## [v0.11.0.0](https://github.com/LambdaHack/LambdaHack/compare/v0.10.3.0...v0.11.0.0) - Partially work around regression in libsdl2 2.0.16 (https://github.com/LambdaHack/LambdaHack/issues/281); to also avoid deformed boxes around tiles on the game map, please switch to a different SDL2 version - Deduplicate UI code for exiting game, with extra style points - Create monadic test harness and use it for UI and other unit tests - Validate empty content and fix other soundness issues revealed by unit tests - Add extra hints in --more and similar lines when tutorial is on - Show full history at SPACE press and let second SPACE close it - Spawn insects in the swamp - Remove slot letter display in menus and instead display subtle bullets - Repurpose item slots to item roles - Redo display and control of main menu and its submenus - Make Teletype frontend a bit closer to playable - Switch right pane item description display from mono to prop font - Ensure score not zero if victory - Add a custom SDL cursor, working around a bug in SDL2 bindings - Gut out most content symbols; weren't used even in lore menus after all - Add a flag to disable the costly optimizations (that give 15-25% speedup) - Add faction kind content and redo game mode content to use it - Display seen faction lore - Simplify and fortify faction and client assignment code - Make a few unique items that were identified meta-game identifiable instead - Fix persistence of meta-game discoveries in save files - When assigning a faction, first try the group actor was picked from - When assigned faction is dead, don't spawn the actor - Don't use benign weapons on projectiles not to lose the fun - Make the unique harpoon worth saving for a unique foe - Spawn enemies closer and fix too random spawning location - Improve display of item's range - Warn when SDL game windows is resized not via config file - Ban or force sleep on levels - Protect against unset or primitive OS locale - Add temporary hearing aids - Disallow generating a door beside an opening in room's wall - Permit smaller caves and validate cave content more accurately - Try harder to generate escape from dungeon in a level corner - Avoid exit/escape confusion in content names and descriptions - Add Gauntlet game mode and Machinarium spaceship level - Don't require identification for cooked plants - Make Bob speak less often and explode more often - Make Bob's monologue less repetitive - Make oriels lit, until there is any game-play fun in having to go to them - Make loot in initial caves more consistent - Rule out giant octopus on initial levels to teach simple tactics better - Give player more time to hunt bees before they die - Fix raid heroes not having genetic flaws contrary to description - Many fixes, refactorings, tweaks and balancing changes ## [v0.10.3.0](https://github.com/AllureOfTheStars/Allure/compare/v0.10.2.0...v0.10.3.0) - Work around regression https://gitlab.freedesktop.org/freetype/freetype/-/issues/1076 by making the scalable square font the default as the map font; the tiny map fonts, for which there is no such workaround, won't work for anybody with freetype 2.11.0 - Enable display of details in right pane in many menus - Switch mouse wheel to move selection now that it changes right pane display - Make the line where messages wrap configurable in config file - Remove rarely used options from config file and code - Prepare client-server for delays when operating over the network - Reveal all map at game over and make it explorable - Don't run with -threaded, increasing speed by a couple dozen percent - Don't show messages during enemy turn (except when under AI control) - Spawn many actors at once with probability correlated to spawning at all - Gut out Ubuntu Font Family fonts - Add a few tutorial messages, reword some in-game texts - Move with CI from Travis to GitHub Actions (but GHA can't keep up as well) - Make place content directly define legends instead of overriding them - Add a warning that crosshair is out of flinging range - Add ANSI display to SDL2 frontend; remove vty, hcurses and GTK frontends - Make Teletype frontend more usable (input, speed, overlays) - Remove sight malus from light sources to avoid micromanagement - Keep convenience settings between new games - Add an option to mark FOV area with grey background - Refactor and clean up a lot of the code - Unhardwire various constants (hat tip to Jamie) - Fix a couple of bugs and improve documentation - Add whole new kinds of tests (even greater hat tip to Jamie) ## [v0.10.2.0](https://github.com/AllureOfTheStars/Allure/compare/v0.9.5.0...v0.10.2.0) - Make GLASS_HAIL less deadly and less noisy visually - Advertise the C-Tab command instead of A-Tab - Tweak some wearables rarity - Make intruder's explosions less deadly - Disable testing ubuntu fonts, because they can't be distributed in Debian - Be more consistent about moving corrupted files aside - Make torches a bit more common - Help AI not to leave a scout guarding the stash - Ensure some gems in escape scenario - Prevent occasionally few gardening tools - Make explosions definitions small and symmetric again - Fix heroes starting on exit in escape scenario - Reword some scenario texts - Change organ symbols to avoid 'eat' when activating them - Make gardening tools less common, but keep metal pipes - Fix 'Letting Go' message, because it could get activated - Hack buckler definition once more - Hack shield definitions to help AI understand their value - Explain in Q&A why sometimes timeout weapons are never used - Fix backstories, because they can be manually triggered - Replace the special periodic activation handling with effect conditions - Fix the healing necklace better used from the backpack - Replace the special effect handling under ranged with effect condition - Reduce and describe the micromanagement of bucklers and shields - Fix Letting Go not identifying even at death - Fix typos in content texts - Update documentation files - Add a group for exlusively tools; unused ATM - Fix small oil explosions never getting anywhere - Reword initial scenario texts - Talk about the relevant lore command in manual - Signal that lore command is sometimes context-sensitive - Simplify desertedAirlock description - Reword a virtue description - Make embeds easier to recognize knowing their tiles - Don't end stairs with a path - Don't describe the goal tile when performing mouse goto - Declare the codebase lens-free - Explain why whiskey not drunk, but smashed only - Improve initial level descriptions - Reword backstoryNeutral3 - Avoid distributing test.exe in Windows packages - Fix comments about easy stairs vs hard stairs - Fix intruders not exploding on death - Fix Heavy Eyes preventing reaching level 4 - Remove savefiles if config file too old - Use lz-string.js externs for minification - Update LambdaHack.cabal.flattened - Make focused explosions more likely to hit nearby actors - Let one more common embed provide bad missiles - Hlint the codebase - Provide an excuse why the flask from fire cabinet is not identified - Make barrels less common in raid tutorial - Explain the flags of genetic flaw - Avoid 'you are less more tidy' - Help the raid scenario opponent survive a little longer - Prevent too many torches in raid, causing blindness - Use MinorAspects flag for backstories - Do not include the default config file that Windows users can't read anyway - Read config file in UTF8 mode even on Windows - Prevent premature identification of 'Letting Go' - Prevent premature identification of backstory items - Update the copyright year - Update manual wrt backstory items addition - Add a comment about geneticFlaw not in CONDITION group - Reorder actor and organ content - Give the new alien a unique and glaring colour - Shorten a backstory name to pass validation - Make sure the backstory descriptions are actually a backstory - Register the recently added backstory items - Add bravery virtue - Add alcoholist backstory item - Add three more backstories and unify names - Add two more vices - Use question marks in verb effects - Try to amass explosive monsters on arena levels - Add an alien with an explosive organ (fixes #108) - Add the explosive flotation bag organ - Make sure hero professions are not randomly changing - Hardwire the player team continuity token - Unify and shorter backstory group names - Flesh out initial backstory items - Change the symbol of backstory items - Use the flavours specialized for stories - For now, assign heroes a backstory from a mix of all categories - Mock up categories of backstory content items - Add the first backstory organ - Make sure heroes spawned in safari mode are properly numbered - Add a few more hero names - Mark the personal genetic flaws as meta game persistent, as they should be - Express variety of genetic flaws as multiple content items - Add team continuity across scenarios to content - Make buckler and shield attacks and messages not so spammy - Fix bucklers too powerful and shields too weak when UnderRanged activates - Describe the new challenges in the manual - Make shields more common and attractive to AI - Add UnderMelee and tweak the Old Gorget - Add a potion of melee deflection - Buff shields with ranged deflection - Add deflection temporary conditions - Explain the pointman/leader discrepancy - Write key names as on the keyboard, button names as in the button - Unify pluralization of skills and challenges - Mark some game modes as tutorials - Split a list in manual in many paragraphs for better in-game display - Keep the rest of the manual in content - Simplify an address in manual not to spill over 80 columns - Hint in config file to disable the special movement keys - Hint that stealth if possible and AI vs player symmetric - Limit mentions of 'playing' not to break immersion - Change 'scenario' to 'adventure' to be more immersive - Add a scenario lore menu - Mention that scale needs to be configured for high dpi displays - Add the fullscreen option to the UI config file - Don't configure the unused data directories when invoking cabal - When installing don't create the now empty GameDefinition/fonts/ - Don't limit jobs to 1 now that cabal shows errors fine - Don't embed the fonts in the web frontend version - Get rid of datafiles from .cabal - Kill the font license files that are duplicated in COPYLEFT file - Get rid of the now unused fontDir option - Embed game-supplied font files - Version config file - Write the homepage address in full in Main Menu; fixes #98 - Make historyMax divisible by screenful - Don't let ESC clear messages in aiming mode; was confusing - Add Discord and Matrix addresses to the manual - Add links to discord and matrix chat - Tweak unique entities in content, adding 'the' as needed - Add extra config options for messages - Customize messages more comfortably - Simplify restarting client - Adjust weapon colours slightly towards colour meaning table - Name the robot until somebody comes up with a better name - Semi-retire the Allure gitter - Reflect changes in highlighting in the manual - Avoid unfortunate line gluing in main menu text - Wrap messages after 53 columns - Lower cminStairDist for shallowRogue now that margins forbidden - Fix a missing mouse command description - Update documentation to the config changes - Add Debian desktop files, as per packaging policy - Fix screensavers broken by UI faction not being the first - Fix 'open main menu' command of Dashboard - Comment the config file some more - Gut out Ubuntu Family Fonts from Debian package, because non-free - Beautify CREDITS - Rank the fontsets differently - Make the fontset tests more random - Permit text usage in tests - Settile on 'auxiliary fonts' instead of 'long text' - Update config wrt engine changes - Molify Debian's lintian - Fix license name - Legalize all the long text fonts even more - Legalize all the long text fonts - Add the ubuntu font family set of long text fonts - Add another set of long text fonts - Add new long text fonts based Adobe Source - Remove old long text fonts - Explain the communication overhead concept - Fix Allure.cabal.flattened test component - Parse config at compile time - Let foes occupiy exit in escape scenario, etc. - Add missing cskip specifications - Bring back SPACE as clearning messages - Update the default config wrt changes to RET keybinding - Don't mention the spaceship in outdoor stairs description - Make the brawl scenario 2-level - Use the increased expressiveness of initial actor generation - Make long poles a bit more common and tweak content a bit - Don't confuse the player when trying to convey the actor is malfunctioning - Reword ESC description again - Add a random item to each hero starting inventory - Tweak details of the content a bit - Update command docs to command help changes - Let only ESC clear messages - Prevent AI-inaccessible areas inside shuttles - Make spacesuits and tools more common, but later on - Avoid 'jewelry case of gain jewelry' - Move SPACE to CmdAim category - Document that MMB and RMB cycle detail level - Bind SPACE to cycle detail level in aiming mode - Advise role-playing - Fix calling gameover an 'endgame' - Advise to replay initial scenarios - Let the Welded Robot speak periodically - Don't spoil the normal storyline in the hint about blowtorch - Add a comment that blowtorch is safe from item polymorphing - Add a hint about the puzzle to the manual - Make the torn spacesuit even more common - Name or prepare for naming all uniques - Give all uniques their last words - Add extra hints in the signboards on first level - Reorder consistenly mode kind component definitions in the file - Make hints about the first puzzle more obvious and more common - Make torn spacesuit more common again - Add a couple of late spawn-only actors - Mark some actors as common among late spawns - Factor out victoryOutcomes - Shorten a field name to avoid >80 length lines - Make terrain names harder to confuse with items - Properly in-game document the screensaver scenarios - Add missing scenario motivation blurbs - Make the tools slightly less abundant at the start - Tweak the scenario meta notes - Rework game rules desccription similarly as in LH - Add bulbousBullfrog to credits - Add a comment to the default config with an example for rebinding a key - Hint in-game about how stairs work - Encourage interaction with terrain in outermost level - Clarify that nominal values of burning and wounding are used - Drive the point home that spacesuits differ - Drive the point home that tools are used for crafting - Be more explicit in the crafting tip - Ensure the position of the boss is reported as worth visiting - Document crafting in-game and in the manual - Explain why octopus copes on land - Add cabal.project.local.testing for 'make fastCrawl' - Avoid building all exes - Add scenario rule notes to be displayed instead of full notes - Use hex character literals to simplify notation - Add make target to test minified JS for node - Make the safari easter egg less common as a screensaver - Disable compiling from source in brew-sdl2-osx travis build, due to OOM - Tone down and speed up animations of the deadliest explosions - Make space for vertical dormitory rooms - Make the dormitories more realistic given how tiny they are - Make all ignition blasts yellow - Hint in ambush description that somebody turned off power - Spread evenly the loot in ambush scenario - Make sure the initial entrance doesn't appear in ambush scenario - Make safari scenario harder now that aliens are buffed up - Improve module haddocks for content - Give the player more ammo in ambush scenario - Make zoo easier to create an ambush position in - Make sure burning bush eventually transforms to a dark floor tile - Make escape cave easier to put on fire - Hide unneeded content group name patterns - Add short-caves debug game mode - Bump too rare places - Use the JS splitmix optimization - Tweak CI link in README in case it matters - Make firefighting items more common outside of fire cabinets - Add a Q&A about autoexplore (only relevant to Allure) - Make sure all non-seeing actors are described so - Move ClientOptions.hs to adhere to the convention about module hierarchies - Meld LH and Allure content - Don't have noctovisor neavly guaranteed - Add items for detecting enemy stashes - Reflavour the stuck doors trap - Tone down spotlight - Explain the goofy handling of recharging in stash - Prevent exploiting deposit boxes ad infinitum - Make detection radiuses uniform, for ease of use - Make residential decks better connected - Add a couple more escape items - Adjust the SDL test to run without installing fonts, as Debian requires - Make the jewlery caches and deposit boxes much more lucrative - Make necklace explosions even less likely to block the way - Make octopus more common now that it's more interesting - Make jewlery cases less disappointing for experienced players - Let blasts destroy ice pillars - Fix a pair of fire projectiles first igniting, second dousing a tile - Add Q&A about hearing - Make military knife again likely to appear in crawl dungeon - Let stuck doors be forced, inducing flight - Shorten brawl scenario note to fit on the screen with square font - Remove the confusing damage from bomb's weight impact - Prevent exploit of getting cords from torches made out of rags - Move most tools to first 4 levels and laboratory - Fix crafting in water impossible when refrigeration coil equipped - Make hearing maluses less harsh - Make firefighting cabinets more common, particularly on outermost level - Fix too high melee armor of a spacesuit - Permit transformation of weld vis cold source, not only blowtorch - Enable crafting with water sources in fire tiles - Add some more tools and torn suits - Boil waste container to safely remove refrigeration coil - Differentiate the names of small fires and not the count - Don't create the same 2 spacesuit parts when dismating a torn suit - Make crawl loot number randomness much less wild - Make tools more common on first two levels - Add cord as a bonding tool and wick - Have more tools at outermost level - Make thornbush a bit rarer, because it doesn't exlode, so is boring - Make arena deck of double height, with trees - Avoid dark fences around lit interiors with no pillars in staircase defs - Shorten other item group names - Shorten hammer and shield group names - Use the DECON abbreviation to shorten messages - Fix patterns for hammers - Mention in hammer description that crafting replaces handles - Fit workshop crafting description into one screen - Don't risk crafting scrap from hammers and axes - Display cooking after crafting in embed description - Factor out extraWaterAssocs - Equip rags by default; newbies don't find them anyway - Mention in octopus description that it has high noctovision - Consistently create on the ground all items looted from terrain - Balance removing hunger via organ hits - Add random variety to crafted items to enable min-maxing - Move some item definitions and rebase them - Remove a trailing space in mode description - Don't get two rags out of a torch that took one to produce - Reflect keybindings change in the start scenario menu - Increase the timeout of jumping pole - Prevent AI from hasting twice in a row - Add recharging and discharging self to a couple of weapons - Get rid of DropBestWeapon - Adjust to engine changes to charging effects - Let the rhino charge via pushing - Let all drones charge via pushing - Fix a mixed up organ name - Prevent the new organs from being dropped - Differentiate dragon and alligator by removing the pushing from the former - Add jumping organs - Move ink sac to equipment so that it can be explicitly triggered - Make octopus's ink weaker but lasting longer - Add the ink sac octopus's organ - Permit meleeing with construction glove - Let burning oil explode even on direct hit on actor, not only on the floor - Re-classify a couple of weapons - Fix razorwire fence - Make killing thornbush even more optional than before - Move to-dam bonuses from organs to actor definitions - Increase timeouts of animal organs to at least approach human weapon timeouts - Prevent sharp harpoon from being generated often and shallowly - Make armadillo into a proper tank - Touch up aliens actors - Prevent razor from excluding other weapons - Move the defition of lip to the proper place - Give tentancle a cooldown - Make clawing horror an early but mostly harmless armorless tank - Reorder organs - Balance organs - Add two organs from LambdaHack - Remove cooldown from two weapon kinds - Sometimes generate tools in threes - Generate torn spacesuits in bunches - Generate less items, particularly at shallow levels - Reorder items inside several item groups - Overhaul noise caves - Let some tools appear together - Designate some scouts for slack tactics factions - Add comments explaining why dL dice positive or negative - Adjust to crafint depth-neutral and tweak content a bit otherwise - Make the max HP maluses not so easy to ignore - Rebalance armor bonuses - Rebalance to-hit bonuses - Fix hammer stats and tweak a few others - Make Smithhammer interesting - Make it easier to use permanent tools - Make it possible to undo weapon crafting - Make axe worse than pipe - Make item-modification scrolls and torn spacesuits more common - Make cooking fruits less tedius, remaining defs - Place much more oil spills on the exit deck - Make cooking fruits less tedius - Let the player see if enemies carry even special lights, etc. - Don't suggest that opening a deposit box destroys it - Improve name of a couple of item groups - Tweak frequency of detection items, etc. - Don't let the alien boss waste time unequipping gems - Sometimes add a lift staircase to laboratories - Make more rooms dark to help with stealth - Make Laboratory deck less annoying by decontaminating only upwards - Fix weapon order of Smithhammer - Make it more common for aliens to carry light - Make using and crafting harpoons more worthwhile - Add workshop to a couple more places - Make it more likely there is workshop in laboratory - Tone down poison - Make the outermost deck a little more hectic - Hint that shields require empty space behind enemies to push them - Make buckler a weapon - Make the fancy shield weaker but more common - Give a fair warning about the rhino boss - Reorder crafting recipes to make them yet a tad safer - Avoid lit or filled rooms (except barrels) in exit level - Balance arena cave and scroll of pushing - Move keybinding content definitions to match display order - Make signboards less common in arena cave and more in casino - Ensure small caves have one or few stairs to prevent bloating them - Adjust cave content specifications to the engine tweaks - Make empty flasks less common deeper down - Clean up comments in tile definitions - Try to make the terrain transformation specs more readable - Mark steel file with red, since it's double-purpose - Make blankets more common to help with light crafting - Start with some empty flasks, some of the time - Update the manual and keybindings printout - Explain why the farm is freshly abandoned - Reduce numbers of consumables now that some levels have more of them - Add extra items to crawl levels based on their name/description - Add ANY_FLASK group - Introduce vials via the brawl scenario - Customize the raid cave shape and places - Make sure tools are not needed and stimpack not obtainable in raid scenario - Introduce chips usage in the raid scenario - Fix a bushy patch that can block starting actors - Remove misleading comment about tiles being explorable - Comment why a tile is not explorable - Make impressing items easier to get - Fix missing terrain in TREE_SHADE_WALKABLE_DARK - Have lit bushes and dark floor in some dark places - Permit auto-generated tiles to be lit in dark groups - Comment tiles that are lit, dark or both - Add greenery to shallow levels and more rooms - Sometimes leave smoke after barrel explodes - Prevent the visual senser being misinterpreted as food - Prevent AI from wielding staves - Make gardening tools slighly more durable, but rarer - Set the main groups of items to equal weights and compensate - Let all actors chase enemies from a longer distance - Ensure few garden weapons in raid scenario and similar - Tweak assignment of items to the rare item groups - Rename or eliminate CURIOUS_ITEM - Generate less survival items in short scenarios - Add hints to crafting components' descriptions - Tweak weapons slightly, mostly ranged damage - Clean up throwing stats of items - Make edible bushes possible in one more room kind - Make permanent weapons less common initially due to clubs and torches - Add craftable clubs - Make torch a destructible melee weapon - Make torch and lamp even less common now that they are crafted - Craft flasks of water, etc. - Fix crafting in oil and fire - Add missing content group definitions - Craft torches and oil lamps - Make harpoons better in melee than ranged - Rebalance weak weapons - Slightly simplify organ definitions - Add variety to armor deducting rings - Make boots auto-equip less disastrous for newbies - Make the echolocator ping periodically - Change the order of ordinary items for better display in menus - Reassign colours and symbols to embedded items - Make some actors deal low damage but with high hurt - Add negative armor to one boss and some conditions - Let some rings weaken armor - Tone down items that grant armor - Mark in dashboard where to find crafting recipes - Make it harder to obtain long poles from loot - Let the net drop more kinds of armor-like equipment - Fix broken content validation - Don't confusingly refuse to display the pushing effect for shields - Balance piercing missiles - Make Rhino less of a pushover - Update manual wrt damage calculation changes - Avoid AI-unreachable spaces on the outermost level - Make it cheaper to dissect a torn spacesuit, for early game - Comment that transformations won't generate warnings due to their position - Make tools even more common - Undo partially scaling down special terrain features at outermost level - Craft torch in fire, not workshop - Tweak terrain and items on the outermost level - Make the order of caves slightly more random - Make edible plants less common since they appear on bushes now - Make the starting enemy groups larger to favour throwing flasks - Generate flasks in bunches even at lowest levels to make throwing more fun - Make sure throwing flasks, etc., have limited radius, for safety - Make icy floor less annoying and escape puzzles harder to hack - Avoid generating 2-stacks of early projectiles - Don't create equippable items in a stash - Make the crafted and doubly crafted weapons rarer - Fix lvl 2 description showing at game start instead of lvl 3 - Prevent heroe's foes in crawl from camping stairs on lvl 2 - Dedicate flasks to throwing and vials to medicine - Add fixed enemies at the start of crawl, but don't spawn often - Improve wording of a cave description - Reduce randomness of effects to make them exploitable - Prevent inability of taking off items that drain calm - Update wrt macro key changes in the engine - Disable brew audit that fails because line is too long - Vary the number of gardening tools in the bunches - Make craftable weapons less common - (Almost) guarantee a fire axe, but (almost) only one - Spawn friendlies and foes in deposit boxes - Make the airlock supplies more random - Create gardening tools in varied pairs - Convey more of the shuttle story via unique embedded item, not other content - Fix wrong game mode started due to only the first word inspected - Prevent meleeing electric fence forever - Port tests to tasty - Make weapons used for crafting less common later on - Prevent 'you are more foo' and immediately 'you are no longer foo' - Don't let faucents slow and flash themselves - Rename S_NITROGEN_MIST and S_FOCUSED_FLASH - Have less particles in large oil explosions - Make blindness less common, because it pervents player from seeing fun stuff - Let Welded Robot establish a stash to make sure heroes be the blowtorch - Use local gifsicle, with the assertion failure fixed - Ensure unidentified hammers are equipped - Tone down ranged damage of some durable items - Replace permanent weapons with crafting even at low levels - Make needles a bit less deadly - Fix some Burn and RefillHP weapons becoming overpowered at range - Simplify sharpeningAssocs - Fix inaccessible fenceless dormitories - Help AI replace the armor that decreases melee skill - make cleaver weaker but more common - Make billiard balls more common initially, less so later on - Permit melee with gloves and helm in addition to boots - Refactor and tweak garden weapons - Fix gardening tools not fracturing - Fix mixed up resistance conditions - Describe how colours correspond to tile properties - Prevent curing of genetic flaw via any condition removal - Recolour transparent walls; cyan means inert, apparently - Recolour barrels; not burning; no collision with trees - Make the power node place more varied - Fix AI not eating to remove hunger - Recolour armors - Ensure enough weak weapons at the start - Add dormitories to the residential area cave definition - Don't spam decent weapons at low leves now that weak weapons abound - Make projectiles more common so that shooter aliens are not overpowered - Craft torches out of staves - Add a rag tangle and obtain it from torn spacesuits - Give cleanerRobot excessive armor to make hammers useful - Clarify that chosen weapon needs not be optimal for a foe - Make hammers much different from all other weapons - Make a particular barrel yard place as common as others, not much more - Fix some terrain not alterable with projectiles - Mention that stats menu summarizes the organ menu - Add sample cabal.project.local files - Make the secret walls less boring - Use VerbMsgFail effect to ensure failed crafting doesn't change terrain - Don't report that an animal fondles its own meat - Add alterable floor to more rooms - Add alterable floor to more caves and trails - Rework frequency of immobile robots - Desynchronise vents a bit more - On outermost level let some faucets ignite fuel spread by other faucets - Make hammers a bit more common - Make frozen trail less common now that geysers produce floor ice - Make burning oil clear, as the symbol indicates - Adjust small fire description to match also burning oil - Adjust crafting embedded items to the new OnCombine semantics - Tweak timeouts of mostly harmless large sticks - Fix wrong use of AndEffect - Update crafting recipes to used tools and destroyed components - Safeguard some alien ammo and treasure against stash ransacking - Re-add perfumes; AI heroes were being slaughtered without them - Add a torn spacesuit for crafting - Make electric fences a less lucrative source of weapon upgrades - Make it more likely that armor and some other items appear before lvl 12 - Generate more items now that a lot of crafting components appeared in the game - Make barrel stacks more varied and more frequent - Make barrel stack places more common - Recolour faucets to match the colour of terrain they create - Disable pathfinding through barrels and burning rubble - Give the same on-screen colour to items with similar function - Make the newly introduced items more common - Make the workshop terrain more common - Ensure item definitions are valid by having enough slots - Don't generate ready spacesuits and avoid hard to see BrBlack items - Make most weapons less common now that they can be crafted - Harvest long poles from dead electric fences - Add two useless tools to harvest long poles from - Require a tool to but the pipe diagonally before sharpening - Avoid the exploit of turning staffs into pipes via crafting - Improve some weapon descriptions and comments - Make each water a sharpening workshop to avoid scrolling recipes - Correct some item group patterns to be singletons - Clean up and redefine patterns from ItemKindEmbed.hs - Let hammers be sharpened and elongated - Require identification for all hammers - Comment why axes and hammers are not tools - Avoid the no-brainer of durable tool use - Rename POLE and LONG_POLE - Add fire axe and craft poll axe from it - Craft long polearms and flesh out related descriptions - Don't suggest that crowbar and cat's paw can be sharpened or blunted - Doubly sharpen pole cleavers to ox tongues - Doubly sharpen cleavers to get daggers - Rename the knife item definition to avoid confusion with the new dagger - Reorder Allure item definitions - Sharpen halberds - Sharpen rapiers - Sharpen shields - Get pipes from garden tools and sharpen them - Enable sharpening harpoons - Add sharpening tools - Resking honing steel to barebones exoskeleton - Foretell future levels accessible with spacesuits - Add some tools - Rename BONDING_SOURCE to BONDING_TOOL - Fix, partially, pluralization of spacesuit trousers group - Update to the unified tile transformation syntax - Fix redundant Equipable or Meleeable - Switch to the simplied ConsumeItems definition - Eliminate the exploit of throwing durable tools at the workshop - Define the spacestuit - Assemble full spacesuit from the set of all its parts - Add a spacesuit boot - Make Autozoom Contact Lens appear in a larger percentage of games - Let workshop work from an adjacent tile as well - Use the new parameter of CreateItem to dilute perfume and create rose water - Use the new parameter of CreateItem in workshop crafting engine - Add the first workshop item crafting recipe - Add a workshop terrain - Remove an obsolete way of putting oil tile on fire - Add Discharge effect to content - Open doors with concussion blast - Avoid renewing terrain embeds, to avoid slowdown with faucets - Make vents terrain transforming - Keep underbrush fluorescent also inside places - Clean up non-essential talter attributes - Create frozen and water tiles from damp floor - Let underbrush grow randomly inside some places - Let oil float over water, etc. - Add explosive barrels - Extend and move terrain transformation abilities within content - Use less stuck doors while AI remains stubborn - Don't create harpoons in bunches now that they are durable - Revert "Make better projectiles out of weapons now that they break" - Mark terrain transformations that are permitted with projectiles - Make better projectiles out of weapons now that they break - Make harpoon a weapon, but not auto-equipped - Fix signboards requiring extra keystroke to activate - Fix stuck doors often leaving AI helpless - Add stuck doors to be opened by tools - Fix unidentified embedded items impossible to trigger - Describe the less obvious tile-altering item properties - Add messages to dilluted OneOf effects - Make the new tools and weapons twice more common - Let strongest explosions breach stuff - Describe the properties of the tools to help the player connect the dots - Rename terrain patterns that denote possibly depleted resource - Add tool items for altering terrain and improvised combat - Make it possible to disarm jewelry traps - Make edible plants grow on bushes - Move extinguishers from walls to signboards to avoid uncovering all walls - Make looting rubble worthwhile if weapons urgently needed - Let actors trap down stairs with oil - Wipe oil with a cloth - Transform some tiles by pouring oil on them - Make it harder to quench burning oil - Separate singleton kind group names - Rename HideAs to PresentAs for item kinds - Switch texts to patterns for referring to content kind groups - Make plants slightly less common and cleavers slightly more - Make hunger twice as fast - Permit PatternSynonyms - Add a few sources of oil and fire - Let oil spill burn - Let signboards and pulpit burn - Make the area of nitrogen mist smaller, but dense - Let food thrown at lightly burning bushes get cooked - Make meat a less perfect projectile - Make the coil necklace not precious to freely use it - Make underbrush more common now that it has no embed - Get blakets and nitrogen out of walls - Make nitrogen flask a separate item now that its explosions freeze water - Quench fire with water and azbestos blanket - Bring back Alter skill requirement for weld to help AI open it - Make the spark necklace a source of cold - Reverse order of weld modification items to help newbies understand - Make weld durable to repeatedly depict sparking attempts to break the barrier - Let ice be transformed into water and back - Overcome weld with items instead of skill - Simplify igniting greenery - Update wrt addition of tiles altered by items - Make sword-class weapons and exotic hammers more common - Hint that the small fire is fine for cooking - Make burning trees and rubble even less common on the outermost level - Make it possible to cook plants - Add cooked plants - Update to binary AndEffect - Give player more hints to start cooking - Make burning bushes less common in crawl - Move underbrushBurning to the right section - Make it possible to also set bush and tree on fire - In crawl get torches from burning trees more often - Cook meat using a burning bush - Let burning bush turn into burning underbrush - Make it possible to set underbrush on fire and cook meat - Explain away only pointman moving - Bring hunger removal back in two places - Fix hunger removed by some melee weapons - Fix mercenaries using cutlery to fight - Explain lack of tools, food and maps in crawl scenario - Mention that all factions and actors are equal - Reverse stars and underscores in HP bar in HUD - Stress suvival in the game manual - Let animals drop chunks of raw meat, for player consumption - Mention clues and survival in backstory - Fix medbot fissure not marked as benign - Remove duplicated smell boost from walls (subtleFresco) - Add a hidden wall reminding about the need to find food upstairs - Pay for medbot healing with hunger - Add pumpkin and let other plants remove hunger, too - Add a hunger clock for humans and animals - Mention leap frog in game manual - Hint about leapfrog in brawl scenario note - Make it easier to understand trying to go below the bottommost level is futile - Handle the meta note about scenario separately - Make sure tutorial scenarios have enough melee weapons - Fix short scenario levels mistakenly thought to be relative to depth 15 not 10 - Update wrt door closing changes in the engine - Reiterate win conditions in scenario descriptions - Improve the descriptions for the reaction fire rings - Mention in the manual that HP starts at half max - Reformat game peculiarities list in the manual - Overhaul the order and blurbs of game modes - Make raid scenario squad-based - Rework new game start menus - Fix a corruption of backstory text - Copy the list of distinguishing features from Allure homepage - Restructure chronologically the game manual with verbs as section titles - Get rid of 'x-hair' - Mark some text files as out of date - Add a couple more paragraph breaks in content descriptions - Reformat backstory for display in main menu - Remove text data files - Replace old OFL-licensed font with new ones - Re-indent the backstory - Comment about why animals rarely eat food - Rename tactics to doctrine - Get rid of the henchman notion - Rename leader to pointman - Update decontaminator now that personal inventories are gone - Mention the ! key whenever KP_* is mentioned - Fix countless typos - Start using cabal-plan - Fix and improve Makefile, cabal file and CI scripts - Improve and update game manual and help texts wrt game changes - Countless changes in the LambdaHack engine and the induced changes in Allure ## [v0.9.5.0](https://github.com/AllureOfTheStars/Allure/compare/v0.9.4.0...v0.9.5.0) - Fix NumLock disabled in the browser - In screen reader frontend, highlight active menu line with the cursor - Fix commited debug value of rwriteSaveClips - Clone the main main menu commands as map mode commands - Add C-RMB and C-S-LMB as alternatives of MMB - Announce prominently MMB binding for describing map positions - Break the misleading alignment of movement key help paragraphs and pictures - Clean up the default config file, keeping compatibility - Make scenario names longer and slighlty more informative - Make Vi movement keys the default in addition to keypad and mouse - Fix a bug where death prompt when autoplaying was capturing a keypress - Let ESC from main menu return to insert coin mode, if applicable - Make various small UI tweaks, especially to main menu and its submenu - Let main menu lines have 35, not 30, characters - Make the main menu ASCII art less intrusive (and easier for screen readers) - Don't invalidate the score file due to game minor (only) version bump ## [v0.9.4.0](https://github.com/AllureOfTheStars/Allure/compare/v0.9.3.0...v0.9.4.0) - Tweak razor organs - In vty frontend highlight actors more - Clean up actor highlighting - Add yell/yawn to minimal command set, remove swerving the aiming line - Invoke yell/yawn exclusively with '%', due tor Windows and terminal woes - Move C-c command to C, not to mask C-c on console frontends - Tweak and fix vty console frontends, for screen-readers - React specially at gameover under certain special circumstances - Simpliy assignSlot now that slots are auto-sorted - Get rid of explicit item sorting; let lore and menu slots agree - Make DetectExit non-modal - Mark in a game end confirmation message that more treasure can be found - Add a description to the escape embedded item - Reword gameover text for raid scenario - Be more verbose when confirming escape from the game - Don't claim to summon, when not possible on this level - Fix missing 'no longer poisoned' when applying antidote - Don't ask confirmation for neutral (e.g., not IDed) items - Fix 'you fall down; you stand on a sword' - Prevent selecting regions via mouse down in web frontend - Deselect item if player declines to apply or fling - Hand-hold the player, warning if flung item is beneficial - Hand-hold the player, warning if applied item is harmful - Rewrite the condition in UI applyItem check - Improve the lobable item skill failure message - Let mouse buttons describe tiles, etc. - Unblock S-MouseButton in SDL2 frontend - Always describe things under mouse button - Make the message when hitting dead foe more varied ## [v0.9.3.0, aka 'Double of everything'](https://github.com/AllureOfTheStars/Allure/compare/v0.8.3.0...v0.9.3.0) - Make maximal level size twice higher - Extend the spaceship to 15 decks - Expand game content to fill the more numerous and often twice larger levels - Vary size and position of levels - Adjust help screens to twice higher display size - Introduce message classes with configurable behaviour - Create a new 16x16 font and use it everywhere; tweak smaller fonts - Lock some levels or otherwise make ascending tricky - Add cooldown to most melee weapons, display that in HUD, adjust AI - Add per-scenario and per-outcome gameover messages in content - Add duplicate and reroll item effects in preparation for crafting - Add actor and item analytics as a preparation for XP gain quests - Implement piercing projectiles that may share a tile with a big actor - Increase the spawn speed now that monsters sleep a lot - Introduce actors falling asleep and yelling - Allow any level size and position - Mention places when looking at tiles and add place lore menu - Expand all kinds of content and rebalance - Create and rework all item, cave and plot prose (Dan Keefe @Peritract) - Make explosives in cramped spaces twice weaker - Tweak player fling command - Tweak equipping when equipment overfull - Start cycling stores at equipment since that's the one mentioned in help - Overhaul CI scripts - Restructure and clean up codebase - Extend balance debugging tools, using item and actor analytics, places, etc. - Drop the gameplay option that first death means defeat - Avoid idle-GC between slow keystrokes - Put content data into a compact region to limit GC - Remove the border around web frontend game screen; seems unneeded now - Don't draw aiming line nor path in vty frontend - Highlight xhair by cursor in vty frontend - Highlight player by cursor in vty frontend - Switch the default FPS to 24 for tradition's sake - Highlight current high score - Remove most stopPlayBack, now spurious, because message classes used - Overhaul cabal file: define common options, split into internal libraries - Fix confusion of nub and uniq - Rename short wait to lurk and many lurks to heed - Show a red message when HP or Calm dip too low or when foe appears - Lose Calm and so alert AI even at weakest non-zero HP draining attacks - Enable screenshots while in menus - Rename config options related to fonts - Recolour aiming line not to clash with the red crosshair - Exchange the functions of yellow and red highlight - Tweak all colours, in particular to differentiate blues/cyans - Cap bright colours at 85 CIELAB Lightness at D65 - Normalize dark colours to be between 42 and 57 CIELAB Lightness at D65 - Get rid of colorIsBold option; KISS - Tint white in alternating lines with different hue for long text readability - Don't split lines at articles - Set xhair to currently meleed foe to see his HP - Display speed on HUD; tweak status lines in other ways - Don't show description of leader target in HUD; TMI - Help AI flee in a consistent direction over many turns - Expose the save backup command, for browser games - Don't display target info when item selected - Let AI actors spawn even quite far from the player - Auto-select all new team members, to help new players - Replace O by zero on the map display; make zero distinct from O in all fonts - Flesh out the initial ? prompt - Add 'I' alias for pack-related commands, unless laptop key-scheme used - Turn off movementLaptopKeys by default not to confuse new players - Make sure AI attacks bosses even if distant and fleeing or non-moving - Lower bonus HP at extreme difficulty - Add a separate frame for each projectiles start - Don't go modal at the frequent and weak hidden tile detection effect - Make AI pick closest stairs more often - Let apply-unskilled actors activate embedded items - Don't boost damage by speed unless actor is projectile - If everything else fails, let AI flee by opening doors - Help AI actor prevent being dominated - Make computing gameplay benefit to items more accurate - Rename, clone and fine-tune effect Temporary - Simplify code and content by getting rid of Recharging effect - Let applying periodic items only produce the first effect - Tweak item detection to help in skipping boring level portions and in stealth - Invoke and display embedded items in the order specified in tile definitions - Let lit trails illuminate colonnades - Prevent an exploit for avoiding self-invoked firecrackers - Don't let AI attempt summoning if not enough Calm - Improve item label bracket codes in menus - Pick randomly destination stairs if teleporting level - Display the number of items in store - Summarize value of player loot in shared stash menu's header - Start history menu at the close-up of the last message - Make fast-dying insects aggressive - Overhaul game score DSL and particular scoring definitions in content - Add and extend messages, e.g., tell if victim blocks and with what armor - Extend and rework menu manipulation keys - Remove specialized quaff, read and throw commands; KISS - Split walls of text into more paragraphs and/or make them narrower - Extend and update help and manual - Don't let AI waste time looting distant lone projectiles - Make Enum instances of Point and Vector contiguous, hackily - Make dominated actor drop all his items, for ID and in case he defects ASAP - Try to find a non-waiting action, if better AI leader can't be found - Prevent summoning OoD actors - Let animals eat food and add several foods - Make Domination effect harder to activate - Let only actors and items with SkOdor property leave smell and add perfumes - Let spawning rate level out after a few dozen spawns - Describe smell, if present in an inspected tile - Let pushed actor fly after crashing a door open - Show passing time and heard events even if no actors in the UI faction - When movement impossible, describe the tile with SHIFT-direction - Catch and steal projectiles when braced instead of when weaponless - Let actors that are pushed perform any action in addition to movement - Improve deduplication of messages - When describing actor on map, tell if it has loot - Represent being braced as having an organ; also add other pseudo-organs - Overhaul hearing to facilitate triangulation based on sound cues - Prefer to spawn aquatic actors on aquatic tiles - Add swimming and flying skills and shallow water tile features - Boost/drain skills via many new items - Rework and extend skills and their effects as a preparation for XP rewards - Enable specifying each side of outer cave fence separately - Make definition of caves of a scenario more precise - Specify more properties of levels in content - Extend content validation - Improve placement and fitting stairs and rooms on levels - Don't hardwire level size - Simplify game rules content - Change the format of game client content - Fix an arbitrary delay in killing dying actors - Fix arbitrary branch of a corridor chosen when running - Fix bush patches blocking off a level's corner - Fix config file ignored at game reinit - Fix running disturbed by flavours of walls - Fix splitting lines one character too early - Fix Calm drain from nearby foes occurring only every other turn - Fix some AI looping movement, in particular when fleeing - Fix running into own periodic explosions, e.g., from necklaces - Fix 'she painfullies collide' - Fix AI with vector targets unwilling to change them - Fix crash when attempting to fling at a target on remote level - Fix wrong timestamps in history - Fix, again, various kinds of frames intruding between fadeout and fadein - Fix wrong pluralization of some item names, compound and exceptions - Fix disabled items benefit recalculation after item kind learned - Fix in many ways too close initial faction and item positions - Fix performance in many ways and places, particularly for JS translation - Fix missing perception updates, causing missed AI actions concerning us - Fix uninitialized sarenas, which was probably causing resume to change state - Fix weak AI actors fleeing even if enemy can't melee - Fix and optimize sifting free tiles for spawn/summon location - Fix various cases of excessive summoning - Fix recording of item first seen level - Fix many problems with item descriptions and other messages - Fix reporting of reduction and elimination of actor conditions - Fix reading and interpreting old format config files - Fix synced initial item timeouts and actor times, leading to artificial feel - Fix actors erratically following their leader - Fix lifts continuing as stars and the other way around - Fix various 32bit overflows - Fix other errors, probably not present or not visible in previous version ## [v0.8.3.0](https://github.com/AllureOfTheStars/Allure/compare/v0.8.1.2...v0.8.3.0) - Add a hack to run SDL2 on the main thread, fixing the OS X crash - Warn visually when impressed and Calm running low, risking domination - Display actor as red when low Calm and impressed or when low HP - Fix, complete and fine tune UI, AI and server skill and weapon checks - Fix a bug where item aspects look different to clients than to the server - Change the requirements for the main menu ASCII art - Tweak loot and terrain a tiny bit ## [v0.8.1.2](https://github.com/AllureOfTheStars/Allure/compare/v0.8.1.1...v0.8.1.2) - Fix typos detected by lintian - Fix the code that runs in case of old async (bug introduced in v0.8.1.1) ## [v0.8.1.1](https://github.com/AllureOfTheStars/Allure/v0.8.1.0...v0.8.1.1) - no player-visible changes - make it possible to compile with old async package - rewrite copyright information according to Debian format - make github display the correct main license ## [v0.8.1.0](https://github.com/AllureOfTheStars/Allure/v0.8.0.0...v0.8.1.0) - no player-visible changes - significantly reduce RAM usage when compiling library - update and extend CI ## [v0.8.0.0, aka 'Explosive dashboard'](https://github.com/AllureOfTheStars/Allure/compare/v0.7.1.0...v0.8.0.0) - display initial bits of backstory as a help screen and in-game - rework greying out menu items and permitting item application and projection - rework history collection; merge message repetitions more aggressively - display HP in red when below (configurable) warning threshold - tweak AI: actors remember they are fleeing; better leader choice, etc. - add to content specialized explosive projectiles; tune the effects - calculate loot score component based on fraction of dungeon loot collected - don't hardwire item price, but let it be specified in content - let all valuables glitter in the dark to avoid complete level exploration - teach AI to cure ailments and shake off impressions - rework detection effects; add detection of items embedded in tiles - automatically identify stolen items that only have minor effects - let projectiles hit each other if fragile and substantial enough - rework item kind identification code; change the way it's defined in content - make more item kinds (including some traps) secret - protect paralyzed actors with a stasis condition to avoid infinite paralysis - implement dumping screenshots in SDL2 and create animated GIFs in Makefile - generate most common consumables less often, but in depth-scaled bunches - make pushed actors alter tiles and trigger effects of embedded items - validate and cross-validate more content; reduce content creation boilerplate - make summoning more varied and prevent chain-summoning - add many ways to conditionally sequence effects - create large, merged rooms more often - generalize the terrain altering player command (C-c, mouse) - let RET, SPACE and ESC clear pending messages, if any - add dashboard with links to all menus and info screens - scale some organ and trap power with level depth - simplify level-scaled dice roll semantics - change scaled dice notation 'dl' to 'dL' for readability in-game - rebalance items and decrease dice variety to unclutter backpack - colour-code beneficial and harmful conditions in menu and in HUD - display item lore (also for organs, embedded items, explosions, etc.) - display embedded item descriptions as if they were tile descriptions - tweak blast visuals, lower particle counts, beautify their spread - tweak projectile visuals, e.g., display an extra frame when projectile dies - add intro screen and work on other ways to convey story - simplify a lot of code, including a bit of game rules - fix some bugs, tweak content, speed up some AI bottlenecks ## [v0.7.1.0, aka 'Ancient troubles'](https://github.com/AllureOfTheStars/Allure/compare/v0.7.0.0...v0.7.1.0) - add amazing cave and item (actor, blast, organ) descriptions - package for Windows as an installer and also as zip archives - fix a crash from SDL frontend under some OpenGL drivers (no thread-safety) - add WWW address to the Main Menu, for other sites that may run our JS blob ## [v0.7.0.0, aka 'The dice are cast'](https://github.com/AllureOfTheStars/Allure/compare/v0.6.2.0...v0.7.0.0) - decouple tile searching from tile alteration - refrain from identifying items that are not randomized - switch away from incapacitated leader to let others revive him - make rescue easier by not going into negative HP the first time - fix crowd of friends on another level slowing even actors that melee - fix missing report about items underneath an actor when changing levels - API breakage: change the syntax of dice in content - API addition: introduce cave descriptions - keep all client states in the server and optimize communication with clients - improve item choice for identification and item polymorphing - reset embedded items when altering tile - replace atomic command filtering with exception catching - reimplement dice as symbolic expressions inducing multiple RNG calls - switch to optparse-applicative and rewrite cli handling - add stack and cabal new-build project files - improve haddocks across the codebase ## [v0.6.2.0, aka 'Zoom out'](https://github.com/AllureOfTheStars/Allure/compare/v0.6.1.0...v0.6.2.0) - make fireworks slower and so easier to spot - make rattlesnake deeper but more common - announce no effect of activation - describe original and current faction of an actor - highlight dominated actors - mark organs with comma instead of percent and gems with dollar - make the healing cave dangerous to prevent camping - slightly balance various content - by default move item the same as last time - often spawn between heroes and stairs going deeper - fix totalUsefulness computation for negative effects - fix abandoning distant enemy target despite no alternatives - fix slow pushing of actors - fix a crash when many actors run towards stairs - hotfix: Pass zoom keys through to the browser - help players find the info about changing the font size - depend on GHC >= 8.0 and new vector ## [v0.6.1.0, aka 'Breaking one rule at a time'](https://github.com/AllureOfTheStars/Allure/compare/v0.6.0.0...v0.6.1.0) - major engine bugfix: fix redrawing after window minimized and restored - major engine bugfix: hack around vanishing texture on Windows - major engine bugfix: hack around SDL backends not thread-safe on Windows - update wrt the only breaking API change: specify font dir in game rules content - let the game use its own fonts, not fonts from the sample game in library - tweak some item creation to occur in character's pack, not on the ground - slightly balance various content - make sure the 'resolution' effect is not a drawback - make artifact weapon rarities more regular - avoid creating lit, open dungeon at the bottom, where foes have ranged weapons - number scenarios in user descriptions ## [v0.6.0.0, aka 'Too much to tell'](https://github.com/AllureOfTheStars/Allure/compare/v0.5.0.0...v0.6.0.0) - add and modify a lot of content: items, tiles, embedded items, scenarios - improve AI: targeting, stealth, moving in groups, item use, fleeing, etc. - make monsters more aggressive than animals - tie scenarios into a loose, optional storyline - add more level generators and more variety to room placement - make stairs not walkable and use them by bumping - align stair position on the levels they pass through - introduce noctovision - increase human vision to 12 so that normal speed missiles can be sidestepped - tweak and document weapon damage calculation - derive projectile damage mostly from their speed - make heavy projectiles better vs armor but easier to sidestep - improve hearing of unseen actions, actors and missiles impacts - let some missiles lit up on impact - make torches reusable flares and add blankets for dousing dynamic light - add detection effects and use them in items and tiles - make it possible to catch missiles, if not using weapons - make it possible to wait 0.1 of a turn, at the cost of no bracing - improve pathfinding, prefer less unknown, alterable and dark tiles on paths - slow down actors when acting at the same time, for speed with large factions - don't halve Calm at serious damage any more - eliminate alternative FOV modes, for speed - stop actors blocking FOV, for speed - let actor move diagonally to and from doors, for speed - improve blast (explosion) shapes visually and gameplay-wise - add SDL2 frontend and deprecate GTK frontend - add specialized square bitmap fonts and hack a scalable font - use middle dot instead of period on the map (except in teletype frontend) - add a browser frontend based on DOM, using ghcjs - improve targeting UI, e.g., cycle among items on the map - show an animation when actor teleports - add character stats menu and stat description texts - add item lore and organ lore menus - add a command to sort item slots and perform the sort at startup - add a single item manipulation menu and let it mark an item for later - make history display a menu and improve display of individual messages - display highscore dates according to the local timezone - make the help screen a menu, execute actions directly from it - rework the Main Menu - rework special positions highlight in all frontends - mark leader's target on the map (grey highlight) - visually mark currently chosen menu item and grey out impossible items - define mouse commands based on UI mode and screen area - let the game be fully playable only with mouse, use mouse wheel - pick menu items with mouse and with arrow keys - add more sanity checks for content - reorganize content in files to make rebasing on changed content easier - rework keybinding definition machinery - let clients, not the server, start frontends - version savefiles and move them aside if versions don't match - lots of bug fixes internal improvements and minor visual and text tweaks ## [v0.5.0.0, aka 'Halfway through space'](https://github.com/AllureOfTheStars/Allure/compare/v0.4.101.0...v0.5.0.0) - let AI put excess items in shared stash and use them out of shared stash - let UI multiple items pickup routine put items that don't fit into equipment into shared stash, if possible, not into inventory pack - re-enable the ability to hear close, invisible foes - add a few more AI and autonomous henchmen tactics (CTRL-T) - keep difficulty setting over session restart - change some game start keybindings - replace the Duel game mode with the Raid game mode - various bugfixes, minor improvements and balancing ## [v0.4.101.1, aka 'Officially fun'](https://github.com/AllureOfTheStars/Allure/compare/v0.4.100.0...v0.4.101.1) - the game is now officially fun to play, with a seal of the Galactic Council - introduce unique boss monsters and unique artifact items - add robots that heal the player, in particular as a mid-game reset for HP - move spaceship airlock to level 10 and beef up spaceship crew - let AI gang up, attempt stealth and react to player aggressiveness - spawn actors fast, close to the enemy and in large numbers - spawn actors less and less often on a given level, but with growing depth - prefer weapons with effects, if recharged - make the bracing melee bonus additive, not multiplicative - let explosions buffet actors around - make braced actors immune to translocation effects - make actor domination yet less common and deadly - use mouse for movement, actor selection, aiming - don't run straight with selected actors, but go-to cross-hair with them - speed up default frame rate, slow down projectiles visually - rework item manipulation UI - you can pick up many items at once and it costs only one turn - allow actors to apply and project from the shared stash - reverse messages shown in player diary - display actor organs and stats - split highscore tables wrt game modes - move score calculation formula to content - don't keep the default/example config file commented out; was misleading - update vs the naughtily changed v0.5.0.0 of LambdaHack content API ## [v0.4.100.0, aka 'The last interstellar thaw'](https://github.com/AllureOfTheStars/Allure/compare/v0.4.99.0...v0.4.100.0) - update vs the unexpectedly thawed v0.5.0.0 of LambdaHack content API - unexpectedly add items with timeouts and temporary effects - start campaign on level 3 and don't spawn aliens until level 4 - rebalance campaign (probably still too hard) - tweak skills of some factions and actors - rename tablets to chips to make their vanishing easier to understand - make colorful characters bold (if it resizes your fonts, turn off via colorIsBold = False in config file or --noColorIsBold on commandline) - start the game with a screensaver safari mode - improve keyboard handling on Windows - add i386 Linux and Windows compilation targets to Makefile ## [v0.4.99.0, aka 'Player escapes through airlock'](https://github.com/AllureOfTheStars/Allure/compare/v0.4.14...v0.4.99.0) - balance game content a bit (campaign still unbalanced) - fix a bug where doors can't be closed - assign AI tactics to players, in particular use follow-the-leader in safari - specify monster spawn rate per-cave - generally update content to the new v0.5.0.0 of LambdaHack content API ## [v0.4.14, aka 'Out of cosmic balance'](https://github.com/AllureOfTheStars/Allure/compare/v0.4.12...v0.4.14) - add tons of new (unbalanced) items, actors and descriptions - add a simple cabal test in addition to make-test and travis-test - add items of Wonder and of Marvel - add game mechanics, items and places to enable stealthy tactics - add lots of shrapnel (explosions) and organs (body parts) - expose a bit of the plot via new game modes and their order ## [v0.4.12](https://github.com/AllureOfTheStars/Allure/compare/v0.4.10...v0.4.12) - make walls lit by default to simplify exploration - improve and simplify dungeon generation - simplify running and permit multi-actor runs - let items explode and generate shrapnel projectiles - add game difficulty setting (initial HP scaling right now) - allow recording, playing back and looping commands - implement pathfinding via per-actor BFS over the whole level - extend setting targets for actors in UI tremendously - implement autoexplore, go-to-target, etc., as macros - let AI use pathfinding, switch leaders, pick levels to swarm to - force level/leader changes on spawners (even when played by humans) - extend and redesign UI bottom status lines ## [v0.4.10](https://github.com/AllureOfTheStars/Allure/compare/v0.4.8...v0.4.10) - screensaver game modes (AI vs AI) - improved AI (can now climbs stairs, etc.) - multiple, multi-floor staircases - multiple savefiles - configurable framerate and combat animations ## [v0.4.8](https://github.com/AllureOfTheStars/Allure/compare/v0.4.6.5...v0.4.8) - experimental multiplayer modes - a lot of gameplay changes induced by the engine overhaul and in particular the client-server rewrite ## [v0.4.6.5](https://github.com/AllureOfTheStars/Allure/compare/v0.4.6...v0.4.6.5) - this is a minor release, primarily intended to fix the broken compilation on Hackage - changes since 0.4.6 are mostly unrelated to gameplay: - strictly typed config files split into UI and rules - a switch from Text to String throughout the codebase - use of the external library miniutter for English sentence generation ## [v0.4.6](https://github.com/AllureOfTheStars/Allure/compare/v0.4.4...v0.4.6) - the Main Menu - improved and configurable mode of squad combat ## [v0.4.4](https://github.com/AllureOfTheStars/Allure/compare/v0.4.3...v0.4.4) - missiles flying for three turns (by an old kosmikus' idea) - visual feedback for targeting - animations of combat and individual monster moves ## [v0.4.3](https://github.com/AllureOfTheStars/Allure/compare/v0.4.2...v0.4.3) - the Allure of the Stars game depends on the LambdaHack engine library