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  • Makes the inventory-destruction power of monster attacks based on the attack strength,
    3 KB (551 words) - 13:42, 15 July 2020
  • ...se from the user's point of view were the improved UI and the reduction in monster drops. Monster recall changes (part of #152)
    13 KB (2,015 words) - 14:41, 15 July 2020
  • (#412) Monster list is no longer hallucination-proof. (#730) Mention control+[ANU] in monster recall '/' prompt.
    10 KB (1,496 words) - 14:44, 15 July 2020
  • ...ng a rather buggy release. Many of the changes (such as more stat damaging attacks, opening doors without giving directions) caused some disquiet, and without ...to return!"). The same bug fix prevents a player from being disturbed if a monster tries to drain mana from a player with no mana.
    9 KB (1,429 words) - 13:34, 15 July 2020
  • ...me time. It made significant changes to many aspects of gameplay including monster groups, item generation, ego item allocation, dungeon generation, and the r Monster groups completely overhauled. Now different monsters tend to appear with di
    20 KB (3,080 words) - 14:58, 15 July 2020
  • The error checking when parsing artifact.txt, egoitem.txt, monster.txt, and prace.txt didn't warn about duplicated entries. Attacks that didn't do any damage could sometimes scare wounded monsters.
    5 KB (875 words) - 14:16, 15 July 2020
  • ...s to activate "object recall" in a window (possibly the same one in which "monster recall" is active), and then you will see your "most recently selected spel Paralysis attacks on a paralyzed player always do at least one hp of damage. This should prev
    11 KB (1,841 words) - 14:06, 15 July 2020
  • ...ons can be used to kill [[monster]]s, and armor can protect from monsters' attacks, but much of the value of equipment is in the magical bonuses, abilities an ...ty such as Free Action or a resistance may be revealed when triggered by a monster attack. This is called ''use-ID''; it is relatively rarely used in many var
    15 KB (2,327 words) - 00:35, 2 March 2020

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