These are the changes since the preview release, 0.6.0-pre.
For the full list of changes since the last public release please consult the changelog in the repository.
New things to do
- Noberik has a cellar problem: the small town's armourer asks you to clear whatever nests below his shop; a starter fight for a hero the valley's other two errands both assume you've already had, and he also tells you where to get an orc-slaying sword (Todin's forge) while Ozorick's errand is open.
- There are wolves between the village and the city, the one stretch of the western road that had nothing in it.
- Three abandoned mines, and the artifact at the bottom of one: Forlorn (gems, galleries), Forsworn (poor iron, square adits, collapsed shed), Forfeit (silver, wandering veins, walled compound), five to ten levels each, sites and the Eye's mine shuffled per game, restoring the three random dungeons cut in the Lua move.
- You choose a god when you make a character: Tiamat or Marduk, asked with race and calling; previously every unnamed offering went to whoever regarded you best, which from your first kill was always Marduk, and clerics/paladins were assigned a god by race. And the gods introduce themselves: each states its nature and demands on the selection screen, and @ names your patron and how it currently regards you.
- The gods care how you kill, not how much: ordinary fights now credit nobody; Tiamat is offended by killing the fleeing or harmless and still pleased by undead, Marduk pays double for cruelty alone; the two now earn within a tenth of each other where Marduk earned eleven times as much.
Skills
- Healing can now be learned: High Priest Aphilius teaches it for 500 gold, because every calling but the ranger starts with it and a ranger without it does not come back.
Magic and combat
- Curing poison now cures poison: broken in every released version: poison was laid on at ten turns per dose but relief was counted in single turns, so a cure removed a tenth; a 200-turn snake bite was worth 20. Both halves fixed, and a cure now lifts the whole dose including what is still working its way in.
- Cure disease likewise - it rolled for how much to take off and fell short three times in ten; now takes all of it.
- Seeing the invisible is a yes or a no: it was a hidden quantity weighed against how invisible the target was, so a ring worth ten could never reveal a dread invisible by twelve to twenty, and the sheet graded both in the same vague words; one ring is now the whole answer.
- You feel an invisible creature before it strikes - a chill for undead, a sense of someone for anything else, which is time to reach for a potion.
What you are carrying
- Identical rings, armour and weapons no longer heap up. Arrows, potions, scrolls, books and food still stack.
Fixed
- Ozorick thanked you and paid out for a victory in which every guardian who was to carry the sword died; he now says what became of his command and the errand fails instead.
- A finished quest vanished from the log while the giver was still waiting to hear about it; the log now keeps open, finished-but-unreported, failed and completed under headings.
- The dwarven city's gate guard was peaceful and cowardly, set on nobody, fleeing from things faster than itself, with fewer hit points than the goblin warmasters one level up.
- The 26th line of a long list was labelled [Z], which also closes the list, so it silently could not be picked.
- Your purse could switch off the burden system permanently: MoneyOp kept a phantom gold weight nothing else agreed with, floor pickups never entered it, spending to zero withdrew all of it, and once burden drifted below zero no loot could ever slow you again.
Amended
- God mode gained a third key: ^I for spectator mode (nothing sees you, nothing pursues, a creature that blunders into you stops)