## [v0.6.2.0, aka 'Zoom out'](https://github.com/LambdaHack/LambdaHack/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/LambdaHack/LambdaHack/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