- Added an option ("cursor_mode") to configure the visibility of the
cursor under the player when on the map (akeley).
- Made mention that Witchling magic is innate and other magics are
book-learnt (Calandor).
- Friendly creatures are now identified as such when using the "L"ook
command (barrabus).
- The game XML now allows defining on a race-by-race basis whether a
corpse will be left. Jellies, constructs, and divine creatures do not
leave corpses.
- Creatures can also be specified as to whether or not they leave a
corpse. This is checked after the race flag (the race flag overrides).
If this flag is not specified, it is assumed the creature leaves a
corpse. Skeletons, skeletal kings/dragons/etc now no longer leave
corpses.
- Made all rings initially unidentified.
- Murdering the ploughman in Isen Dun can now trigger a victory condition
for the blacksmith's quest (Jeremy Long).
- The player can now rest up (default is 100 turns) by using "5". Most of
the usual auto-movement checks apply: hunger, hostile creatures, etc
(Calandor). Resting will also halt when HP and AP are both full, if
there are turns remaining.
- Automovement now stops on Poison and Stone statuses.
- Kicking generates a message about passing through when kicking solid
tiles and features. Kicking creatures remains unchanged - an
incorporeal kick is considered an attack.
- New items: guildmaster's ring, knight's ring.
- Kicking a door has a chance to sprain the player's leg (deal damage,
potentially add slowness) when the kick is unsuccessful. When the
kick is successful, the door is destroyed.
- The default "apply a feature" code (that does nothing) now shows a
message for the player (AgingMinotaur).
- Included the material as part of a feature's description when looking
at it.
- Bug fixes:
- Skins that had been converted to armour were still available as
"skins" afterwards (barrabus).
- Found an instance in NPCDecisionStrategy where a CreaturePtr was
being used unchecked. It *should* always be valid, but you know...
- Various typos (barrabus, others).
- Dungeon creatures generated on update weren't getting their actions
initialized properly, and thus weren't acting at all.
- The map display code wasn't properly considering both map size and
display size in its output routines (Aleksanderus).
- Incorporeal creatures were able to drop items on rock/earth tiles.
Tiles with non-zero solidity (earth, rock at the moment) now have
null inventories, so dropping items on these makes the items
disappear (barrabus).
- Ensured that switching places properly checks for whether the creature
can switch into the tile - this was triggered by trading spaces with
friendly spooks while not incorporeal (barrabus).
- Trap messages were being displayed when the player was in LOS -
should only have been displayed when the player actually triggered
the trap (barrabus).