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- These are the new features in Umoria 5.x
-
-
- You get a warning for spells or prayers beyond your strength.
-
- Inventory commands (wear, wield, exchange, take off, drop) now always
- take one move each. If anything significant happens during that move,
- such as a monster moving somewhere, the screen will be redisplayed.
- Inventories are displayed in the top-right corner of the screen, to minimize
- the number of characters that must be redrawn afterwards, this makes the game
- much more playable on slow speed modems.
-
- When selecting items or spells, you can select with a capital letter to
- print a description and confirm you really want that one.
-
- You can now associate counts with commands. The '?' command shows you
- the possibilities. In rogue command mode, simply type in the number.
- In this mode, numbers are no longer simple commands.
- In original moria command mode, enter a '#' to start a count.
-
- There are options (set with the = command) to display weights in
- an inventory, to highlight mineral seams, to ignore open doors
- while running, etc.
-
- Monster memory: use the / command to access info about a monster after you
- have seen/killed at least one of them. This can also be accessed from
- the look 'l' command.
-
- Can enter control characters with two keystrokes using ^ key, useful for
- noisy phone lines? or stupid terminals?
-
- 'M'ap command shows reduced size map. 'L' allows you to scroll around entire
- map. The 'L' command also will now center the character on the screen.
-
- Look 'l' views all objects in an arc in the specified direction, or specify
- '5' and it will look in every direction.
-
- Can change your speed in wizard mode.
-
- New field in status line, used for rest/paralysed/searching/repeat counts.
-
- New field in status line shows speed.
-
- Can die of starvation.
-
- If carrying too much weight, you will be slowed immediately, the amount slowed
- depends on how much over the weight limit you are.
-
- Can not circle monsters (moving at the same speed as yourself)
- by moving around them in a diamond pattern.
-
- High level monsters have a chance of ignoring your bash, and they also have
- a chance of recovering immediately even if stunned. You can not bash the
- Balrog.
-
- Can abort rest/repeated command by hitting any character.
-
- Every duration affect prints a command when it wears off previously
- resist heat and resist cold, and perhaps others did not.
-
- New find/run algorithm which is much better than the old one. Also, better
- handling of dangerous conditions that occur during repeat commands/runs.
- An attack will always stop a repeated command and find/run mode.
-
- Can inscribe names onto objects. Some inscriptions are automatic:
- an empty wand/staff is inscribed 'empty'. An object which is used, but its
- use does not identify it is inscribed 'tried'. Cursed objects are inscribed
- 'damned' when identified as cursed. If you detect an object is enchanted,
- it is inscribed 'magik'.
-
- Scrolls have their titles removed after being identified. Scrolls/potions
- from the store/dungeon can stack after the dungeon item is identified.
-
- If you curse/damage a special object, such as a Holy Avenger sword, it
- will lose its special property.
-
- Will automatically save the game correctly if a HANGUP signal is received,
- i.e. dropped dialup connection, the network crashes, etc. The save file
- is not a panic save, instead the program plays the game for you (i.e.
- pretends that you are hitting ESCAPE) until it is safe to save the game.
-
- Better handling of inventory/equipment lists, i.e. you can drop items
- in the equipment list, can identify items in the equipment list, etc.
-
- More consistent monster definitions, i.e. creatures with frost attacks
- always take extra damage from fire (except those that also have fire
- attacks), and many other fixes.
-
- One source for the UNIX/IBM/Atari ST/Amiga/Mac/VMS versions, should make
- keeping the micro versions up-to-date much easier. The game is smaller and
- hopefully faster. Savefiles are now relatively machine independent, they
- should transport from one mini/micro to another without any problems.
-
- If you are hallucinating, ^R won't help.
-
- Bows can have a pluses to damage. These pluses only apply if you are
- using the bow to fire the appropriate type of missile (arrow/bolt/etc).
-
- Can haggle incrementally in the stores, i.e. can increase bid by 10
- by typing +10, similarly -10 will decrease bid by 10.
-
- Beeps if invalid character entered at most prompts.
-
- Can type ^R at any time to refresh the screen.
-
- Armor/weapons show their base AC/hit/dam values in their name.
-
- Any of RETURN (^M), LF (^J), SPACE, or ESCAPE can be typed at -more- prompts.
-
- When droping a group of items, you have the choice of dropping only one,
- or all of them.
-
- There is a small chance that a player will notice that there are unidentified
- magic items in the inventory. The chance is larger if the item is in the
- equipment list.
-
- Object distribution has been changed so that when you are deep in the dungeon,
- there are many more high level objects created than low level objects.
-
- Monster distribution changed so that when you are deep in the dungeon,
- you will meet many more high level monsters than low level monsters.
-
- Additional spikes make a door harder to open, in a progressively decreasing
- sequence, that is, the more spikes you add, the less effect each additional
- spike has.
-
- When a stat changes, all abilities that depend on the stat will immediately
- change. For example, if your CON increases, then your hit points will
- increase, if your INT/WIS increases then your mana will immediately increase
- and you will immediately learn new spells/prayers. This makes the Grape Jelly
- trick completely unnecessary, and, in fact, it will has no effect.
-
- Spell/prayer letters never change, i.e. if you know the second spell of a
- book, it will not be referred to as spell 'a' if you do not know the first
- spell.
-
- When haggling, if you have reach the final offer much more often than you
- haven't, then the store will give you the benefit of the doubt and go
- directly to the final price. The exact formula is (good > 3*bad + 20).
- Two sets of numbers are kept for every store, one for buying and one for
- selling.
-
- When wielding a weapon that is too heavy, the to hit penalty will be shown
- by the 'C' command.
-
- It is harder to hit monsters when you can't see them.
-
- Perfect stealth is impossible now.
-
- Save files are now encrypted.
-
- Slay monster items are now slay animal. The previous slay monster item
- did not work as stated by the documentation, fixing it to work reasonably
- would have made it too powerful.
-
- If picking up an item will slow you down, you are asked if you really want
- to pick it up.
-
- Spells work differently now. You no longer learn them automatically when
- you gain a level. Instead, 'Study' appears in the status line when are
- capable of learning new spells. Use the 'G' command to actually learn
- the spells. The 'G' command can be used anytime that you are eligible to
- learn new spells, as for example, after quaffing a restore intelligence/wisdom
- potion.
-
- The object naming routines are completely rewritten. This makes the program
- much smaller. Also, too long names will no longer cause a crash or error,
- they will be silently truncated as necessary.
-
- You can not attack an invisible/unlit monster in a wall by merely moving
- into the wall, instead you must tunnel into the wall. Since moving into
- a wall is a free turn, people could take advantage of this while fighting
- invis monsters by checking all of the walls first.
-
- To change the default moria save file name, define the environment variable
- "MORIA_SAV" to be the full pathname for where you want your save files.
-
- "moria -n" will start a new game, and will ignore "moria.save" if it exists
-
- Jellies and molds never carry treasure.
-
- Recharging a high level wand, or a wand which already has many charges, is
- much more likely to fail.
-
- Elves and half-elves have infravision now.
-
- There is no longer a distinction between wizard and god mode; only wizard mode
- exists now. Also, wizard mode no longer requires a password, and anyone
- (not just the installer) can enter wizard mode. Hence, wizard now works the
- same no matter whether you are playing on a micro or a mini. Enter wizard
- mode by using the ^W command, help is ^H. (Or for the rogue-like option,
- ^W and \).
-
- Missile weapons are much more powerful when used with the proper weapon.
- For example, firing a bolt from a heavy crossbow multiplies its damage by 4.
- rounded pebble, iron shot: sling = 2x
- arrow: short bow = 2x, long bow = 3x, composite bow = 4x
- bolt: light crossbow = 3x, heavy crossbow = 4x
- Arrows and bolts appear more often deep in the dungeon.
- Magical missile weapon prices are more reasonable.
-
- The miscellaneous abilities 'fighting', 'bows/throw', 'saving throw',
- 'disarm', and 'magical device' are all level dependent, i.e. they improve
- as you gain levels. Formerly, the rate of improvement was independent of
- class, now, however, the learning rate is class dependent. For example,
- warriors gain proficiency at fighting twice as fast as mages/priests now.
- As a result, high level warriors are better fighters than before, and high
- level mages/priests do not fight as well as they used to. The complete table
- is as follows:
- Magic Saving
- Fighting Bows Devices Disarm Throw
- Warrior 4 4 2 2 3
- Mage 2 2 4 3 3
- Priest 2 2 4 3 3
- Rogue 3 4 3 4 3
- Ranger 3 4 3 3 3
- Paladin 3 3 3 2 3
- In all cases, three is equivalent to the old rate.
-
- umoria now understands tilde (~) characters at the start of a file name.
-
- To resurrect a dead character, use "moria -w filename".
-
- New status line shows "Is wizard" if in wizard mode, "Was wizard" if
- previously was in wizard mode, "Resurrected" if character was resurrected,
- and "Duplicate" if character is already on the scoreboard.
-
- Moved see invisible from slay animal to slay undead, since this makes a lot
- more sense.
-
- Dragon lightning breath attacks can now damage items in your inventory,
- just like all other dragon breath attacks.
-
- New scoreboard code added. It will hold 1000 scores by default, scores for
- saved characters are listed, can see all scores or just your scores.
- On multiuser OS's, each user can only have one entry in the scoreboard for
- each legal race/sex/class combination. The score file format is portable,
- and should be able to move from one machine to another with no problems.
-
- The '-s' option will show all scores in the scoreboard. The '-S' option
- will show only your scores. The 'V' command will show all scores in the
- scoreboard. A second 'V' command typed immediately afterwards will show
- only your scores.
-
- Typing '*' for the rest count will make you rest until you reach max mana
- and max hp.
-
- Spikes can now be wielded as a weapon for completeness. Note however that
- they make terrible weapons.
-
- The damage multiplier for bows is now displayed as part of their name.
-
- Two new '=' command options: can turn off sound, and can turn off the rest/
- repeat counts displayed on the bottom line. The last is useful for those
- playing at 2400 baud or less, or on very slow machines.
-
- Many items are now added to the inventory in a sorted position, e.g.
- the spell books will always end up in the inventory sorted by their level.
- This automatic sorting does not work for objects which have a 'color',
- e.g. potions, wands, staffs, scrolls.
-
- Typing RETURN while haggling will default to the last increment/decrement
- amount used.
-
- Umoria 5.4:
-
- Prints multiple sentences on the message line if they are short enough
-
- last modified 10/6/91
-