This commit is contained in:
Zeno Rogue 2019-04-05 14:41:54 +02:00
parent efb72afb87
commit 1a63872a44
2 changed files with 32 additions and 3 deletions

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@ -3047,3 +3047,32 @@ and led to an implementation of a cool Emerald Mine pattern for 534, and also so
- Yendorian Forest, interesting (and different) in each available hyperbolic honeycomb
2018-03-24 12:31 Version 11.0o: fixed Ivory/Yendorian
2018-04-05 14:41 Version 11.0p:
Interface:
- major restructuring of the menus
- removed an option "scrolling by orientation" on devices which do not support this (it caused a black screen)
Gameplay:
- Space Rocks, a shmup-exclusive, bounded-exclusive land (based on a well known classic game)
- a special construction of the Minefield in bounded geometries, which is very similar to the original Minesweeper
- Orbs of Yendor can no longer be moved with boats
- fixed Friendly Ivy attacking non-attackable monsters
- removed Witch and Evil Golem from the polymorph list; replaced them with Falling Dog and Mutant
- Orb of Freedom takes Rose scent into account
- a better message on illegal moves in Brown Island
- bulls become enraged when blown with Orb of Air
- Shadows are now immune to Orb of Air
Projections:
- line animation (in the history mode) should now work in all geometries; you can choose game start -> current position or last recenter -> current view; in quotient geometries, the latter option follows the geodesic homotopic with the path taken by the camera, rather than the shortest path
- the spiral projection is renamed to "spiral/ring" and now works in spherical geometry (hint: change wall mode to black and draw the grid)
- an option to display a 3D cut when displaying 4D Crystal in rug mode
- changing the model color had no effect in hypersian rug mode -- this is fixed
- [3D] azimuthal equivolume projection; buggy model boundaries not shown
Other:
- fixed the ESC key flashing and doing nothing in the Expansion slide
- restructured menus
- [3D] more stable PC centering

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@ -2,9 +2,9 @@
// It is quite chaotic.
// version numbers
#define VER "11.0o"
#define VERNUM 11015
#define VERNUM_HEX 0xA60F
#define VER "11.0p"
#define VERNUM 11016
#define VERNUM_HEX 0xA610
#include <stdarg.h>
#include "hyper_function.h"