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Ascmearc v0.18.0

Ascmearc v0.18.0 Pre-release
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@github-actions github-actions released this 15 Nov 09:24
67d9ce2

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...
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Warlock v0.17.0

Warlock v0.17.0 Pre-release
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@github-actions github-actions released this 14 Nov 04:00
3ac2b93

What's Changed

Full Changelog: v0.16.0...v0.17.0

Warlock v0.16.0

Warlock v0.16.0 Pre-release
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@github-actions github-actions released this 09 Nov 19:08
b566b96

What's Changed

Full Changelog: v0.15.0...v0.16.0

Warlock v0.15.0

Warlock v0.15.0 Pre-release
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@github-actions github-actions released this 08 Nov 16:27
1eb04a6

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

Warlock v0.14.0 Pre-release
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@github-actions github-actions released this 07 Nov 22:23
a3d6bf3

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

Warlock v0.13.0 Pre-release
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@github-actions github-actions released this 07 Nov 11:22
c6e0d39

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

Warlock v0.12.0 Pre-release
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@github-actions github-actions released this 06 Nov 21:33
8de3dc8

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

Warlock v0.11.0 Pre-release
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@github-actions github-actions released this 06 Nov 05:59
3d5f6e1

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

Warlock v0.10.0 Pre-release
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@github-actions github-actions released this 03 Nov 14:25
340d45d

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...
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Warlock v0.9.0

Warlock v0.9.0 Pre-release
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@github-actions github-actions released this 29 Oct 15:09
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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