From the Zothiqband changelog
0.6.7
- Nerfed clubs.
The goat quest finally works, thanks to BucketMan.
- Fixed searching.
- Removed the secret door workaround now that searching works.
- Fixed the monster spell messages, and copied misc. monster spell improvements from ToME.
- Fiddled with object themes. Mykrasian foothills should now have less food, more scrolls and potions, and no sceptres.
- Beginnings of faction code.
- Modified calc.lua to hopefully make searching more useful and powerful.
0.6.6
- Replaced the Valar with more thematic (though still unfinished) gods.
- Renamed all the magic tomes and some spells.
- I appear to have done something to fix the magic shop bug. (Probably.)
- Heavily nerfed the starting stat points. Hopefully it now takes more than a minute to reach level 15. I'd really like a proper roller...
- Townspeople should no longer appear in the dungeon.
- Auto-id! Combat, weaponmastery, and magic skills help you identify various things.
- Fixed eating corpses for alpha17.
- Improved the goat quest - stopped by a mysterious staircase bug.
- Fixed the secret door workaround for alpha17.
0.6.5
- Very, very initial forking of the magic system.
- Made to work with alpha17.
- Included possession, symbiosis, and summoning from ToME - the scripts, at least.
- Made rotting corpses ickier.
- Beginnings of a house quest in Cith. (Neither completable nor balanced.)
0.6.4
- You can run through fields.
- Aquatic monsters are generated in water only.
- Fixed the drowning fix.
- Fixed the potion of experience.
- Out-of-theme runecrafters and demonologists removed for now.
- Several more item egos.
- The character sheet may be out-of-date, but at least it no longer causes errors.
- Cith is now even safer.
- Middle-earth god spellbooks are no longer generated.
- Demon items are no longer generated.
- Some new shops.
- Removed runes, backpacks, and quivers.
- Tinkered with headgear.
- Made entering dungeons more atmospheric (and verbose).
- Made Mykrasian Foothills look nicer.
- Changed the floor item distributions in dungeons.
- Further disguised the Z hounds.
0.6.3
- Works with alpha16.
- Fixed a drowning-related crash.
0.6.2
- Made to work with alpha14.
- Forked the hunger subsystem for extra flavor.
- Doing drugs produces a wide variety of "interesting" messages.
0.6.1
- Fixed the unpopulated dungeon bug.
- Race descriptions are now a little more helpful.
Object enchanting code courtesy of BucketMan.
- Fixed the food consumption fix.
Incorporated BucketMan's secret door removal patch.
- Credits file.
- Made weapons ignore elemental damage in order avoid triggering the freeze bug.
0.6.0
- The Maze of Maal Dweb has more interesting walls.
- Made Maal Dweb's palace less annoying.
- Tweaked traps to the player's favor.
- The wilderness has caravan routes to make it more navigable.
- Lophai, Votalp, Ghoul Caves, and Jungle are accessible.
- Basic randart system (inoperative due to the engine).
- Food consumption reduced to 10%, making it finally sensible.
- Got rid of the out-of-theme startup music.
- Commented out a hook relating to critical hits in order to paper over a mysterious bug so that I can make this release.
0.5.7
- Some new monsters.
- Nerfed all monster breaths.
- Some more armors.
- Made to work with alpha 12. Stats remain nonlinear.
- Temporary terrains from ToME. Fire terrain changed to yellow.
Incorporated DarkGod's orthogonal inventory patch.
0.5.6
- Replaced bows and arrows with blowpipes and darts.
- The player now has a built-in shooter slot and an ammo slot.
- Started customizing the artifacts a little.
- Unbroke sorcery
0.5.5
- Tweaked base weapons and armors some more.
- The angels are back! (as joke demons)
- Slings and shots replaced with crossbows and bolts.
0.5.4
- Fixed the parchments.
- Customized the Adventurer's Guide to apply to Zothique.
- Fixed the inn distribution.
- Basic apples, with no eating effects (other than hunger reduction).
0.5.3
- The temple is interested in knives (especially arthames) and buys hafted weapons only if they are blessed.
- Field terrain. The southern gate of Miraab should now always be accessible.
- Go away, stupid antiorthogonal inventory "easy mode". (I wish I knew how to implement the reverse of it.)
- Some monsters can now kiss to attack.
0.5.2
- Compatible with the T-Engine alpha11.
- Thematic inns.
- Drugs. Currently they have no side effects, so they are basically just very expensive food.
- Fixed the pet shop selling scrolls of light bug.
- Moved the monster drop code to a temporary file until alpha12 comes out and I can use the subsystem without losing my dungeon litter reductions.
0.5.0
- Monster drops reduced to 20% and drop quality increased fivefold in order to reduce dungeon litter
- Started modifying base objects: food, lights, weapons...
- All weapons now do dice damage and of one damage type only.
- Removed axes as their own class, as well as axemasters.
- Compatible with alpha8
- I decided that I wanted a changelog here
0.4.7
- Thanks to Mitharheru on the forums, Zothiqband should now be playable on non-case sensitive systems like Windows and Mac too! Really!
Pre-alpha changes
From the time before version numbers, in no particular order...
- New town maps: Cith, Miraab, Faraad, Zul-Bha-Sair, and Ummaos, all with a different flavor. The world map is pretty much done.
- Changed the insanity messages to be a little more in-theme (no more Batman)
Redid and un-D&D-ized the junkarts
- Customized a new and shiny 13-month calendar
- Replaced mushroom flavors with a list of 40 mostly-new extra-icky ones and added flavors for apples (apples remain to be implemented)
- Made seven new atmospheric parchments. They don't appear in-game, however.
- Renamed/redescribed a big bunch old monsters, including the Cth and Z ones. Finally the whole set is thematic, only a couple of monsters are a little too bland.
- With the 3.0.0 alpha I can actually start doing some practical testing now. Current situation: sort of functional.
- Wrote a makefile to further automatize my monster conversion efforts. It was well past the time.
- Some new dungeons
- A new set of races, subraces, and horoscopes (new ones like Camel and Squid). Currently largely functional except for the bugs and the unimplemented things.
- Thematized the automatic generation of character names. The syllables are now from Zothique.
Made a few new terrains, like FEAT_BLOOD
- Made a couple of new colors for the new terrains. That really improves the atmosphere.
- New dungeon entrance maps: Chaon Gacca, the Gardens of Thasaidon, Yethlyreom, the Gates of Hell, R'lyeh, Uccastrog, and four maps with dimensional rifts in them. That's not the whole set yet.
- Made some not-completely-final dialogue scaffolding for quest assignments and completions. Quests can appear in the ctrl-Q list but remain to be implemented.
- Temporarily removed mimics to prevent a savefile-destroying bug from occurring. As far as I can determine, the bug comes from somewhere in the C code and is not for me to fix. I hope I can restore the mimics eventually.
- Thematized the rumors.
- Cut all monster drops to 20%, except for uniques and monsters that drop only gold. Increased the chances for ego-items and artifacts to match. That should help the dungeon litter situation.
- Wrote the nether damagetype (currently without side effects) and added the deleted-from-CVS rockets and radiation.
- Switched display.lua to an older version, as I've decided have the game effect of the differences in the melee damage types be small or nonexistent.
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