[Theme logo - Collage of Lord of the Rings artwork]

version notes

version 0.5.0 aka "eternity of stars"

Escalated the version number following an insane amount of small tweaks and bugfixes. Major changes to the ultimate items, especially for the Void-divers. Someone had bemoaned the lack of variety in ultimate weapons/armour - while it's obviously not essential to have an ultimate weapon suited to your class, it's a nice thought.

changed names

new items

general notes

version 0.1.4 aka "milk and bones"

Several new lua scriptlets for the new food items I added a long time ago, and some extra monster interaction stuff.

version 0.1.3 aka "for the dwarf-lords"

An assortnment of changes and tweaks.

version 0.1.2 aka "friends and neighbours"

Player/monster race alignment scheme.

version 0.1.1 aka "sleeping awake"

Bugfixes and a few tweaks

bugs fixed

changes

additions

version 0.1.0 aka "a farewell to kobolds"

Changes to races, subraces, and subclasses.

new subclasses

changes to existing subclasses

new races

changes to existing races/subraces

bugs fixed / changes

version 0.0.9 aka "out, out, damned spot!"

A bugfix/update release on the heels of ToME 2.2.7

bugs fixed

new additions

version 0.0.8 aka "gone to town"

New towns, new stores, bugs fixed since last release, new additions.

changes to parchments

Mordekainen renamed to Ted Sandyman in the Deep Thoughts parchments.

store owners

building actions

new stores

changed map

Caras Galadhon (made it conform to the book, the altars moved to Cerin Amroth). I was also going to change Gondolin, but Arkonath's map is too beautiful to lose, so I just modified the existing map a little bit to allow entrances both at the Main Gate and the North Gate.

new towns (with parchments)

new terrain features for towns

additional changes

bugs fixed

version 0.0.7 aka "the forge"

New items in k_info, new ego items, new artifacts, new item sets, new monsters.

new items [16]

(Really hacky, reuses existing svals.)

new ego items [38]

new artifacts [35]

new item sets [6]

new monsters [274, 59 unique, 12 joke]

monster_list.txt has a list of monsters, all the new ones are there.

new greater demons

These replace the old D&D-style demons, thanks to Fubar Obfusco.

cattle

[New monster type - these replace centipedes as the letter 'c']

mewlips

[New monster type - these replace icky things, new and nasty ones too] - (undead)(wild too)

new regular monsters

new uniques [59]

Many of these and existing uniques got their own lines in monspeak.txt

the valar

[they use the A symbol]

You cannot destroy them, so don't even try. No EXP is gained for 'killing' them, they're all NO_DEATH, along with DG_CURSE and WYRM_PROTECT for good measure, and they carry absolutely nothing. Plus, they're neutral. None of the 'worshippable' Valar appear among these, obviously (this includes Mandos).

Oh, and their magical attacks are Hand of Doom and Breathe Mana, which they will use 1 in 1 times. During a debug mode test of the power of the Valar, Vana the Ever-young breathed magical energy on my character with over 10K HPand that took off 12K, killing the char instantly. :P

joke uniques

version 0.0.6 AKA "brave new world"

New & updated wilderness map, new dungeons.

dungeons

wilderness

In general, the wilderness is a lot more dangerous to travel now. the only 'safe' areas are towns, roads, the Mallorn forests of Lothlorien and the valley of Rivendell. Ambushes will be more likely, and it's quite likely that some players will find it easier to not use the wilderness map while travelling. Grass is still relatively safe, though. Generally, I have tried to make the wilderness harder to just traipse around without a second thought. Obviously, higher-level chars will have an easier time, as always.

version 0.0.5 AKA "artifactual"

Changes to a_info.txt

changes

The Beaked Axe of Theoden is now of Dain Ironfoot - Theoden King had a sword, not an axe.

Angrist is a broken dagger, as per the Silmarillion. It also gives a bonus to luck now, as Beren and Luthien were pretty darned lucky to cut a Silmaril from the crown of Morgoth and not have him wake up.

Anduril now resists being shattered by Morgul beings.

Some descriptions broadened.

Sting is a short sword (1d7), not a small sword (1d6).

Vorpal Blade is sentient now.

Gurthang has been renamed to Anglachel. It is supposed to be the 'original' Anglachel, prior to the re-forging in Nogrod by Turin. Reason: Mormegil exists in this game, and technically 'Gurthang' and 'Mormegil' are the same sword. Well, if we get really technical, then Mormegil is a person not a sword, but I didn't want to remove one of the artifacts, so I stuck with Anglachel as a 'just killed Beleg' version and Mormegil as 'been reforged and claimed by Turin' version. That would be a nifty 'quest' to code - slay a coaligned Beleg with Anglachel and have it turn into Gurthang. :)

renamed artifacts

(mostly Sindar-ized, corrections of Sindarin welcome)

removed artifacts

version 0.0.4 AKA "monstervore"

Changes to r_info.txt

undead

insects

hybrids

demons

Thanks to a post in the t-o-m-e.net forums by Fubar Obfusco, there is a new set of in-theme minor demons (these replace the minor demons of ToME):

The names are concatenations of Sindarin words and may be inaccurate. The magics stayed the same, but the nonmagical ones can now breathe nether 1 time in 50, so beware.

The major demons are all getting a complete revamp.

orcs and trolls

jellies, mushrooms, molds

aquatics

uniques

dragons

humanoids (h,p)

animals

town monsters

general notes

Angels are gone, they will all be replaced by unique neutral Valar with the NO_DEATH flag and horrible penalties for killing them. They will carry nothing, so the only gameplay issue here is to avoid harming them. They can also be used as 'shields' I suppose where the player stands behind the Vala and waits for something to breathe in that direction, though that could be very harmful to the player. The Valar will be found in the wilderness only. I'm hoping to implement talking, and have the Vala tell the player things like 'Beware, they say Shelob guards Cirith Ungol' and other spoilerific stuff - guaranteed artifacts, special level locations.

Z and Cth monsters are completely gone, activating these options does nothing. Joke monsters remain, but greatly revamped (some Z monsters are now joke monsters). Several t-o-m-e.net DiTL chars are now joke uniques - if anyone does not wish their char to be included, please email me to be removed. :)

More friendlies and neutrals. Many out-of-theme uniques are gone.

Many description updates for grammar, spelling, brevity.

There are some changes in what the various symbols represent. Unfortunately, ToME 2.2.x does not allow changing of the entries under the / command, so 'c' will still say 'Centipede' but it stands for 'Cattle'. These changes are going to be described in detail above.

version 0.0.3 AKA "wordsmith"

Changes in the /file/ text files.

Replaced some rumours with ones in Sindarin and Quenya, and their equivalents in English.

Replaced most of the silly monsters that are used when sanity is low. Mostly with names of scary monsters, monsters from other games, and, er, persons of note (e.g. Britney Spears clone, Osama bin Laden)

Changed some junkart types/names in rart_f.txt to be more generic and more Tolkienish. Some new ones are identical to actual junk you find in the dungeon, like a Shard of Pottery. -evil grin-

Made some changes to monspeak.txt, left the rest for after the monster list has been reworked.

Changed many lines in bravado.txt, death.txt, mondeath.txt, monfear.txt, and speakpet.txt to be more thematic. Many of the new lines come directly from the books (mostly from poems).

version 0.0.2 AKA Object Mayhem

Changes to objects in k_info.

Armour

Stone and Hide Armour is replaced by Golden Ring Mail. The rarity is the same, but the weight is reduced a bit, as is the penalty to accuracy and protection value (8, from 15 for Stone and Hide). It's still soft armour because the base is soft leather, and the gold is decorative rather than protective.

The Leather Jacket is now Leather Jerkin - 'preferred' ranger garb. No more penalty to accuracy, less protection and a lighter weight, since it's a different type of leather and has no sleeves.

Fur Cloaks now grant cold resistance.

Rhino Hide Armour has become Mumak Hide Armour.

Wearing paper armour that has not been enchanted to resist fire makes the wearer sensitive to fire (like Ents). So a paper armour of Resist Fire is as good as any unenchanted armour, because the fire resistance only cancels out the sensitivity.

Adamantite armour is now Galvorn armour, and it can't be harmed by the elements. Galvorn is the alloy Eol invented.

Weapons

The Basillard has been replaced with the Bardiche, after I failed to find any information on basillards at various resource sites describing polearms of various kinds.

The Espadon is a (necessarily) two-handed sword, and has been given the MUST2H flag to reflect this.

Magical devices

(Rings, Amulets, Rods, etc.)

Added the BLESSED flag to amulets of devotion.

Adamantite rods are now made of Tilkal (so made by Aule himself), and more rare.

Runes have descriptions now.

Rings of Extra Attacks can be activated for spinning. Rings of Accuracy can be activated for whirlwind.

Rings, Amulets, and Rod Tips are now all IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE - these are highly magical items a priori and they should not be susceptible to the elements, only raw mana/chaos should affect them. Also removed Indestructible ego type from e_info.txt to reflect this.

Potions, Scrolls, Food

Most food names have been changed to Tolkienish names. E.g. there are no more Rations of Food - they are now Rations of Cram. Hard biscuits have become Round Seed-Cakes. Fine Wine is Old Vinyards. Slime Molds have obviously been left alone.

Potion of Learning no longer an artifact at the cost of increased rarity. It does not come in fountains. :P

Greater Ration of Health no longer an artifact, at the cost of increased rarity. I was originally intending to make them add less HP(10 per ration) with a slight decrease in rarity, but the HPgain is hard-coded in cmd6.c and so I couldn't do it.

Added F:FOUNTAIN to potions of Charisma - if a character lucks out, they can drain a fountain or two and max out the stat that way. I briefly considered doing the same to the other fountains, but decided against it, would make the whole process of stat gain just a matter of scumming. Other potions that got the F:FOUNTAIN flag: Invulnerability, Life, New Life.

miscellaneous changes

Added descriptions to all items that did not have them.

Added F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE to the God Quest relics, because I am not sure if the resistances are hard-coded and I suddenly envisioned the following scenario:

The Ancient Red Dragon breathes fire.-more-
The Piece of the Relic of Eru {quest} burns up!-more-
You feel very sad.

Tweaked many descriptions for grammar, brevity, spelling, additional information.

Removed Essences, Alchemists' foos of Nothing (except empty rods, heh), and Portable Hole.

version 0.0.1 AKA "the beginning"

Some starting changes that immediately jumped to mind. The rest will be more structured.

general changes

race/class changes

new terrain features

(wilderness use, mostly)