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changes.txt
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08 July 2016
Zop: Minor edits for compatibility with Visual Studio.
Fury's changelist:
Twelfth Release (5.1)
Core Changes
LightBranded Swords should no longer damage light-resistant monsters per Zop
RandArt Changes per Zop
Weapon Wielding changes per Zop
RES_MELEE works per Zop
More than 255 Artifacts supported Per Zop
Assorted other changes by Zop
Added the option to show current bounties in the "~" menu
Monster and Object Lists print out to CSV files now
Fir Trees and Mallorn Trees should Burn now. And should be passable with TreeWalking
Spell Changes
Constructor Powers fixed per Zop
Full overhaul on Hunter Powers
Lowered the level Jedi's get "Force Learn"
Added Info on Some Ninja Powers
Monster Changes
Mother Hydra's now have the correct character
Reduced Experience given by Chtonians and other drastically over the top monsters
Moved great unclean ones to level 63 from level 53, as they're far more powerful than anything in that depth
Surtur the Giant Balrog now how has the "U" symbol
Increased Health of Mature Red and Bronze Dragons to match level
Removed most monsters from being aligned based on your player race
More Monster Egos
Class/Race Changes
Ninjas get less of a modifier to Backstab, Ninja, Stealin, and Disarming.
Ninjas get an increase of a modifier to swordmastery
Lowered the SkillOverLevel to 5 from 7
Major rebalance of the races and classes.
Store Changes
Added options for recharging at Furyband T
Object Changes
Increased depth of some of the Maia weapons
More EGO items
Level Changes
No more Maedhros at Deathwatch
Improved the Spiders Lair
Some NEW Princess Quest Levels
Eleventh Release (5.0/Gold)
Class/race changes
Increased the level at which Jedi get AutoID and Precognition
Increased the level at which Berserkers get AutoID
Decreased the level at which Berserkers get Berserkers Recall
Jedi cannot have gods or pray
Dragons get -200 to sneakiness modifier
Berserkers now Aggravate
Jedi can ONLY wield lightsabers now as weapons
Non-jedi characters can't wear jedi robes or lightsabers
Mutants get -2 to speed at start
Mutants now have 4 ring slots
Easterlings start with antimagic
Berserkers get stunning blows skill
Jedi get to pick their choice of lightsaber at start
Phase-warriors get Wraith at level 15 instead of level 25
Nightwalkers get a a little more intelligence and wisdom at start
Ettins only have 2 arms, not 4
Gugs get boulder throwing
Nagas have 1 set of arms, 2 heads, and only -2 to speed
2 Headed Hydras now have Hydra-combat as their melee rather than barehand
War Mages don't get flags now...
Priests get the god amulet for their respective gods.
Fixed problem with Udun and Death Warriors
Archers can worship gods
Skill Changes
Increased the Basilisk Kill power level to 40, and Kill Monsters power to 50
Jedi-Dodge now increases the Jedi skill
Jedi no longer given by FF
Glowing Orb o' Light increased to Level 25, since it's pretty devestating a level 1 power
Increased the mana usage and failrate for the Basilisk kill monsters power
Jedi Lightening bolt has a chance to fire a beam
Force Push and Pull now to BALL instead of BOLT
Decreased the fail rate of Force Kill
Minor adjustment to spider-combat
Constructer Dismantle Trap no longer has a beam mode
Removed Manastorm and Glowing Orb of Light for the time being
Various other minor adjustments to the Jedi powers
Object Changes
Most of the objects now have a description
Staffs of Wings of the Winds and Wands of the Essence of Speed no longer give bonuses to speed when wielded
Removed the Map of Forodwaith
Greatly increased the rarity and depth of Deathly, Light, and Chargeable items
Increased the depths of some of the randart powers
Jedi items are now found much deeper and are rarer
Increased the depth of Psychoactive skins
Chargeable items have been temporarily disabled
Removed the mithril/yew/magic bows and crossbows
Reduced weapon damage dice to original value, except for a few artifacts
God amulets are now never generated.
Fixed bug with Staff of Radagast
Loknare is now a Balance Dragon Mail not a Power Dragon Mail
Bug Fixes
Battle Scarred Veteran and Mean Looking Mercenary now have proper hitpoints. No more UBERnasty Town monsters
Most monsters now give the correct experience, no more mega xp from killing simple monsters (Thanks to Zop)
Various other bugs and nuisances fixed by Zop
Engine Fixes
ALL weapons now attack for multiarmed characters (Thanks to Zop)
New Module "Furyband G", one dungeon, uber-classes, no towns, how deep can you go?
The ADJUST_LEVEL_PLAYER flag for dungeons works now. Makes all monsters Player Level * 2.
No longer uses tome as the path internally
Furyband G can now load saved games
Fixed crash with hyrda-combat
Damages for weapons now show up correctly in the character sheet and the compare weapons screens
Leveling to level 75 should work correctly now (thanks to Zop)
Monster Fixes
Chiokovos no longer have : in front of the name
Only one Utgard-Loke now
Giant Tan Bats are now Tan
Fundin Bluecoat is now Royal Blue
Ancient Obese Dragon is now Ancient Vile Dragon
Removed duplicate Improv
Heckblade now is called Doomblade
Tenth Release (4.0)
Engine Changes
Fixed the Chargeable Weapon bugs
Fixed Lost Sword Crash Bug
Game now supports level 75 characters. *** SAVEFILES ARE NOT COMPATIBLE ***
Normal now displays when characters food is less than full, but more than hungry
Help Changes
Fixed Help files again
Skill Changes
Removed a lot of the skills from FF quests
New Skill "Dragon-Combat" (note to modders, must have skill index of 99 to work)
New Skill "Spider-Combat" (note to modders, must have skill index of 100 to work)
New Skill "Basilisk-Combat" (note to modders, must have skill index of 101 to work)
Fixed Jedi power bugs
Fixed Perfect Casting bug
Fixed Construction Survery Area Bug
Removed First-aid as a default skill
Jedi and Swordmastery skill now affects Jedi Dodge chance. Items worn on the hands, head, and arms make it harder to dodge. Weapons,
armor, and cloaks make no difference to the dodge chance
ObjecT/Artifact Changes
Added in CosmicGerbil's Ninja weapons and Ninja Script
Removed the AC penalty for bows and crossbows
Removed the Dwarven Rings
Added in new Jedi-related Artifacts, thanks to CosmicGerbil
Power Changes
Fixed Breathe Lightning Description
New school "Basilisk Powers" Linked in with the Basilisk Combat skill
Monster Changes
Most of the Chaos monsters now do CHAOS damage when they attack.
Most birds now do a PECK attack, instead of BITE attack
Crystal Drakes do SLASH attacks, instead of HURT attacks
Mature * Dragons give less XP than Ancient * Dragons
Race/Class Changes
Removed Golden Armour power from dragons
Removed auto-id from some races
Wainriders now cannot increase the stealth skill
Wainriders now cannot increase the devices skill
Dragons don't get Barehand-combat anymore
Dragons now get Dragon-combat
New Race "Monster"
New Subraces for "Monster"
Spiders don't have barehand anymore
Spiders now get Spider-combat
Golems now have some modifications
Jedi cannot wear hard or dragon armour
Jedi cannot wield or use ranged weapons
Other Changes
The Temple's Remove Curse now deducts gold. No more freebies
Hunter Encampment is now blocked off from the rest of the map
Dungeon in Hunter Encampment now goes to level 127, has random quests, and all monsters are leveled to twice the dungeon level.
Ninth Release (3.0)
Engine Changes
Added in New Flag, SENS_ACID.
Added in New Flag, SENS_ELEC.
Changed Status Screen Settings
RES_MANA works now
Added in New Flag, KIN_PROTECT, when the monster with this flag is killed, it summons about 5-6 monsters with the same symbol around you.
New Colors, read colors.txt for the symbol info
Removed BRAND_FIREWALL, BRAND_WATERWALL, and BRAND_FORCE. They don't work that well.
Added new attacks, PECK and HUG
Ego Captains DO NOT have KIN_PROTECT
New Attack Effect: CHAOS
New Flag: KILL_VAMPIRE, and Monster Flag: VAMPIRE
Graphics files come with FuryBand by default, no more downloading extra stuff.
PIETY added as monster effect type. Decreases piety with each hit.
FOOD added as a monster effect type. Decreases food with each hit. Note that the hitdie for the monster attack should be high, otherwise the effect isn't noticeable
Named the Lost Sword Guy (but doesn't save, so it is random each time you load)
HOWL added as an attack type
ROAR added as an attack type
SLASH added as an attack effect. Whatever the hit die is is thrown right into cuts, *and* normal damage....
SAFETY should work now. No more permenant stuns
Fixed some object descriptions
Renamed Maiaologists to Maia-lore
New Flag, CHARGEABLE, using gold, it is possible to upgrade items with many different flags.
Started updating tiles
The Automatizer should work now.
Status screen "evilcurse" bug should be fixed now
Monsters that steal no longer blink, they now get scared and run away. This is more realistic and entertaining.
Item Changes
Lightsabers can only be wielded by the Jedi Class
Added in Throwing Weapons, with a throwing skill. Anduril has throwing, as do daggers, spiked daggers, and stilettos.
New EgoItem, *Slay Vampire*
Iron Spikes can be wielded, and have KILL_VAMPIRE as flag.
Added new ego item, Well-Balanced. They get bonuses from the throwing skill
New Ego Item, Chargeable. It has the CHARGEABLE flag
Some color changes
Thunderlord coat back in
Trone's Coat back in
Fixed a lot of things showing up as black boxes
Increased the depth of magic bows/xbows
Fixed some spells showing up in books when they shouldn't
Boots of Nevrast give climb
Monster Changes
Variant Maintainers depth changed from 10 to 20
Crystal Drakes and Great Crystal Drakes do SLASH
Swordsman do SLASH
Some color changes
Defenceless Molds get KIN_PROTECT, not WYRM_PROTECT
Tweaked classes and races
Beastmasters get Summoning as a skill
Axemasters can get throwing skill
Ninjas can get throwing skill, along with large modifiers to stealth, disarm, and sneakiness
Tweaks to Rogues, and Assassins
Tweaks to War Mages, including skill changes, and more resists.
Modified what classes are recommended for each race
Modified subraces and what races they work with
Golems and Maiar can no longer be Mutants
Classes that will have throwing are Ninja, Rogue, Assassin. Races include Human, Easterling, Kobold, Druadan.
New class: Thrower. They get skills in throwing and in boomerangs. They also start out with a small supply of throwing daggers.
New class- Hunter
Hunters start out in their own custom town, with custom stores and weapons. For a dungeon, they have a small 30 level dungeon to complete
Golems can't be ancient, or vampire
Spiders can be ancient
Gave unbelievers some more points for sword-mastery
Dragons get golden armour. Pay 500,000 gold to increase your ac. From Annals of Ea
Mutants can wield rings
Tweaked skills:
The Mind-blade skill now increases the mindcraft skill
Throwing Skill, weapons with THROWING flag do extra damage when thrown
New skill- Hunter powers
Constructor Powers Work!!!!
Fixed spell descriptions
Eighth Release (2.7)
Fixed the Iron Spike from getting mixed in with the normal spikes
Golems have the feed self ability
Made Phase-Warriors a little bit stronger, but they are still weak. They get innate im_nether
Removed Spider Claws for the time being, so spiders are back to no shields/weapons
Added in new Class War-Mage, and new subclasses for it
Changed the rarity of the Lich monster ego from 22 to 11, so they will appear more often now.
Fixed description bug of Eagles and Dragons
Seventh Release (2.5)
Fixed Phasing, Maia, Ninja, and Jedi school spells/powers from showing up in spellbooks
Added in Help Files, thanks to CosmicGerbil
Added in the Hydra-Hybrid Dragon Subrace, Thanks to 2manyusernames for the idea
Added in Mirurver. Thanks to CosmicGerbil for the script and item
Added in some Mindcraft related objects. Thanks to Aran
Added in SoulKnives. New class, thanks to Aran
Added in the rest of the alchemy recipes
Fixed Barrow Wights Misspelling
Some Skulls are now wieldable
Made a certain Artifact wieldable...
*KNOWN ISSUES*
Attack messages don't always show up, but this only happens in FuryBand
Sometimes the terrain gets corrupted, going up and down the staircase fixes it.
Sixth Release (2.0)
BRAND_FIREWALL, BRAND_WATERWALL, and BRAND_FORCE work now.
Removed the Insanity Attack Messages so that the above brands would work
Greatly increased the cost of the Amulets of the Valar
Stinking Cloud (BA_POIS) now leaves a small cloud of poison for a few turns
R_IMMUNITY for EGO items now has a small chance of giving IM_NETHER in addition to the normal immunities
Four new flags: GERBIL, RACEX, XEN, COMBINE, which are all race flags that do what it sounds like they do
I think fixed the Orc Caves bug
Started adding in firearms to the source code, but not to the game itself. They don't work at the moment
Staffs can be wielded in the shield slot, and give the player a resist or flag. Note that the effect becomes less as the charges go down
Staffs that are being wielded are also easier to 'U'se.
Minor tweaks
Minor changes to captions
Fifth Release
Added new flag PROTECT for objects. It halves all damage that you recieve. From NewAngband
Added new flag ALWAYS_HIT for objects. It always hits what you attack. From NewAngband
Added new flag SAFETY for objects. It makes you immune to stuns. From NewAngband
Helms of Serenity have a 50% chance of having the SAFETY flag
Dragon Mails of Defense have a 50% chance of having the PROTECT flag
Misc. Balances and Changes here and there
Fourth Release
Added in Ninjas, complete with Ninja Skills
Added in a bunch of new Maiaology equipment, with new spells
Added in a group of new amulets
Third Release
New Class: Phase Warrior
New Skill and School: Phasing
New Monsters
New Weapons
Spider Race now has subraces, thanks to The Falcon
Spiders now have a choice between Barehand and wielding a Spider Claw
Second Release
Don't use the RES_MANA flag. It doesn't work
Added in Mindflayer, thanks to the Cosmic Gerbil
Added in a bunch of new bows, thanks to the Cosmic Gerbil
Added in the wall Hound
A couple other misc. changes.
First Release