
  • rework item kind identification code; change the way it's defined in content
  • make more item kinds (including some traps) secret
  • protect paralyzed actors with a stasis condition to avoid infinite paralysis
  • implement dumping screenshots in SDL2 and create animated GIFs in Makefile
  • generate most common consumables less often, but in depth-scaled bunches
  • make pushed actors alter tiles and trigger effects of embedded items
  • validate and cross-validate more content; reduce content creation boilerplate
  • make summoning more varied and prevent chain-summoning
  • add many ways to conditionally sequence effects
  • create large, merged rooms more often
  • generalize the terrain altering player command (C-c, mouse)
  • let RET, SPACE and ESC clear pending messages, if any
  • add dashboard with links to all menus and info screens
  • scale some organ and trap power with level depth
  • simplify level-scaled dice roll semantics
  • change scaled dice notation 'dl' to 'dL' for readability in-game
  • rebalance items and decrease dice variety to unclutter backpack
  • colour-code beneficial and harmful conditions in menu and in HUD
  • display item lore (also for organs, embedded items, explosions, etc.)
  • display embedded item descriptions as if they were tile descriptions
  • tweak blast visuals, lower particle counts, beautify their spread
  • tweak projectile visuals, e.g., display an extra frame when projectile dies
  • add intro screen and work on other ways to convey story
  • simplify a lot of code, including a bit of game rules
  • fix some bugs, tweak content, speed up some AI bottlenecks

v0.7.1.0, aka 'Ancient troubles'

  • add amazing cave and item (actor, blast, organ) descriptions
  • package for Windows as an installer and also as zip archives
  • fix a crash from SDL frontend under some OpenGL drivers (no thread-safety)
  • add WWW address to the Main Menu, for other sites that may run our JS blob

v0.7.0.0, aka 'The dice are cast'

  • decouple tile searching from tile alteration
  • refrain from identifying items that are not randomized
  • switch away from incapacitated leader to let others revive him
  • make rescue easier by not going into negative HP the first time
  • fix crowd of friends on another level slowing even actors that melee
  • fix missing report about items underneath an actor when changing levels
  • API breakage: change the syntax of dice in content
  • API addition: introduce cave descriptions
  • keep all client states in the server and optimize communication with clients
  • improve item choice for identification and item polymorphing
  • reset embedded items when altering tile
  • replace atomic command filtering with exception catching
  • reimplement dice as symbolic expressions inducing multiple RNG calls
  • switch to optparse-applicative and rewrite cli handling
  • add stack and cabal new-build project files
  • improve haddocks across the codebase

v0.6.2.0, aka 'Zoom out'

  • make fireworks slower and so easier to spot
  • make rattlesnake deeper but more common
  • announce no effect of activation
  • describe original and current faction of an actor
  • highlight dominated actors
  • mark organs with comma instead of percent and gems with dollar
  • make the healing cave dangerous to prevent camping
  • slightly balance various content
  • by default move item the same as last time
  • often spawn between heroes and stairs going deeper
  • fix totalUsefulness computation for negative effects
  • fix abandoning distant enemy target despite no alternatives
  • fix slow pushing of actors
  • fix a crash when many actors run towards stairs
  • hotfix: Pass zoom keys through to the browser
  • help players find the info about changing the font size
  • depend on GHC >= 8.0 and new vector

v0.6.1.0, aka 'Breaking one rule at a time'

  • major engine bugfix: fix redrawing after window minimized and restored
  • major engine bugfix: hack around vanishing texture on Windows
  • major engine bugfix: hack around SDL backends not thread-safe on Windows
  • update wrt the only breaking API change: specify font dir in game rules content
  • let the game use its own fonts, not fonts from the sample game in library
  • tweak some item creation to occur in character's pack, not on the ground
  • slightly balance various content
  • make sure the 'resolution' effect is not a drawback
  • make artifact weapon rarities more regular
  • avoid creating lit, open dungeon at the bottom, where foes have ranged weapons
  • number scenarios in user descriptions

v0.6.0.0, aka 'Too much to tell'

  • add and modify a lot of content: items, tiles, embedded items, scenarios
  • improve AI: targeting, stealth, moving in groups, item use, fleeing, etc.
  • make monsters more aggressive than animals
  • tie scenarios into a loose, optional storyline
  • add more level generators and more variety to room placement
  • make stairs not walkable and use them by bumping
  • align stair position on the levels they pass through
  • introduce noctovision
  • increase human vision to 12 so that normal speed missiles can be sidestepped
  • tweak and document weapon damage calculation
  • derive projectile damage mostly from their speed
  • make heavy projectiles better vs armor but easier to sidestep
  • improve hearing of unseen actions, actors and missiles impacts
  • let some missiles lit up on impact
  • make torches reusable flares and add blankets for dousing dynamic light
  • add detection effects and use them in items and tiles
  • make it possible to catch missiles, if not using weapons
  • make it possible to wait 0.1 of a turn, at the cost of no bracing
  • improve pathfinding, prefer less unknown, alterable and dark tiles on paths
  • slow down actors when acting at the same time, for speed with large factions
  • don't halve Calm at serious damage any more
  • eliminate alternative FOV modes, for speed
  • stop actors blocking FOV, for speed
  • let actor move diagonally to and from doors, for speed
  • improve blast (explosion) shapes visually and gameplay-wise
  • add SDL2 frontend and deprecate GTK frontend
  • add specialized square bitmap fonts and hack a scalable font
  • use middle dot instead of period on the map (except in teletype frontend)
  • add a browser frontend based on DOM, using ghcjs
  • improve targeting UI, e.g., cycle among items on the map
  • show an animation when actor teleports
  • add character stats menu and stat description texts
  • add item lore and organ lore menus
  • add a command to sort item slots and perform the sort at startup
  • add a single item manipulation menu and let it mark an item for later
  • make history display a menu and improve display of individual messages
  • display highscore dates according to the local timezone
  • make the help screen a menu, execute actions directly from it
  • rework the Main Menu
  • rework special positions highlight in all frontends
  • mark leader's target on the map (grey highlight)
  • visually mark currently chosen menu item and grey out impossible items
  • define mouse commands based on UI mode and screen area
  • let the game be fully playable only with mouse, use mouse wheel
  • pick menu items with mouse and with arrow keys
  • add more sanity checks for content
  • reorganize content in files to make rebasing on changed content easier
  • rework keybinding definition machinery
  • let clients, not the server, start frontends
  • version savefiles and move them aside if versions don't match
  • lots of bug fixes internal improvements and minor visual and text tweaks

v0.5.0.0, aka 'Halfway through space'

  • let AI put excess items in shared stash and use them out of shared stash
  • let UI multiple items pickup routine put items that don't fit into equipment into shared stash, if possible, not into inventory pack
  • re-enable the ability to hear close, invisible foes
  • add a few more AI and autonomous henchmen tactics (CTRL-T)
  • keep difficulty setting over session restart
  • change some game start keybindings
  • replace the Duel game mode with the Raid game mode
  • various bugfixes, minor improvements and balancing

v0.4.101.1, aka 'Officially fun'

  • the game is now officially fun to play, with a seal of the Galactic Council
  • introduce unique boss monsters and unique artifact items
  • add robots that heal the player, in particular as a mid-game reset for HP
  • move spaceship airlock to level 10 and beef up spaceship crew
  • let AI gang up, attempt stealth and react to player aggressiveness
  • spawn actors fast, close to the enemy and in large numbers
  • spawn actors less and less often on a given level, but with growing depth
  • prefer weapons with effects, if recharged
  • make the bracing melee bonus additive, not multiplicative
  • let explosions buffet actors around
  • make braced actors immune to translocation effects
  • make actor domination yet less common and deadly
  • use mouse for movement, actor selection, aiming
  • don't run straight with selected actors, but go-to cross-hair with them
  • speed up default frame rate, slow down projectiles visually
  • rework item manipulation UI
  • you can pick up many items at once and it costs only one turn
  • allow actors to apply and project from the shared stash
  • reverse messages shown in player diary
  • display actor organs and stats
  • split highscore tables wrt game modes
  • move score calculation formula to content
  • don't keep the default/example config file commented out; was misleading
  • update vs the naughtily changed v0.5.0.0 of LambdaHack content API

v0.4.100.0, aka 'The last interstellar thaw'

  • update vs the unexpectedly thawed v0.5.0.0 of LambdaHack content API
  • unexpectedly add items with timeouts and temporary effects
  • start campaign on level 3 and don't spawn aliens until level 4
  • rebalance campaign (probably still too hard)
  • tweak skills of some factions and actors
  • rename tablets to chips to make their vanishing easier to understand
  • make colorful characters bold (if it resizes your fonts, turn off via colorIsBold = False in config file or --noColorIsBold on commandline)
  • start the game with a screensaver safari mode
  • improve keyboard handling on Windows
  • add i386 Linux and Windows compilation targets to Makefile

v0.4.99.0, aka 'Player escapes through airlock'

  • balance game content a bit (campaign still unbalanced)
  • fix a bug where doors can't be closed
  • assign AI tactics to players, in particular use follow-the-leader in safari
  • specify monster spawn rate per-cave
  • generally update content to the new v0.5.0.0 of LambdaHack content API

v0.4.14, aka 'Out of cosmic balance'

  • add tons of new (unbalanced) items, actors and descriptions
  • add a simple cabal test in addition to make-test and travis-test
  • add items of Wonder and of Marvel
  • add game mechanics, items and places to enable stealthy tactics
  • add lots of shrapnel (explosions) and organs (body parts)
  • expose a bit of the plot via new game modes and their order

v0.4.12

  • make walls lit by default to simplify exploration
  • improve and simplify dungeon generation
  • simplify running and permit multi-actor runs
  • let items explode and generate shrapnel projectiles
  • add game difficulty setting (initial HP scaling right now)
  • allow recording, playing back and looping commands
  • implement pathfinding via per-actor BFS over the whole level
  • extend setting targets for actors in UI tremendously
  • implement autoexplore, go-to-target, etc., as macros
  • let AI use pathfinding, switch leaders, pick levels to swarm to
  • force level/leader changes on spawners (even when played by humans)
  • extend and redesign UI bottom status lines

v0.4.10

  • screensaver game modes (AI vs AI)
  • improved AI (can now climbs stairs, etc.)
  • multiple, multi-floor staircases
  • multiple savefiles
  • configurable framerate and combat animations

v0.4.8

  • experimental multiplayer modes
  • a lot of gameplay changes induced by the engine overhaul and in particular the client-server rewrite

v0.4.6.5

  • this is a minor release, primarily intended to fix the broken compilation on Hackage
  • changes since 0.4.6 are mostly unrelated to gameplay:
    • strictly typed config files split into UI and rules
    • a switch from Text to String throughout the codebase
    • use of the external library miniutter for English sentence generation

v0.4.6

  • the Main Menu
  • improved and configurable mode of squad combat

v0.4.4

  • missiles flying for three turns (by an old kosmikus' idea)
  • visual feedback for targeting
  • animations of combat and individual monster moves

v0.4.3

  • the Allure of the Stars game depends on the LambdaHack engine library