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Ascmearc v0.18.0
What's Changed
- Docs: CLI reference to docs/dev/cli.md, CLAUDE.md slimmed, stale docs fixed by @jannef in #1611
- Core seams: Charge out of a shop owing, light cache off-level, a vault's bad danger range by @jannef in #1614
- Persistence robustness: torn graveyard, damaged settings, save encode errors, short grids, startup warnings by @jannef in #1613
- CI speedups: prebuilt tools, split screens job, no tag caches (#1575 #1579 #1583 #1593 #1596 #1599 #1602) by @jannef in #1612
- Wiki: readable generated tables (skills, talents, status effects, stats) by @jannef in #1617
- Profane gifts: the design document by @jannef in #1474
- Faster core test suite; ignored tests weekly; orphan snapshots rejected by @jannef in #1619
- Fixed screen keys; no seed in a release status bar; a second step re-asked (#1533, #1557, #1538) by @jannef in #1622
- Content loader checks: every file read, required ids, gear_condition keys, one directory walk by @jannef in #1630
- Crafting seams: long work finds its stacks again, one warped of a stack, the mark paid once, the guardian's boon on Jewelcraft (#1487, #1489, #1490, #1564) by @jannef in #1616
- Core hot paths: path occupancy, windowed perception grids, streamed state hash, RNG stream policy by @jannef in #1623
- Delete dead code, stale allows, and save-compat leftovers by @jannef in #1621
- Core robustness: one weighted draw, capped repeats, pure travel refusal, action fuzz, talent README coverage by @jannef in #1634
- Effective resistance cap of 75%; immunity a creature feature of its own (#1620) by @jannef in #1635
- Split input.rs: key tables, step dialogs, and one press handler per input mode (#1502, #1553) by @jannef in #1636
- One copy of each text helper: capitals, a/an, Oxford lists, number words, UTC, truncation, wiki percent by @jannef in #1637
- Profane gifts P1: everlasting corpses for the layer bosses (#1624) by @jannef in #1633
- Wiki: player-shaped table of contents, searchable headings, Healing as the answer page, cross-links by @jannef in #1631
- Shader constants checked, one list cursor, one default backend; web park measured (#1561, #1568, #1565) by @jannef in #1632
- Table-driven screens and item lists; item-list eligibility from perception (#1542, #1547) by @jannef in #1641
- One enter_cell step, Actor::check_modifier, shared RaceBeasts (#1615, #1551, #1567) by @jannef in #1639
- One home per fact, built designs marked as history, one shared agent rules file, spec/docs as current state (#1534 #1544 #1549 #1524) by @jannef in #1642
- One feature set for warlock-core, trimmed Bevy features, manifest nits (#1572 #1590 #1603) by @jannef in #1638
- Split content/mod.rs (Default, RulesFile, accessor and loader modules); generated creatures as CreatureSpec values (#1519, #1552) by @jannef in #1644
- Wiki generator: one util.rs for shared helpers; mimics' formula line matches the game (#1503 #1618) by @jannef in #1643
- Slimmer snapshots: no status bar row, terrain-only maps, one test per screen case, version redacted by @jannef in #1649
- Changelog voice as current state in the rest of spec/ and docs/dev/ (#1524) by @jannef in #1648
- Keep the talent sum, split the beast talents, index actors by level, long-run bench (#1495, #1507) by @jannef in #1645
- One work driver for long crafts; enchanting's skill, stat, and dragon tag from data; gear's last steps in one place (#1492, #1493, #1494) by @jannef in #1640
- Action text through a per-verb table; dump.rs split into dump/ by layer (#1498 #1501) by @jannef in #1646
- Wiki: split the oversized pages into sub-pages by @jannef in #1647
- Perception in a folder: compute split into steps, ground-truth accessors in one module, Statue out of the world (#1500, #1506) by @jannef in #1651
- One file per entity for status, skills, terrain, factions, room effects, and talent trees and systems (#1525) by @jannef in #1652
- Wiki: Your first run, How do I...?, When you level up, one class-page template (#1527 #1589 #1592 #1536) by @jannef in #1654
- Profane gifts P2: the gift machinery (data, tree, bestow and rescind, dumps) (#1625) by @jannef in #1650
- Wiki content fixes: every cure, You need lines, worked examples, wording, link once per section by @jannef in #1655
- Split TalentEffect and TalentMods into areas (#1495) by @jannef in #1653
- Embed the content in the binaries, not warlock-core (#1587) by @jannef in #1656
- world/mod.rs: module lists grouped by subsystem, one line per test module (#1497) by @jannef in #1658
- Split UI hot files: screen snapshot cases per group, describe_cell by content (#1504) by @jannef in #1657
- Profane gifts P3: Gnægan's meal, the draw, and the pull toward evil (#1626) by @jannef in #1659
- A unique's corpse is "Gnægan the Rat King's corpse" (#1660) by @jannef in #1661
- Profane gifts P4: the other nine signature gifts (#1627) by @jannef in #1663
- CI: rename the Linux job to Linux (fmt, clippy, test) by @jannef in #1664
- A shared test-support module in warlock-core (#1509) by @jannef in #1665
- Test the wiki's worked examples against the code (#1669) by @jannef in #1674
- Profane gifts P5: the body effects (barred and opened slots, claws, eyes, kin) (#1628) by @jannef in #1676
- Wiki: See also on every page; split Status effects and Skills (#1671) by @jannef in #1675
- Tuning numbers live in data; one-system rules files in data/rules/ (#1541) by @jannef in #1672
- Profane gifts P6: the rest of the gift table (#1629) by @jannef in #1681
- Wiki: narrow the remaining wide tables; split the talents page by tree group (#1668) by @jannef in #1686
- Līctūn revamp P1: a grave for every fallen, then crypts below (#1682) by @jannef in #1683
- Wiki: Smelt recipe cell no dangling 'or' (#1687) by @jannef in #1688
- README for players, with gameplay screenshots by @jannef in #1677
- Move world/ into subsystem folders with narrower visibility (#1496) by @jannef in #1689
- Check the docs against the code: cli.md lists and code paths (#1667) by @jannef in #1693
- Rain: never draw a falling streak over a roof or a building's wall (#1691) by @jannef in #1692
- Key every gameplay draw: no shared gameplay stream (#1662) by @jannef in #1694
- Slim CLAUDE.md: topic index and wiki mechanics into docs/dev (#1528) by @jannef in #1697
- Status bar: a character-status HUD drawn from the perception view by @jannef in #1679
- One craft-check modifier for the nine crafting checks (#1670) by @jannef in #1700
- Verb agreement for plural spell and trap nouns by @jannef in #1701
- Apply the stance's weapon-marks multiplier (#1696) by @jannef in #1702
- Knowledge is a passive skill: no abilities-menu row (#1698) by @jannef in #1703
- Invisibility hides the player from creatures' eyes (#1699) by @jannef in #1705
- Līctūn crypts 3–11 (#1684) by @jannef in #1690
- Round weapon-marks talents to the nearest (#1704) by @jannef in #1707
- Līctūn crypts 12 to 20 (#1685) by @jannef in #1708
- Slim the spec to a short design document (#1539) by @jannef in #1706
- Make the developer keys F2-F9 fixed, not rebindable (#1710) by @jannef in #1713
- Drop the too-big-to-squeeze-past rule by @jannef in #1714
- Remove the out-of-depth cap (#1711) by @jannef in #1715
- Magic raises an i...
Warlock v0.17.0
What's Changed
- Professions: the design document (#1330) by @jannef in #1342
- Docs: install a specific version with cargo install by @jannef in #1338
- Recipes: the design document (#1339) by @jannef in #1348
- Professions P1: the five skills as data (#1331) by @jannef in #1344
- Grave goods teaches Heal: a skills quest reward (#1329) by @jannef in #1345
- Professions P2: material stock as items (#1332) by @jannef in #1359
- Key bindings: modifier keys (Ctrl, Alt, Super/Cmd) (#1323) by @jannef in #1346
- Skills roll on their own when their marks reach a threshold (#1328) by @jannef in #1347
- Professions P1b: the five new skills' first effects and training grants (#1343) by @jannef in #1361
- Professions P2b: stock extensions (sinew, unit, overrides, herbs, essences) by @jannef in #1360
- Wait and search are one action (#1326) by @jannef in #1364
- Herbalism: gather herbs from the glowing fungus (#1340) by @jannef in #1365
- Controls: add, replace, and remove a command's keys in-game (#1324) by @jannef in #1367
- Professions P15: crafting materials dropped by creatures, by tag (#1341) by @jannef in #1366
- Professions P4: profession menus replace the craft rows of the abilities menu by @jannef in #1362
- Run: step in a direction until something worth stopping for (#1325) by @jannef in #1368
- Professions P4b: the recipe format's second half by @jannef in #1370
- Professions P3: Salvage, breaking an item into its materials (#1333) by @jannef in #1363
- Professions P5: weaponsmithing, the forging wizard (#1335) by @jannef in #1371
- Adjacent-target actions: refuse with no target, act at once on a single one (#1327) by @jannef in #1372
- Abilities menu: never draw over the status bar (#1369) by @jannef in #1373
- Professions P5b: the hand-made and metal melee weapons (#1351) by @jannef in #1375
- Professions P10: Cut, gem cutting (#1355) by @jannef in #1374
- Professions P13: brewing, Alchemy and the herb recipes (#1357) by @jannef in #1377
- Professions P6: arrowheads, and arrows with a material cost (#1336) by @jannef in #1376
- Professions P9: armoursmithing and metal tools (#1354) by @jannef in #1378
- Agent briefs: wait on your own work, stop background shells before reporting by @jannef in #1384
- Professions P14: essences and the battle flasks (#1358) by @jannef in #1382
- Professions P7: bows, crossbows, the sling, the lute, the pipe (#1352) by @jannef in #1379
- Professions P11: Set and jewellery (#1356) by @jannef in #1381
- Professions P8: hide gear by hand (#1353) by @jannef in #1380
- Crafting: unidentified inputs do not count (#1383) by @jannef in #1386
- Default modifier keys hold Alt instead of Ctrl (#1385) by @jannef in #1388
- Speech by race: accents and languages per race (docs rule) by @jannef in #1393
- Mining: ore, stone, and uncut gems from walls dug through; per-dungeon ores; Smelt (#1389) by @jannef in #1395
- Professions: every recipe needs its skill; the anvil opens Metalcraft (#1387) by @jannef in #1396
- Digging needs Mining; Alberich teaches it for gold in Fyrdelf (#1391) by @jannef in #1398
- Cēaptūn's smith teaches Metalcraft for 2000 gold (#1394) by @jannef in #1399
- Mining: ore veins in dungeons (#1390) by @jannef in #1397
- Fyrdelf: a list of ores, not every ore by @jannef in #1402
- Gathering herbs needs Herbalism (#1400) by @jannef in #1403
- Aristocrat: three extra ring slots, Family wealth at level 1, no Iron will at 32 (#1404) by @jannef in #1408
- Right article before a class name (#1409) by @jannef in #1410
- Commoner: offered again; Stubborn +2 Toughness; one random profession (#1406) by @jannef in #1411
- Aristocrat: a servant in Cēaptūn and the Stipend; Landed noble (#1405) by @jannef in #1412
- Merchant: offered again; a business partner in Cēaptūn and Invest (#1407) by @jannef in #1413
- Design: the craftsperson (re-enabled, the Crafts trades, a new level table) (#1415) by @jannef in #1417
- Design: Enchanting — affix capacity, magic crystals, the enchanting recipes (#1414) by @jannef in #1416
- Craftsperson P1: the Crafts talent tree by @jannef in #1433
- Enchanting E1: affix capacity and the trim (#1427) by @jannef in #1437
- Dēopgang and Gimmwīc: the deep gnomes' way down and their town (#1434) by @jannef in #1438
- Craftsperson P2: the class re-enabled, Time served, Eye for the make (#1419) by @jannef in #1439
- A letter for the deep: Wulfrun's letter to the deep gnomes (#1435) by @jannef in #1440
- Cēaptūn: a smith's apprentice who explains the materials by @jannef in #1445
- Loot: better make, gems, and materials in deeper dungeons (#1436) by @jannef in #1442
- Enchanting E2: crystals, consuming, and salvage's hook (#1428) by @jannef in #1441
- Craftsperson P3: Waste not (#1420) by @jannef in #1447
- Craftsperson P5: Make do and mend (#1422) by @jannef in #1448
- The crystal guardian: Ysella's lure quest, Meyn Bew, and the binding (#1446) by @jannef in #1453
- Capacity: Fine +0, Marvellous +1, Masterwork +2; adamantium a fighting metal (#1444) by @jannef in #1454
- Enchanting E3: Soulglass, the necromancy ray that leaves crystals (#1429) by @jannef in #1455
- Craftsperson P7: Field forge, the makeshift anvil (#1424) by @jannef in #1450
- Enchanting E4: the profession with Kindle, Quicken, and Unbind by @jannef in #1456
- Craftsperson P4: Patron, a burgher in Cēaptūn who commissions Fine work (#1421) by @jannef in #1451
- Craftsperson P8: Quick hands and Master's hand (#1425) by @jannef in #1457
- Craftsperson P9: Maker's mark (#1426) by @jannef in #1459
- Enchanting E5: Recast, Imbue, and Ennoble (#1431) by @jannef in #1458
- Thief: openings redesign — the design document by @jannef in #1449
- Craftsperson P6: Trapwright, rigging traps by @jannef in #1460
- Enchanting E6: seals and the rare materials (#1432) by @jannef in #1469
- Father's sword: the elf's heirloom is a long bow by @jannef in #1472
- Witch: a familiar called after one died is the same one come back (#1470) by @jannef in #1473
- Thief O1: the mark and the kill that carries (#1461) by @jannef in #1476
- Family wealth: three times the gold by @jannef in #1477
- Experience: every level needs a third less (#1468) by @jannef in #1478
- Thief O2: a feint builds an opening (#1462) by @jannef in #1479
- Remove Trained wind; the warrior's Charge at level 1 (#1466) by @jannef in #1475
- Thief O3: Exploit at level 1, Low blow reshaped, Trained wind off the table (#1463) by @jannef in #1480
- Warrior: Battle rhythm at 40 and Whirling charge at 50 replace Iron stance and Whirlwind (#1467) by @jannef in #1481
- Thief O4: the ladder's top, the finisher folded into Exploit, the balance probe (#1464) by @jannef in #1482
- Thief O5: Thrown exploit at level 18 (#1465) by @jannef in #1483
- Release 0.17.0 by @jannef in #1484
Full Changelog: v0.16.0...v0.17.0
Warlock v0.16.0
What's Changed
- Design: miscasts review by @jannef in #1277
- Creatures: the rooted flag (#1294) by @jannef in #1302
- Factions: hostile_to_others and the loosed faction (#1293) by @jannef in #1301
- Miscasts: the new check and total, the protected half (#1288) by @jannef in #1303
- Miscasts: backfire fallbacks, the rebound heal (#1291) by @jannef in #1304
- Miscasts: the nine fiend gates (#1295) by @jannef in #1307
- Dump: mark rooted creatures in the actors layer by @jannef in #1308
- Miscasts: rank loss and forgetting (#1289) by @jannef in #1306
- Remove a stray sed backup file by @jannef in #1309
- Hellegeat: the portal branch and Pit instances (#1296) by @jannef in #1310
- Miscasts: stat damage and the drain's times (#1290) by @jannef in #1305
- Miscasts: backfired summons berserk; gates left alone (#1311, #1312) by @jannef in #1313
- Miscasts: the portal kind and the Pits' records (#1297) by @jannef in #1314
- Gates: a faction friendly to all monsters instead of left_alone (#1316) by @jannef in #1317
- Miscasts: the words (#1292) by @jannef in #1315
- Hellegeat: the warden and the sealing (#1298) by @jannef in #1318
- Miscasts: the wiki page rewritten around the new table (#1300) by @jannef in #1319
- Miscasts: the balance pass, Spellcraft's cast curve slowed past 100 (#1299) by @jannef in #1320
- Version 0.16.0 by @jannef in #1321
Full Changelog: v0.15.0...v0.16.0
Warlock v0.15.0
What's Changed
- Cēaptūn goodwill: each quest done there makes its services 5% cheaper by @jannef in #1250
- Ray of frost: a straight icicle with a fading frost tail (#1249) by @jannef in #1253
- Cēaptūn: a smithy and a general store, private houses; town dogs and cats; Holtwīc's chicken pen by @jannef in #1254
- Main menu: a Graveyard screen listing the fallen, most experienced first by @jannef in #1256
- Nerf caster styles: styles by the spell, no Sniper/Toucher abilities, slower school marks (#1251) by @jannef in #1257
- Līctūn: a churchyard by the south road out of Cēaptūn, with fifty inscribed stones and a sexton (#1258) by @jannef in #1261
- Fire draws no blood; fire leaves char on floors and walls (#1255) by @jannef in #1259
- CI: survive GitHub release-download outages (binaryen retry; cargo-deny and cargo-about from crates.io) by @jannef in #1262
- Spells are learned from grimoires; remove studying scrolls (#1260) by @jannef in #1272
- Remove the schools of magic as trained skills, their talents and abilities by @jannef in #1273
- Spell learning uses Decipher script; all reading trains it; casting trains Spellcraft (#1270) by @jannef in #1274
- Every cast makes a Spellcraft check; a failure miscasts on one ordered table (#1271) by @jannef in #1275
- Spell ranks 1–10 raised by rereading a spell's grimoire; a mana floor of 4 for low-level spells (#1264) by @jannef in #1276
- Spell ranks: evocation part 2, light to thunderclap (#1266) by @jannef in #1281
- Spell ranks content: evocation, part 1 (acid to gale) (#1265) by @jannef in #1280
- Class limits by race and gender; hide commoner, craftsperson, and merchant (#1279) by @jannef in #1283
- Spell ranks content: necromancy and divination (#1267) by @jannef in #1282
- Healing spells harm the undead and can be cast at them as an attack (#1278) by @jannef in #1285
- Rank tables for the abjuration, enchantment, and restoration spells (#1269) by @jannef in #1284
- Spell ranks content: transmutation (#1268) by @jannef in #1286
- Version 0.15.0 by @jannef in #1287
Full Changelog: v0.14.0...v0.15.0
Warlock v0.14.0
What's Changed
- Druids: skeletal rats for Leofric, no calmed beasts in rolled kill quests (#1189) by @jannef in #1190
- Remove weapon skill defaulting (#1188) by @jannef in #1194
- Magic and rare items found a quarter as often by @jannef in #1201
- UI: drop mode in the inventory instead of a drop screen (#1196) by @jannef in #1203
- Drop the talent-adding rule and stale process rules by @jannef in #1204
- UI: the numpad navigates screens as the arrows do (#1197) by @jannef in #1206
- Materials: rarer off-type materials, fit by item use, tribe favourites (#1191) by @jannef in #1207
- Target dummies in the Gilde's yard in Cēaptūn (#1199) by @jannef in #1210
- Talents: one burden line instead of many (#1198) by @jannef in #1208
- Creature gear: rolled condition by tribe (#1193) by @jannef in #1202
- Learning a spell by study gives 5 XP per spell level by @jannef in #1215
- Design: potions, wave 2 by @jannef in #1222
- Dungeons: neutral animals spawn far less (#1195) by @jannef in #1209
- Identify opens the identified item's description (#1214) by @jannef in #1219
- Aiming: no empty-cell memory, never start out of range by @jannef in #1220
- Talents: the loader checks only well-formedness (#1205, part 1) by @jannef in #1221
- Combat messages say when the target was caught unaware or flat-footed (#1211) by @jannef in #1217
- Potions: Draught::Status and the six helpful draughts (#1224) by @jannef in #1231
- Character loaders: only well-formedness (#1205, part 2) by @jannef in #1233
- Starter monsters: levels 1 to 5 cut in hit points and riders by @jannef in #1213
- Rest: only a close hostile, an attack, or a spell interrupts it (#1216) by @jannef in #1234
- Potions wave 2 S1: the flask rules (#1223) by @jannef in #1232
- World loaders: check only well-formedness (#1205, part 6) by @jannef in #1236
- Creature loaders check only well-formedness (#1205, part 4) by @jannef in #1237
- Potions: the utility draughts, sustenance, restoration, blinking, clear head (#1228) by @jannef in #1235
- Potions wave 2 S4: the flasks on existing spells (#1226) by @jannef in #1238
- Potions wave 2 S3: Fume, Flare, Acid splash, smoke, three flasks by @jannef in #1239
- Potions: the gambles, draught of chance, troll's blood, brewer's blunder (#1229) by @jannef in #1240
- Potions wave 2 S5: flasks of fire and frost, Pitch fire and its flask by @jannef in #1241
- The remaining loaders check only well-formedness (#1205, part 7) by @jannef in #1244
- Potions wave 2 S8: the bombers (#1230) by @jannef in #1242
- Spell, status, and combat-rules loaders check only well-formedness (#1205, part 5) by @jannef in #1243
- Objects, items, and potion loaders check only well-formedness (#1205, part 3) by @jannef in #1245
- Version 0.14.0 by @jannef in #1246
Full Changelog: v0.13.0...v0.14.0
Warlock v0.13.0
What's Changed
- Speed review: restore speed above 1250 for types fast by design by @jannef in #1175
- Dread duelists disarm: a hit can knock the player's weapon away by @jannef in #1176
- Trap damage scales with dungeon danger by rungs by @jannef in #1179
- Remove saying words; the Hunter's calling is a dialogue topic by @jannef in #1180
- Wiki audit: one section per class, generator fixes, prose that agrees with the data by @jannef in #1177
- Armed monsters aim by weapon skill ranks, not flat to-hit (#1169) by @jannef in #1182
- Item damage: one damaged state, a resist chance per material and kind (#1168) by @jannef in #1178
- Starting kits: everyone dressed, civilian clothing, better racial kits by @jannef in #1183
- Item-damage protection: quest objects, uniques, and of Proof (#1170) by @jannef in #1184
- Wiki review: player-first prose, overlong pages split by @jannef in #1181
- Wiki: four facts checked against the data by @jannef in #1185
- Version 0.13.0 by @jannef in #1186
Full Changelog: v0.12.0...v0.13.0
Warlock v0.12.0
What's Changed
- Gatekeeper strikes by chance, by the stance (#1094) by @jannef in #1107
- A natural 22 to 24 always hits (#1096) by @jannef in #1106
- Remove the Shield blocking weapon skill by @jannef in #1109
- Dragon AI: breath with a cooldown, claws and bite (#1099) by @jannef in #1112
- Casters start with random low spell scrolls; starting scrolls and potions known (#1104) by @jannef in #1111
- Monster to-hit baseline L/4 (#1097) by @jannef in #1113
- Caster corpses teach Decipher script (#1103) by @jannef in #1114
- Double every damage spell's dice (#1101) by @jannef in #1108
- Area spells may destroy items on the floor (#1100) by @jannef in #1115
- Weapon marks: never above 100%, steeper curves at high ranks (#1095) by @jannef in #1110
- Enemy casters cast real spells; low-level ones rare and weak (#1102) by @jannef in #1116
- Guild: a score and five; a fifth link, Grundlēas 11 by @jannef in #1121
- Ūtgang: a three-floor way up from the drake's lair to a hidden overworld entrance (#1117) by @jannef in #1120
- Grundlēas: layer bosses every tenth floor, stairs down when they die (#1118) by @jannef in #1123
- Design: monsters that differ, and the ones to dread by @jannef in #1105
- Grundlēas: layer bosses of floors 60 to 100 (#1122) by @jannef in #1142
- Holtwīc, the village at the north road's end, and Ælfhām, the hidden fey hall (#1140) by @jannef in #1144
- Dread D0: the dread flag and roll, dread_one_in, the tier moves, fear's teeth by @jannef in #1145
- Escort quests: an NPC who follows in the coward stance, equips what it is given, and completes the quest on arrival by @jannef in #1146
- Dread D11: grades, one in six greater and one in six lesser (#1135) by @jannef in #1143
- Holtwīc's people are never graded (fixes main) by @jannef in #1150
- Gammer Wynflæd's quest: rescue Ælfrun from Ælfhām, the first escort (#1141) by @jannef in #1152
- Dread D8: the shadowy and invisibility, the self-buff step (#1132) by @jannef in #1156
- Dread wave 1: gazes, bursts, auras, corrosion, splitting, theft (D1, D3–D7) by @jannef in #1155
- Dread D2: stiffening, the statue fixture, the basilisk (#1126) by @jannef in #1158
- Dread D9: leavings and first-sight lines (#1133) by @jannef in #1159
- Dread D12: the animated objects: rug engulfs, bellows staggers, lantern bursts, blades graded (#1136) by @jannef in #1157
- Dread D14: the second-wave types (pudding, cockatrice, hydra, rust monster, gorgon) (#1138) by @jannef in #1160
- Dread D13: the graveyard file and the named statues (#1137) by @jannef in #1162
- Dread D10: the variance pass by role (#1134) by @jannef in #1161
- The second wave follows the variance rules by @jannef in #1164
- Version 0.12.0 by @jannef in #1163
Full Changelog: v0.11.0...v0.12.0
Warlock v0.11.0
What's Changed
- Fold Silent feet into Light step, one rank by @jannef in #954
- Weapon finesse: Dexterity aims the blows of a finesse weapon by @jannef in #953
- Design: one rank per talent (#952) by @jannef in #955
- Vault loot pools: a legend's loot names item classes by @jannef in #967
- One rank per talent: follow-ups, Breaker's kick-back, the styles' cuts by @jannef in #969
- Dungeons: creatures respawn every 2 minutes (#968) by @jannef in #971
- Hunger: stop and warn the player before they starve on the map (#972) by @jannef in #974
- Rolled kill quests never draw animated objects by @jannef in #978
- Design: no caster level, learning by Spellcraft alone (#977) by @jannef in #981
- Walking into a usable feature asks whether to use it (#975) by @jannef in #986
- Vaults: rarer, and spaced out so one rarely repeats (#960) by @jannef in #991
- Skill focus replaces Apprentice (#963) by @jannef in #992
- Design: spell types, and thirty-six new spells (#980) by @jannef in #982
- Ranged combat: to-hit penalties at long and adjacent range, Parry against adjacent shots by @jannef in #970
- Known stairs stay visible on the map under objects by @jannef in #994
- Vault monster pools in the legend (#958) by @jannef in #993
- Fix panic when a creature stepping away dies to a free blow by @jannef in #1008
- Design: skill uses, what each skill does and how it trains (#973) by @jannef in #984
- Adjacent hostile creatures follow the player on stairs (#985) by @jannef in #1006
- Casters: a level 1 spell worth casting, no hit roll and a little area (#979) by @jannef in #1005
- Remove the talent rank machinery (#966) by @jannef in #1011
- Heal: a poison or disease may be tried again (#1012) by @jannef in #1036
- Tumble: one plain miss in four is a dodge (#1013) by @jannef in #1037
- Grundlēas: an endless dungeon whose floors are never remembered (#1010) by @jannef in #1042
- Knowledge: what you know of a creature, and a kinder curve (#1030) by @jannef in #1041
- Swim: wading and the plunge (#1018) by @jannef in #1038
- Spell types: the table, fire and cold (#995) by @jannef in #1033
- No caster level 1/4: learning is Spellcraft by @jannef in #1009
- Deep water: the terrain and swimming (#1019) by @jannef in #1047
- Vaults: random orientation (#959) by @jannef in #1035
- Spellcraft trains by casting: a cast mark (#989) by @jannef in #1050
- Spell types: force, poison, necrotic, acid (#997) by @jannef in #1049
- Escape artist: an automatic check against bonds, and out of the pit by @jannef in #1040
- Test stair followers on the endless dungeon by @jannef in #1054
- Marks from plain play: Spot, Detect traps, Listen by @jannef in #1039
- Spell types 2: electricity, arcs, water, Chain lightning, Conductor (#996) by @jannef in #1052
- Balance: rough ground and Staggered (#1029) by @jannef in #1056
- Deep water: the generators (#1020) by @jannef in #1055
- Wiki test: check skill benefits by column, not whole rows by @jannef in #1058
- No caster level 2/4: Arcane training, Attuned, the Adept, the Eorcanstān (#988) by @jannef in #1053
- Metalcraft: Temper is one action that improves, damages, repairs, or destroys by @jannef in #1044
- Decipher script: reading a scroll is a check, unless Spellcraft bypasses it by @jannef in #1057
- Appraise and Negotiation: freshness in words, and services that haggle by @jannef in #1045
- Bluff: Feint, a lie in combat (#1016) by @jannef in #1043
- Cēaptūn: an anvil in the Forge (#1023) by @jannef in #1064
- Escape artist: wriggle past a creature in the way (#1032) by @jannef in #1059
- Spells: buff statuses with new fields (Fire cloak, Water walking, Brand) (#1002) by @jannef in #1051
- No caster level 3/4: caster level removed (#990) by @jannef in #1066
- Rename the Duelist's weapon ability Feint to False lead by @jannef in #1067
- Bluff: talking past flagged overworld encounters (#1017) by @jannef in #1069
- Listen at a door (#1026) by @jannef in #1060
- The Decipher ability: learn a labelled scroll without reading it by @jannef in #1068
- Zones: Balefire, Reek, Mirk, Slick (#1000) by @jannef in #1063
- Design: generic vaults, way more of them (#961) by @jannef in #1034
- The knife and Fletching: a universal action, far better for rangers (#1021) by @jannef in #1046
- Vaults: a vault file's danger range (#1073) by @jannef in #1081
- Spells: small rules (Shatter, Thunderclap, Leech, Bramble, Gale, Blink, Sense the quick, Cloudburst, Benison, Rebuke) (#1001) by @jannef in #1061
- Vaults: status, a carried key, and a route on a monster pool cell (#1076) by @jannef in #1082
- Wedge a door: Woodcraft's second use (#1027) by @jannef in #1084
- Vaults: the six shared vaults roll their finds (#1071) by @jannef in #1080
- Spells: the corpse aim, Charnel burst, Grave feast, Rouse the dead by @jannef in #1062
- Vaults: six outdoor ruins (#1075) by @jannef in #1085
- Spells: the data-only fourteen, and Bleeding refusing the bloodless (#998) by @jannef in #1070
- Whittle: Temper's rules for wood, with a knife (#1028) by @jannef in #1083
- Spells: Beguile, a charmed ally (#1003) by @jannef in #1086
- Wands of shatter and bind, and the wiki's spell types made whole (#1004) by @jannef in #1088
- Vaults batch 1: eight any-depth dungeon vaults (#1072) by @jannef in #1087
- Vaults batch 2: fourteen depth vaults (#1074) by @jannef in #1089
- Vaults batch 4: the sleeping, keyed, and patrolled vaults (#1077) by @jannef in #1090
- Vaults batch 5: the twelve sketched dungeon vaults (#1078) by @jannef in #1091
- Version 0.11.0 by @jannef in #1092
Full Changelog: v0.10.0...v0.11.0
Warlock v0.10.0
What's Changed
- Design: stat training overhaul (a signed pile, a price per point, deeds, corpses) by @jannef in #721
- Stat training T1: the signed pile, the price, the odds, the settle (saves change) by @jannef in #729
- Stat training T2: the training paths, a use per stat across the systems (#723) by @jannef in #732
- Stat training T4: corpses give training marks and rarely widen a potential by @jannef in #731
- Stat training T3: the deeds and the drop (seven deeds, the warning line) by @jannef in #733
- Stat training T5: Gifted, Late bloomer, Ascetic, Hard living, Discipline by @jannef in #734
- Stat training T6: the balance probe on the real hooks, ramp ÷2, the docs (#727) by @jannef in #735
- Magic design: drop the 10d6 fireball remarks by @jannef in #736
- Design: spell scaling as a ladder in every spell's own words by @jannef in #730
- Spell scaling design: restore the quote, state decision 16 plainly by @jannef in #746
- Spell scaling S0: the Roll type (dice of more than one size) by @jannef in #760
- Spell scaling S1: spell levels 0 to 70 replace tiers by @jannef in #761
- Spell scaling S2: ladders and the six spell hooks by @jannef in #762
- Spell scaling S6: the magic pages' prose by @jannef in #763
- Spell scaling S3: rods on Willpower ladders, no caster-level gate by @jannef in #764
- Spell scaling S8: school skills, data and rules; Spell attacks retired (saves change) by @jannef in #767
- Spell scaling S5: a wand's strength rolled when it is made (saves change) by @jannef in #766
- Spell scaling S11: school abilities and the spell_lands trigger by @jannef in #768
- Spell scaling S10: the caster styles as where you cast from by @jannef in #769
- Spell scaling S4: the abilities menu shows a spell's roll by @jannef in #765
- Spell scaling S9: the Magic page (info page 6) by @jannef in #770
- Spell scaling S7: the balance probe on ladders and school ranks by @jannef in #771
- Design: spell circles for buffs and hexes by @jannef in #772
- Talents: a coverage policy against creep, and the cull (#773, #774) by @jannef in #780
- Spell circles C1: the runes, seen buffs, the font, the shader, the test scenario by @jannef in #781
- Talents: Old delver, Chest-wise and Lockbreaker, Scroll savant take in the narrow ones; Ascetic reworked (#775) by @jannef in #782
- Spell circles C2: the circle's light, a rule in core by @jannef in #783
- Spell circles C3: fades, glides, blends, the benchmark row (#779) by @jannef in #784
- Ascmearc: Lytelscræf, a starter cave beside Beorggeat (#792) by @jannef in #795
- Talents: the #776 review's cull, Stalker's eye to rangers, Pious (#787, #788) by @jannef in #798
- Talents: the rules 1-2 audit, Insured cut (#789) by @jannef in #799
- Talents: the rules 3-4 audit, no clones, chains become ranks (#790) by @jannef in #800
- Talents: the rules 5-9 audit, outdoor-only and hidden-marks talents cut (#791) by @jannef in #801
- Design: overworld encounters by @jannef in #796
- Encounters E0: no leaving a local area by its edge with a hostile within 3 (#803) by @jannef in #809
- Encounters E1: the rules (roll, lookouts, outcomes, pending choice, positions) by @jannef in #810
- Visual light: skip the composite when it would repeat the last frame by @jannef in #811
- Encounters E4: encounters while resting and foraging (#807) by @jannef in #813
- Encounters E2: the encounter dialog (#805) by @jannef in #812
- Encounters E3: the Ascmearc's tables, the pedlar, the wiki (#806) by @jannef in #814
- Spell circles C4: runes only over clear seen floor, no overlaps, centred; backdrop, halo, tidal lock, pulse (#786) by @jannef in #797
- Encounters E5: the pedlar's offer and three uniques (#808) by @jannef in #815
- Talents: merge Owl eyes into Dark adaptation (#817) by @jannef in #824
- Talents: cut the identification talents; the merchant's Merchant's eye (#816) by @jannef in #827
- Design: the druid, and allies with player-castable summons (#821) by @jannef in #828
- Design: the Berserker, the Barbarian renamed and built on rage (#818) by @jannef in #834
- Design: the monk renamed, a class of ki tricks (#822) by @jannef in #829
- Berserker S1+S2: rename the class Barbarian to Berserker and the stance to Frenzy (#841) by @jannef in #852
- Allies A1: the ally core (side, AI, three orders, following, experience) by @jannef in #854
- Berserker S3: the rage pool (builds on hits taken, criticals, kills; Exhausted 150 s; Hardened at 50) (#842) by @jannef in #856
- Rename the class Monk to Ascetic, the Ascetic talent to Long fast (#845) by @jannef in #853
- Berserker S4: while-raging effects, Battle-scarred, Headlong, Blood frenzy by @jannef in #858
- Allies A2: player summons, the summon spell kind (#837) by @jannef in #859
- Saves: pin each save to the game version that wrote it (#840) by @jannef in #855
- Allies A3: the allies UI and the friendly mark (#838) by @jannef in #857
- Berserker S5: War cry and Intimidate (#844) by @jannef in #860
- Druid D1: the calls, wolf and bear, the druid's table (#839) by @jannef in #862
- Ascetic S2: ki from level 1 (#846) by @jannef in #861
- Ascetic S3: Step of the wind (#847) by @jannef in #863
- Ascetic S4: Stunning strike and Stunned (#848) by @jannef in #864
- Ascetic S5: Patient defence and Poised (#849) by @jannef in #865
- Ascetic S7: Diamond soul's catch (#851) by @jannef in #866
- Ascetic S6: Stillness (#850) by @jannef in #867
- Intimidate: a single-target skill ability (#868) by @jannef in #869
- Design: the bard, a jack of all trades mediocre at everything (#819) by @jannef in #835
- Design: the priest, weak in a fight, master of roguelike housekeeping (#820) by @jannef in #831
- Prestige C2: the hint, a statue on Fyrdelf 11 (#880) by @jannef in #888
- Bard B2 and B3: Travelled hands; Jack of all trades in two ranks (#871, #872) by @jannef in #890
- Priest P1: the Orison, its uses, the strain, the table by @jannef in #891
- The scroll of restoration (#887) by @jannef in #894
- Saying words: the typed-words dialog (#878) by @jannef in #893
- Prestige P1: the system (total level, class caps, the calling) (#876) by @jannef in #892
- Priest P3: Sanctuary, the hallowed ground (#885) by @jannef in #895
- Bard B1: songs on the Music skill, Inspire as a song (#870) by @jannef in #889
- Prestige P2: the level curve to 100 (#877) by @jannef in #897
- Priest P2: the dark face and Communion (#884) by @jannef in #896
- Prestige C1: the Strange Spirit and the oath (#879) by @jannef in #898
- Bard B4: the Lullaby (#873) by @jannef in #900
- Priest P4: the Prayer wiki page, spec, balance probe (#886) by @jannef in #901
- Prestige H1: the Hunter and the spirit weapon (#881) by @jannef in #899
- Bard B5: the table at levels 1 to 30, and the cap (#874) by @jannef in #902
- Bard B6 and Prestige P5: wiki, spec, and docs (#875, #882) by @jannef in #903
- Design: the witch and the wizard beyond their spell lis...
Warlock v0.9.0
What's Changed
- Berserker stance: barbarians only, forced while raging, aggressive when rage ends (#680) by @jannef in #690
- Quests: good givers offer their quests to evil characters too (#692) by @jannef in #694
- Surprise S1: surprise as a state (unaware both ways, the initiative check, Surprised, Wary and Cool head) by @jannef in #693
- Wiki: link every mechanic and keyword; a term map; a link check in CI (#691) by @jannef in #696
- Starting kits: armoured martial classes, elven bows, a halfling sling, dwarven steel (#695) by @jannef in #698
- Surprise S2: the Sneak attack and Initiative skills, vitals as critical immunity, the drow's chance, Anatomist and Long reach by @jannef in #701
- Heritage talents: Family wealth and Father's sword, only at character creation (#697) by @jannef in #700
- Design: background story (a youth told in sentences, with what it left you) by @jannef in #699
- Surprise S4: the sneak_attack weapon-ability trigger, Knife in the dark, Hunter's shot by @jannef in #706
- Surprise S8: slipping past (the Stealth contest against darkvision, Mind::missed) by @jannef in #709
- Surprise S3: the thief's rework (Lurk, Low blow, Vanishing act; Trapfinding, Pick lock, Light fingers become class skills) by @jannef in #710
- Background B1: the data, the roll, the effects, and the saved story (#702) by @jannef in #711
- Surprise S5: creatures that sneak-attack and recover (eight types' skills), and lurking (the meenlock, the barrow spider) by @jannef in #712
- Surprise S6: Stalker's eye and the unaware mark, Hair trigger (#687) by @jannef in #713
- Background B2: the story screen at the run's start, and info page 8 (#703) by @jannef in #714
- Background B3: the pools written in full, the Ascmearc's road, the samples pinned, the wiki tables by @jannef in #715
- Background B5: talent and flaw effects of a story line (the fateful lines) by @jannef in #718
- Surprise S7: the wiki page, the balance probe's sneak-attack table, the spec cross-check (#688) by @jannef in #716
- Background B4: the background system and its talents (#705) by @jannef in #717
- Hard-won: twelve marks a point, not three by @jannef in #719
- Version 0.9.0 by @jannef in #720
Full Changelog: v0.8.0...v0.9.0