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ChangesByRelease  
summary of the changes which have gone into making featurecreeper
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Updated Apr 18, 2010 by scherer....@gmail.com

Changes By Release

The changes which have gone into featurecreeper. See also ChangesByBranch

Newer changes arranged first

0.1

"When we remember that we are all mad, the mysteries disappear and life stands explained." --Samuel Clemens

  • Fixed bug in pre5 where you could not visit the bottom level.
  • Changed some minor monster stuff.

Prerelease 5

  • Changed more branding to featurecreeper
  • Made a new title screen
  • New Amnesia insanity effect
  • New MapFlip insanity effect in which the map reorients itself
  • Previous levels can be revisited
    • They will be imperfectly remembered
    • They will likely have been flipped in some manner

Prerelease 4

  • Added Corpses
    • Corpses decay over play time
    • Monsters drop corpses when killed
    • Descriptions of corpses are quasi-random and change with corpse age
    • Randomly generated corpses litter the dungeon, deeper and more frequently with depth
  • New potions, which are so unbalancing that they're currently only included in wizard mode starting inventory (never randomly generated)
  • Congratulatory message upon winning now changes depending on your particular insanity

Prerelease 3

  • Bugfix to enable with in Python 2.5 (fixes character dumps)
  • Adjusted some monster stats
  • Added light-desiring functionality
    • Light-desiring monsters specifically wander if you don't have a light
    • Test case: moths
  • Added ability for monsters to extinguish player's light
    • Test case - giant moths
  • It's now possible to increase player sanity without restoring it completely
    • Critical hits have a chance to increase sanity

Prerelease 2

Break-fix release for users of the zip file

  • Fixed distribution to include fonts/ directory, letting you play
  • Re-re-generated madness.exe for Windows users
  • Also happened to have changed adorable floating star's glyph (to 's')

Prerelease 1

  • Changed glyphs to more fully match Nethack convention
  • Added custom attack messages
  • Added light sources, each with their own drawbacks
  • Added monsters for flavor, but no fundamentally new behavior
  • Rate of sanity loss now depends heavily on light/dark
  • Small changes to increase difficulty

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