(Copied from the changelog file; !: note, x: bugfix, X: serious bug (from a technical pov), -: change/addition) ------------------------------------------------------------------------------- 468647 | ! major optimizing refactoring; save files incompatible! | - if HOME isn't defined, all files are now sought in working dir | - made quick place switch work w/ companions | - also, delay attacking nonhostiles checks for ornis & selftamers | x mistake in nanosleep call when time >= 1s | - further increase base delay when paralyzed | x ALL fragile items (incl. inherently so) used as melee weapons break | - "huge" weapons that break now do huge dmg | - tiny resisted dmg no longer ups hps (bugfix?) | - slowness of booklet casting now depends on BL skill level | - infection now spreads thru innovation | - cosmetic changes in textual data & some monster specs | - added some compiler optimization hints; enabled "-ffast-math" | - some changes in the READMEs | - minor optimizing obfuscation; side effects: | - light grues' initial item can no longer be a Sz-symbol or kantele | - noticing inv. items rotting is now slightly easier | - "huge" drinks are now even bigger (2x->3x) | - xp awards for special accomplishments changed slightly | 470999 | X stupid segfault when taking things from chests (from 468647) | x negative nutrition values accidentally broke in 468647 | x "50" specs got messed up in 468647 | x fix unintentional uneven distribution in certain randomizations | - significant adjustment in monster buffness vs. PC level curve | X rare segfault when placing Bloch (old) | x Bloch quest check had still been flawed for quite some time | x populate empty caravan destination (prevents too easy Bloch quest) | x state-of-mind adjustments were way off | x swimming vs. "swimmer" stealth effect was all wrong | - changed which persistent actions affect stealth | X you now have to stand on a catapult to fire it (old!) | - add a visual effect for catapult shot landing | - items at feet can now be picked up directly in the inventory view | - related minor visual tweaks in how the inventory behaves | - w/o navkit, give a distance hint of very near known locations | - give most estimated distances&dirs on a per-tile basis | - change how distances are given over the edge (irrelevant..?) | - reveal parts of (certain) whereabouts when memorizing | - permit multiple location reveals when waiting | - waiting indoors can now reveal the direction of the exit | X in some instances npcs could perhaps[?] heal with <0 sps | X various scenarios where sacrificing Whz gave +1 sp w/o casting | - take tiredness into account in RFND difficulty | x quirks were awarded at wrong rung-ups | - give stronger minions earlier | - warn about low piety a bit earlier | x prefices/suffices were interchanged in sensing enchanted items | x services in dungeons had started to close for the night again | x "close up" pawnshops lest special NPCs get generated within... | - casinos w/ very low min bet now let in minors | x various time consuming things happened w/o consumption of food | - spa benefits now require one to be dirty enough | x "jetlag effect" also when resting @ home or inns | - attempting to toss a "sticky" item now uses a turn | x prevent destroying fragile very dears as melee weapons | - apply "huge"-factor to consumables' stat boni, too | - rotten food is now less nutritious | - small tweaks in some item specs | - allow dungeon entries closer to other special locations | - lakeshores are now somewhat less smooth | - some changes in static map data | - cosmetic changes in textual data | - 1 new questionnaire question | - very minor code reorganization; side effects: | - unify certain visual effect delays | - npcs in towns are placed still a bit further from edges | - a change in determinism (postponed rng call) |