POWDER 106 Roguelike Game for the DS & GBA An update for the roguelike homebrew game for the Nintendo DS, POWDER. Full changelog and download links below. Changelog * Updated 32x32 icons from Ibson the Grey that have the new weapons. * Describe Ricochet. (Malte Helmert) * Extra regen for being full occurs even if you have a ring of regeneration worn. (Malte Helmert) * Regenerating magic when hungry occurs deterministically. (Malte Helmert) * Sleeping creatures are not damaged by light attacks. * Creatures who can't eat won't be hungry or full, regardless of pre-poly state. (Tobias Pierce) * Port to the GP2X by David Parker, done original for version 104, has now been rolled into the official build process. (David Parker) * Fix a type mismatch passing a structure as a pointer (!!) which surprisingly only caused problems on some platforms. (Peter Roozemaal, with patch) * Attempted to move all systems to va_copy - I hope I'm not longer using any old enough compilers that complain. Apparently MSVC still lacks va_copy. (Peter Roozemaal) * Some liches were locked up in a secret room as a temporary measure until I do a proper fix for AI opening doors. (The Rani) * Pushing a boulder against another boulder now has a full stop. (FEG) * Remove redundant to in bind soul description. (David R. Shultz) * Anachronistic reference to jello replaced by jelly. (R. Dan Henry) * Improved message for losing water walk (R. Dan Henry) * Pax will now grant Endure Hunger and Teleport. Tlosh will grant Preserve. Klaskove will grant Blunt Weapons. (R. Dan Henry) * +10 flaming swords have been overpowered because the +10 counts as a pure damage bonus to both the flame and regular sword attack, effectively giving +20 damage. To mitigate this, enchantment bonus is now only added to the base sword damage, not any bonus artifact or fire damage. Further, the enchantment is rolled against so you get +1d10 damage rather than +10. This doesn't effect +1 weapons, but provides a sliding penalty for the overpowered weapons tossed around by H'ruth. * Fixed source code comment that lied about ways to charge lightning rapiers. (Adam Boyd) * You can really eat water elementals now. I hope. * There is now a mini icon for the rapier. It is the same as the sword in all builds but Ibson the Grey. You may guess who motivated this inclusion. (Ibson the Grey) * The Leather Helm now has its own tile icon so you can tell it apart from iron helms on the dungoen floor. (Jan Milewski, Ibson the Grey) * Speaking of which, the Ibson the Grey tileset has caught up to all the current tiles and also sports distinct male and female clothing. * Casting wizard eye and possess will now be noticed by the gods. (R. Hamaker, Bridget Farace) * When you choose a god or forget a spell there is now a confirmation. * Your current god is reported when you level up. (Meddyan) * An entry on the wiki was ret-conned to be correct. * Skills and spells don't show up in the intrinsic list if they'll show up later anyways. (R. Dan Henry) * Torches classified as weapons rather than misc, so thus should no longer change their properties when artifacts become or unbecome being torches. (David Damerell) * Jumping will noise your feet as expected. * After you have filled your highscore list, you will get the option to pick a starting god to avoid having to start-scumm to get equipment suitable for different gods. (Derek S. Ray) * Option to pick a random name. (Sam Goldfield) * Firing upwards with ice/fire wand no longer affects the square you are on. * You can now zap lightning rapiers. (Bunnyriffic) * Special rooms now have their doors flagged so creatures will not open them until you do - this should avoid out of depth creatures wandering the dungeon and killing you. (Derek S. Ray, Brendan) * Remove forbidden double knowledge from description of bleeding wounds skill (David R. Schultz) Download for Nintendo DS; GBA; Download New Art Pack Source GBAtemp Discussion Thread Thanks to FireEmblemGuy for the news!