Difference between revisions of "Dweller"

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== Change log ==
== Change log ==
<pre>
<pre>
Next version
2011-12-08 v.1.13.0
NEW Graphics for triggered traps
NEW Graphics for triggered traps
NEW You can now bump into bookshelves to get a random book
NEW You can now bump into bookshelves to get a random book
NEW Added key bindings for all quickslots
NEW Added key bindings for all quickslots
NEW Added one new quest with a unique reward
CHANGE Added a max range to missile weapons
CHANGE Added a max range to missile weapons
CHANGE Item stats are only shown at the top of the item menu on large screen devices
CHANGE Item stats are only shown at the top of the item menu on large screen devices

Revision as of 22:20, 8 December 2011

Dweller
Stable game
Developer Bjorn Ritzl (formerly Bergstrom)
Theme Fantasy
Influences Angband, Crawl
Released Aug 13, 2003 (?)
Updated See Change log ()
Licensing Freeware, Closed Source
P. Language Java Micro edition (J2ME) and Standard edition (J2SE)
Platforms J2ME MIDP2.0 enabled handsets, J2SE enabled computers, Google Android 1.5+ enabled handsets
Interface Tiles, Keypad, Stylus, Mouse
Game Length 1 hour
[This is the Official site of Dweller]


Dweller is the first roguelike created for java enabled cellphones. The project was announced and a first alpha version was released on the 12th of August 2003.

Description

Dweller is a fantasy roguelike for Java enabled cellphones. A version for desktop computers also exist, but the main focus of development is for mobile platforms. Some of its features are:

  • Three player classes, the Warrior, the Wizard and the Ranger
  • A simple end goal, kill the Goblin king!
  • Random dungeons (with optional persistence)
  • Several different monsters (Goblins, Orcs, Trolls, Oozes, Vampires, Rats, Bats, Skeletons and so on) with simple AI
  • Items, item enchants and named artifact items
  • Merchant to buy and sell items from/to
  • Inventory and equipment
  • Spells and ranged weapons
  • FOV
  • Save/Load
  • Old school pixel graphics and animations
  • Touch screen support

Dweller is designed to run on any MIDP2 or Android OS 1.5+ enabled handset. Older versions also work on MIDP1 handsets, but in 2009 MIDP1 support was abandoned.

Download and Installation instructions

Android version

Dweller for Android can be downloaded for free from the Android Market. Do a search for 'Dweller' to find it or use this market link:

dwellerqrcode.png market://search?q=pname:org.roguelikedevelopment.dweller.android or https://market.android.com/details?id=org.roguelikedevelopment.dweller.android

Mobile version (J2ME)

The easiest way to get Dweller installed on your phone is to point your handsets browser to the Dweller WML page at http://www.roguelikedevelopment.org/dweller/index.wml

You can also download the JAR and JAD files required to install the game here:

Old versions of the game can be downloaded from

http://www.roguelikedevelopment.org/dweller/old

Desktop version (J2SE)

Download the Dweller J2SE JAR here. Run it by opening a command prompt and type

 java -jar DwellerJ2SE.jar

You can also start the game straight away from your browser using Java Web Start. Click here to play now!

Dweller is free to download and play, but it is also a one-man effort to bring a full featured roguelike to cellphones and other mobile devices. If you like the game please consider sending a donation:

Make a PayPal donation! btn_donateCC_LG.gif

Screenshots

176x220 version 176x220_1.png 176x220_2.png 176x220_3.png

320x480 version 320x480_2.png 320x480_4.png 320x480_3.png

How to Play

Note: All keys can be redefined within the game to better suit your handset. Since mobile phones have a somewhat limited set of input options Dweller also has a rather simplistic interface and way of game play. The game offers the following set of commands:

  • Movement (one command for each direction)
  • Interact (pick something up, open a chest, ranged attack on a targeted monster, descend stairs etc)
  • Targeting (look around on the map and target distant monsters)
  • Cycle target (only while in targeting mode)
  • Exit/Cancel (closes a menu or leaves targeting mode)
  • Inventory
  • Main Menu

Movement

Use the Movement commands to move. If you have a touch screen enabled handset just tap on the screen in the direction you wish to move. Note: Orthogonal and diagonal moves take the same amount of time.

Combat

Move into monsters to attack them. Use targeting mode to attack with ranged weapons.

Doors

Move into doors to open them. Use targeting mode to close them.

Interact with items on the ground

Use the Interact command to stand still and search, pickup items, open chests and ascend/descend stairs. If you have a touch screen enabled handset just tap on the player character to interact with something on the ground below you.

Targeting

Use the Targeting command to switch to Targeting mode. While in Targeting mode you can use the Movement commands to move a cursor around on the map.

Press the Targeting command multiple times to cycle between equipment or plain inspection mode. If you have a touch screen enabled handset tap and hold for half a second to cycle equipment.

Use the Cycle Target command to cycle between visible targets.

Use the Interact command to interact with selected target using the selected equipment (or no equipment to inpsect a monster/item or close a door). If you have a touch screen enabled handset just tap on a target to immediately Interact with it.

Use the Exit command to go back to movement mode again. If you have a touch screen enabled handset tap the bottom of the screen to go back to movement mode again.

Menu

Use Menu command to bring up the game menu (inventory, character info, new game, save/load etc). If you have a touch screen enabled handset simply tap the bottom of the screen to open the menu.

Use the Menu command again to cancel/go back from the current menu. If you have a touch screen enabled handset drag left to cancel/go back from the current menu.

Inventory

You can access the Inventory from the main menu or by using the Inventory command. Touch screen uses have to go via the main menu to access the inventory.

Character stats

Your character has four attributes; Attack, Defense, Magic and Speed. When displayed ingame the are shown as Attack/Defence/Magic/Speed.

  • Attack determines chance of doing damage in combat and the amount of damage that can be done in melee combat. Attack can be increased by using weapons and other items found in the dungeon.
  • Defense determines your chance of negating incoming damage.
  • Magic determines your ability to use magic items and deal damage with spell. It also increases your chances of resisting magic attacks.
  • Speed determines the speed by which you act, allowing you to attack and move more often than your opponents.

Besides the four attributes your character has Hit Points (Magic Points was removed in a recent version). When Hit Points reach 0 you die and have to start over.

Inventory and Equipment

The inventory shows all carried and equiped items. Available equipment slots are:

  • Melee Weapon
  • Missile Weapon and ammo
  • Armour
  • Shield
  • Helmet
  • Boots
  • Ring
  • Amulet
  • Cloak
  • Trinket (wand or similar)
  • Spell book

Use your inventory to equip/remove/drop/examine items you are carrying. Some weapons require both hands to use, thus preventing the use of a shield.

Testimonies and reviews

"This game takes me back to when I was a kid, keep up the great work!" - wezman

"Just started playing Dweller on my new phone and it seems like a pretty nifty game :) Simple enough to pick up quickly and easy to control despite the lack of keys available." - daniel andersen

"I really love to play roguelikes and I think that dweller is a superb idea THX for all those who developed dweller for making it and working on it. If I can help just let me know ;)" - haloocyn

"Awesome game!!! I've been playing your game since your very first version and i always check your site for new version. It rocks!" - Ethaniel

"IT ROXX!!!" - mastaG

"Far more addictive than the all singing/dancing multi-coloured "Bomberman" that I spent ????5 on downloading. Well found. :)" - www.stumbleupon.com

"I think is the best Java Game I have ever seen, so addictive, so beautiful, and free." - Roberto

"Dweller is surely the best cellular game i've seen; really good job!! Thanks!" - Ci00rix

DroidGamers review http://www.droidgamers.com/index.php/game-news/android-game-news/383-dweller-rpg

Article on Dweller at AtomicMPC http://www.atomicmpc.com.au/article.asp?CIID=24903

And of course Rhialto's Dweller fanpage (thanks!) http://rhialto.com/Dweller/

Blog and Social Media

Follow Dweller development on my blog:

http://peeksandpokes.blogspot.com/search/label/dweller

RSS Feed with Dweller related posts:

http://peeksandpokes.blogspot.com/feeds/posts/default/-/dweller


148235881890074.1223.1851685123.png

Dweller on Facebook

Known handset issues

  • On some handsets the key names for joypad and similar non numeric keys aren't shown when using Defined Keys and Show Commands
  • 2009-09: On HTC Dash handsets the player is rendered at the bottom of the screen. Probably caused by the handset reporting an incorrect(?) screen height

Todo list and ideas

User experience

  • Add more in-game help

Bugs

  • It should be possible to disarm traps even if there is an item on the map cell where the trap is.
  • Killing a sleeping monster resulted in a floating z in the same cell on any level (1.8.3)
  • No healer showed up in my game (1.8.3) Merchant and neutral rats only
  • When a bow is not equipped through selling equipped bow to Merchant, causes ERROR Exception in main loop java.lang.NullPointerException with no LOG ENTRIES: (blank) when targeting (1.8.3), Equipping bow solves

Character and character progression

  • Sometimes give passive abilities on level up. The Warrior has a chance to knock-back enemies. The Ranger has a chance to temporarily pin enemies to the ground using arrows (effectively a stun). The Wizard has a chance to drain life from a killed monster.
  • Achievements (kill n monsters, kill n monsters of a certain type, accumulate x gold etc). Give in-game benefits or add to final score.
  • Add the option to name the player character

Death/Win

  • Improve "game over" screen
  • Possibly add an item (soulwell, soulgem or similar) that when dead will be consumed and return you to life on the surface with your equipment (and possible with a small loss of stats).

Gameplay

  • Possibly add difficulty levels (Easy, Normal, Hard). Maybe prevent use of stairs up on Hard or something? No starting inventory? Separate highscore tables (or a single one with a score bonus depending on difficulty).

Inventory

  • Switch to a grid system
  • Make encumbrance more readily available/viewable as it affects game play but is buried on character menu

Items

  • Other lightsources (fires, torches)
  • More items for the ranger. Concussive arrows (stuns opponent), Explosive arrows (knockback)
  • Add level/stat restrictions to items
  • Combine/transmute items (two weak potions = one strong, one healing potion and some herbs = stat gain potion etc)
  • Destroy items

Interface

  • No suggestions at the moment

Map

  • Perhaps add several stairs up/down, possibly to different branches ("You see a staircase leading down to the sewers", "You see a staircase leading down to a dungeon")
  • Sewers: Add junk that can be searched for items (can spawn monsters and/or cause disease)
  • New map type: Catacombs. Undead monsters mostly. Coffins that can be opened for loot/monsters
  • New map elements: Altar (sacrifice items to gain favors), Teleporter, Fountain (healing, antidote, mutation, poison)
  • Not possible to disarm traps if an item is on the same position
  • Doors only unlockable by special keys
  • Sokoban style rooms that when completed opens a door to a treasure room

Merchant

  • No suggestions at the moment

Monsters

  • Add some kind of danger assessment to monsters (Harmless, Weak, Even, Dangerous, Deadly etc)
  • Immobile monsters: Statues, Deadly plants
  • More monsters!
  • Monsters should avoid undiscovered traps (they already avoid discovered traps)
  • Charmed/summoned monster AI need to be improved
  • Monsters (esp. charmed ones) should follow up/down stairs

Performance

  • Screen flickers on some handsets due to too frequent redraws of too much of the screen (ex. Nokia N97Mini)

Quests

  • Add mini quests

Social Networking and External systems

  • Add Facebook support (post Dweller highscores to a users FB page, when finding an artifact weapon and so on
  • Char dump to SMS/Mail/Webpage/Social Media Site
  • Possible put the game on Handster.com, Mobango.com and Appoke
  • OpenFeint

Spells

  • Curse (decreases chance of attacking/casting spells or maybe preventing items from being removed)
  • Acid (damages inventory and/or equipment)

Targeting

  • Cycle between all available items (scrolls, books, wands)

System

  • Add ability to specify save file location (for instance to use a Dropbox folder)

SUGGESTIONS AND IDEAS THAT HAVE BEEN DISCARDED

  • Place stairs further apart. Note: There is nothing wrong with having stairs close. The player does not need to be forced to explore the whole dungeon as it in many aspects already is a necessity to survive and gear up before going deeper.
  • Investigate if a Rest command should be added (regain HP with the risk of monsters ambushing). Note: There is no real need for this anymore as you have the merchant on the first level to buy healing potions from. Even with the risk of being ambushed when resting it would make the game too easy.

Change log

2011-12-08 v.1.13.0
NEW Graphics for triggered traps
NEW You can now bump into bookshelves to get a random book
NEW Added key bindings for all quickslots
NEW Added one new quest with a unique reward
CHANGE Added a max range to missile weapons
CHANGE Item stats are only shown at the top of the item menu on large screen devices
FIX Items that aren't supposed to be generated could end up in the merchant inventory
FIX It was possible to completely mess up the key configuration on J2ME devices

2011-12-03 v.1.12.0
NEW Quest system with the Goblin King and a few starting quests (more to come!)
NEW World generation has been improved and the dungeon will now be kept thematically intact with optional side-branches (not done yet)
NEW A couple of new map tiles for the dungeon (one with a static light source)
NEW The minimap visibility is remembered between sessions
NEW Added descriptions to some potions
NEW Added two unique items
NEW Monsters start in an idle state. It is first when they notice the player that the start to attack
CHANGE Item info for items in the inventory is shown in the item menu instead of after selecting Examine (except on small screens)
CHANGE When examining an item of the same type that you are already equipping the stat values of the equipped item will be shown next to the examined item's stats
FIX Help popups weren't always shown when they should be
FIX Scrolls of Enchant could fail and still mention that the item starts to glow

2011-11-03 v.1.11.4
CHANGE The stats of missile weapons and ammo wasn't shown on the Examine screen. Since the stats are important to determine attack effiency they have been added.
CHANGE Going back from the buy/sell menu brings you to the inventory category you came from and not to the start of the inventory
CHANGE The character menu button will show the correct character class and not always the warrior
FIX Your carried gold is now properly displayed when buying/selling items
FIX The map wasn't properly centered (it was off by one both horizontally and vertically)
FIX Cursor movement using mouse/touch wasn't working as expected
FIX You can now disarm a trap even if there's an item on the same cell
FIX The message box at the top of the screen started to scroll after scrolling on the map
FIX Sometimes the width of menu items were too long and didn't wrap properly causing text to go off the screen
FIX Your gold will not show up in the inventory when selling to a merchant
FIX The desktop version didn't redraw the screen after being brought back from a minimized state
FIX Scrolls of Enchant were broken

2011-10-28 v.1.11.3
FIX Touch/click momevement issues in portrait mode when the map was scrolled and the player was off-center
FIX Rendering issues when the map was scrolled and the player was off-center
FIX Fixed the description of Potion of Clairvoyance

2011-10-28 v.1.11.2 (J2ME only)
FIX Fixed a bug with tile scaling for J2ME

2011-10-28 v.11.1
NEW Added tile scaling support to the J2ME version. Experimental and it needs user feedback!
NEW It is now possible to drag the map to look around

2011-10-27 v.11.0
CHANGE I've changed the way item and monster data is loaded to prevent save games from becoming invalidated by minor changes to the data
CHANGE Reduced likelihood of poison being triggered, it was too powerful as it was before
FIX Issues with popups and keypad/keyboard input solved
FIX The game now correctly remembers if you have an unspent level up (for instance when switching orientation on Android)

2011-09-28 v.1.10.6
FIX The message history is now available again
FIX Some lines of text in textboxes were sometimes incorrectly hidden

2011-09-23 v.1.10.5
CHANGE The define and show keys view has been combined and you can now redefine individual keys instead of having to define all keys at once
FIX Layering of UI components was not correct. On small screens some components overlapped and the wrong component handled input

2011-09-23 v.1.10.4
CHANGE Added the <More> message prompt again
FIX The cause of the performance issues have been found and corrected

2011-09-22 v.1.10.3
FIX A couple more performance tweaks. Please send in feedback if the game is still sluggish!

2011-09-22 v.1.10.2
CHANGE Made Vampire Bats and Spiders a little less dangerous
FIX Clicking on the action bar at the bottom of the screen in portrait mode moved the player
FIX Several big performance improvements

2011-09-20 v.1.10.1
FIX Input issues preventing movement without a d-pad
FIX Fixed an issue that prevented start of a new game after death

2011-09-18 v.1.10.0
IMPORTANT The J2ME version now require CLDC 1.1 support (was CLDC 1.0)
NEW A lot of changes have been done to the user interface, but there is much more to come!
NEW Your current position on the minimap will blink to make it easier to find
NEW It is now possible to bind a key to show/hide the minimap
NEW "Tip of the day" will be shown on the loading screen
NEW Quickslots for easy item access
CHANGE Changed the fireball cast animation
CHANGE The minimap will be smaller on large screens and always positioned in the top left corner
CHANGE Undead are immune to poison attacks
CHANGE Poison has now become more lethal as it ticks for damage each turn unless resisted
CHANGE D-pad is now semi transparent to not cover vital things on the map
FIX Trader and healer names were always the same after a clean installation of the game
FIX Improved message feedback when trying to equip an illegal combo of items
FIX It is no longer possible for the player character to be charmed/pacified by a dark wizard
FIX Trap doors will not be generated at the bottom of the dungeon (nothing happened when you fell through)

2011-07-30 v.1.9.0
CHANGE The item Heavy Stone Ring has changed name to Stone Ring to make sure that silly names like Light Heavy Stone Ring doesn't happen
FIX Game crashed when trying to fire a missile while not having a ranged weapon wielded

2011-07-29 v.1.8.4
NEW Large creatures will push aside smaller creatures when trying to reach the player
CHANGE D-Pad is now larger on high-res screens (Android and J2SE only)
CHANGE Drain does not work on undead
CHANGE Clone will stop working on creatures with 1 HP (previously Oozes kept cloning at 2 HP and never dropped down to 1 HP)
CHANGE Only the warrior can use heavy weapons and armor
CHANGE Random and persistent game scores are saved in different highscore lists
CHANGE Equipment rules have been changed slightly. You can no longer combine a 2h melee weapon with a ranged weapon.
FIX Missile weapons with an added effect (such as the stun from a crossbow) weren't activated
FIX Gold will now be automatically picked up if pushing a stone results in gold ending up in the players location
FIX Gold will now be automatically picked up when finding it in a chest
FIX Fixed Potion of Clairvoyance should now work properly

2011-06-23 v.1.8.3
NEW You will now get notified if there are no more targets while in targeting mode and the mode will switch from targeting to look mode
CHANGE Improved targeting mode to follow the last target and pick a new one when the old one dies (all this was once working but 
broke at some point)
FIX Target cycling sometimes hung the game
FIX Merchant inventory restocking now work properly

2011-06-22 v.1.8.2
NEW The player will automatically pick-up gold when standing on it
NEW Added some more trader names (and made sure the healer is given a name as well)
FIX Target cycling for missile weapons and offensive spells should not suggest the player as a target
FIX It is no longer possible to equip a shield while wielding a missile weapon
FIX It wasn't possible to scroll the list of current key bindings
FIX Basic inventory of the trader didn't get refilled properly since 1.8.0

2011-06-21 v.1.8.1
NEW Added description of the services the healer provide
CHANGE Made poisons more dangerous by decreasing attack and defense more
CHANGE The Equipped and Not Equipped categories are removed when viewing the inventory of an NPC
CHANGE To prevent accidental selection it is no longer possible to confirm a choice in the gain level menu by pressing Left or Right
FIX Some minor copy issues
FIX Crash when buying Curing from the healer

2011-06-19 v.1.8.0
NEW A healer is now available at the dungeon entrance
CHANGE Menu item height increased in touchscreen devices
CHANGE Adjusted item prices slightly

2011-06-16 v.1.7.12
FIX I'm a klutz - Chests were always empty

2011-06-15 v.1.7.11
FIX Chests that were supposed to be empty still contained an item
FIX Null pointer when killing monsters, especially using magic 

2011-06-14 v.1.7.10
NEW Attack and death animation
NEW Bloodstains and corpse

2011-05-31 v.1.7.9
FIX Fixed some bugs with menu scrolling
FIX Fixed Potion of Clairvoyance
CHANGE Increased button size on high res devices

2011-05-20 v.1.7.8
NEW Improved menus with smooth scrolling

2011-04-12 v.1.7.5
NEW Variable size map pieces
NEW User generated map pieces
CHANGE Increased map size
CHANGE Reduced spawn rate even more

2011-03-10 v.1.7.4
CHANGE Reduced spawn rate
CHANGE Stair respawns will no longer happen when on the surface
CHANGE Killing the Goblin King gives an additional scoring bonus when the game is finished
FIX Swedish translation was corrupt

2011-03-09 v.1.7.3
FIX The merchant accidently started selling Scrolls of Recharging instead of Scrolls of Recall

2011-03-08 v.1.7.2
NEW When examining an item in your own inventory it will be compared with your equipped item
CHANGE Improved layout on really small screens (176x220)
CHANGE Harmonized font size throughout the game
FIX Double height title box

2011-03-05 v.1.7.1
NEW Font anti-alias in J2SE version
NEW Added Potion of Clairvoyance
NEW Scroll of Recharging
NEW Monsters can sometimes spawn from stairs
NEW Commands on the action bar that cannot be used (because the correct equipment isn't available) will get greyed out (Android and J2SE)
NEW When examining an item not in your inventory the stat difference with an equipped item of the same type will be shown next to the stats
CHANGE Removed teleport ability from Goblin King
CHANGE Added confirmation if trying to start a new game while having an already active game
CHANGE When you attack and miss a target it wakes up
CHANGE You will not get a message about increased health when descending to a new depth if fully healed
FIX When gaining a level and the automatic HP increase the current HP was reported instead of the new maximum HP
FIX Bag of Monsters had an additional suffix ".. of Good"
FIX Some scrolls could be used more than once
FIX Adjusted map UI slightly for smaller screens (176x220)
FIX A very persistent player managed to get very high stat values and wrap around to negatives. Maximum stat values are now set to 100.

2011-01-28 v.1.6.1
FIX The Wizard couldn't use books... oops

2011-01-27 v.1.6.0
NEW Directional pad for touchscreen handsets in landscape mode
NEW You can now toggle minimap on/off via main menu (which makes minimap accessible to non-touchscreen players)
NEW Magic bolt effect when casting spells
NEW Added some more information to the Examine screen
NEW Android icon
NEW Added an Unequipped category to the inventory
NEW Wielding a shield gives you an extra chance to avoid incoming melee damage
NEW Added items which grant resistance to stat drain (slow, drain etc)
NEW Added feedback when the targeted monster tries to cast spells
CHANGE Items can have more than one magic effect
CHANGE Monsters can now cast more than one spell
CHANGE When you push a stone and it swaps places with a sleeping monster the monster will now wake up
CHANGE Minor changes to the English copy
CHANGE Ranger and Warrior can now use magic items (wands but not books)
CHANGE Scrolls of Enchant can now sometimes add a random effect in addition to stat enchants
CHANGE You are no longer returned to movement mode after using a ranged attack
CHANGE XP is now shown as relative XP instead of absolute, ie. "XP this level"/"XP needed to reach next level"
CHANGE The slow attack now always reduce speed by 1 and adds a temporary stun instead of a variable speed loss
CHANGE Adjusted XP required each level to make the XP curve a bit steeper
CHANGE Adjusted damage code to get rid of really high hits
FIX You are now properly returned to the item menu after examining an item at the merchant
FIX The target unit frame is cleared when leaving a level
FIX Picking up an item that makes you reach the carrying capacity cap is now possible
FIX Potions of healing now properly report amount of HP gained
FIX Stat gain options when gaining a new character level were not always calculated correctly
FIX Incorrect message when knocking back an opponent
FIX You can no longer be slowed down to negative speed by monsters with slowing attacks

2010-10-02 v.1.5.1
NEW Added a small '!' emote above a monster that wakes up
NEW Minimap!
CHANGE Damage against sleeping monsters is increased
CHANGE Draining an already drained target has reduced chance of success
FIX Scrolling a multi-line menu choice on the last line did not show the entire line
FIX Some monsters were flagged as unique even though they weren't
FIX Monsters were flagged as sleeping even though they weren't, and vice versa
FIX The Goblin King would bug out when going back and forth to the level where he was generated

2010-09-30 v.1.5.0
NEW Added Elven Bow. Low weight, high damage.
NEW Added Crossbow. High weight, very high damage.
NEW Monsters can be generated asleep
NEW Added a settings menu and moved key bindings and language settings there
NEW Android - Reintroduced the option to change tile size
NEW Language settings shown the first time Dweller is launched
FIX Selected language is now saved between games
FIX It is no longer possible to kill yourself if a spellcast backfires

2010-09-26 v.1.4.2
CHANGE Android - Graphics is scaled at higher resolutions
FIX Trapdoors caused unwanted behaviour when a monster fell through it (nullpointers)
FIX Spelling errors and formatting

2010-09-25 v.1.4.1
CHANGE Gold does not count towards the final score as much as it did before
CHANGE Android - Increased font size for the unit frame
CHANGE Unit frames have been moved to the bottom of the screen to stop them from being "jumpy" (when they followed the height of the messagebox)
CHANGE Chance of the merchant having better gear is increased with player level
FIX A lot of typos as a result of the translation support being added in the 1.4.0
FIX Buy All and Sell All options did not work after the translation support being added
FIX Wands accidently got double prefixes (Wand of Fire of Fire)
FIX Dragon Scale Shield, Book of Teleport, Elven Cloak and Leather Cap had incorrect names
FIX Fixed so that the merchant won't have a chance of being generated in an unrechable position
FIX Solved a nasty bug related to stun effects that caused dead monsters to become invisible "left overs" blocking the player's way

2010-09-19 v.1.4.0
NEW Dweller now support multiple languages. There's currently only a slightly whacky Swedish translation besides the standard English one. More will come!
NEW Trap doors that will make you fall to the level below
NEW Added action buttons on the map UI for touchscreen devices to simplify targeting and menu access
NEW Removed the statusbar at the bottom of the map UI and added proper unit frames for the player and the current target
NEW Named mini-bosses
CHANGE The merchant's inventory should get pruned and updated in a better way
CHANGE Fog of war ghosts of monsters have been removed. They were more of a nuisance than a help.
FIX Potions can no longer become enchanted by the world generator when generated from a predefined spawn point
FIX Saved games are no longer deleted when loaded at startup. The save game is kept until the game is ended to reduce the risk of losing a game to an application crash
FIX Saving redefined keys did no longer work

2010-08-28 v.1.3.0
NEW Added an option to Use All (for instance use 3 Mushrooms of healing in one go, without having to go in to the menu between each use)
NEW Added Potion of Mutation
NEW Pushable stones
NEW Some rooms within the dungeon have predefined spawn points for items and monsters when the map is generated
CHANGE Game is now saved when moving between levels. This will prevent complete loss of your character if the game crashes
FIX Floating damage text was not shown correctly for ranged attacks
FIX J2ME and J2SE - Floating damage text was clipped
FIX Almost insta-death by draning bug solved (Vampire bats were lethal)
FIX Android - Crash bug on app exit
FIX Android - Cupcake was not supported afterall due to an incorrect minimum SDK version

2010-08-24 v.1.2.1
NEW Added a Buy all/Sell all command
NEW A message is shown when you do not have enough money to buy an item
NEW Added a low hitpoint warning message
CHANGE Adjusted font height to work better in both landscape and portrait mode
FIX Android - Floating damage text was clipped

2010-08-23 v.1.2.0
NEW Version check at startup to avoid loading invalid saved data
NEW Floating text animations above monsters and player when taking damage and upon xp gain
NEW Added some stat gain potions
NEW Amount of gold shown in the bottom status bar when interacting with the merchant
CHANGE Added some extra info to the saved scores (char level and max depth)
CHANGE Chests, stairs and traps will no longer be created in water
CHANGE Updated the splash screen logo
CHANGE Improved scrolling in menues, especially when using a touch screen
FIX J2ME - Exiting the app in any other way than from the game menu did not save any ongoing game
FIX J2ME - Some of the default keybindings for navigation conflicted with keybindings for inventory and main menu on some handsets (SE C702 among others)
FIX Worg graphics was still incorrect - doh!
FIX The game over screen was shown multiple times which caused weird behaviour and multiple score entries
FIX When enchanting a wielded weapon it gets unwielded but not wielded again. This was unintentional and has been solved.
FIX When enchanting an item you have more than one of the whole stack got enchanted. Only stacks of ammo can get enchanted now
FIX It is no longer possible to enchant a quiver of normal arrows as those are of unlimited supply
FIX On really rare occasions the game crashed when entering a new level
FIX Infrequent crash bug when dying

2008-08-13 v.1.1.4
FIX Android - save/load code issue solved

2008-08-13 v.1.1.3
NEW Monster descriptions are shown upon first encounter
CHANGE Underlying floor tile rendered for traps, doors and chests
CHANGE Android - save/load code reworked. Should work on 2.2 devices now
CHANGE When selling an equipped item you have more than one of you no longer un-equip the item first
FIX Solved a recently introduced bug with the map generator that could cause disconnected levels

2008-08-10 v.1.1.2
NEW Water animations
FIX Selling an equipped item did not remove it first (causing stat gain/loss to become permanent)
FIX Vampire graphics was off index
FIX Buying/selling did not work

2010-08-10 v.1.1
NEW The merchant will be named after player who have contributed to the game by submitting bug reports or giving feedback
CHANGE Adjusted item prices. No more arrows being worth thousands of gold.
CHANGE When you sell something to the merchant you won't get paid the full price of the item
FIX There was an issue with Scrolls of Recall that left a player ghost on the level you travelled from
FIX Game over crash bug
FIX Crash bug when redefining keys
FIX Some monster graphics were wrong
FIX Traps and secret doors in the caves are no longer clearly visible even when not found
FIX Android - Cycle Target set to Menu key
FIX Going back from the Buy/Sell item list takes you to the correct screen
FIX Improved touch screen srolling in menues
FIX It was possible to kill the merchant with ranged attacks

2010-07-26 v.1.0
NEW Brand new graphics
NEW Simple idle animations
NEW Merchant on the surface to buy and sell from
NEW Scroll of Recall to move between surface and deepest dungeon level visited
CHANGE ASCII mode removed
FIX Null pointer on rare occasion when switching level
FIX Null pointer when viewing an empty inventory/ability category
FIX Runetime exception when restarting the game after it has been halted (Android)

2010-06-29 v.0.15.2
NEW Android support!
NEW All text now has a small drop shadow
CHANGE Locked the navigation keys completely from being redefined as it risks screwing things up if redefined the wrong way
CHANGE Added left/right commands as valid ways of navigating back and forth in menues (this used to work in old versions and is now back on player request)

2010-04-30 v.0.15.1
NEW Dweller Desktop now properly resize the drawing area when the window is resized
NEW Greatly improved the error handling when loading/saving data
NEW Added a loader/progress screen when starting Dweller to give feedback while waiting for the game to start
CHANGE The bottom bar is now hidden when showing item categories
CHANGE Additional drops from dead monsters favor the cell the monster was in if it is empty, instead of spreading it to adjacent cells
FIX Some key codes on some handset models did not show correct key names in the Commands menu
FIX It was not possible to close an opened gate
FIX The Dweller Mobile code to properly resize when the canvas was resized (not sure if/when that ever happens) did not work

2010-04-14 v.0.15.0
NEW Desktop J2SE support
NEW Improved feedback from charmed monsters
NEW Added a monster kill tracker to the character menu. First time kills reward double the amount of xp
NEW All items now have a value in gold, in preparation for features to come...
NEW Monsters, primarily humanoids, now drop gold in addition to other loot
CHANGE Made targeting a bit more intelligent. If no previous target exists it is always the closest one that gets picked first
CHANGE Some keys are now locked so they can't be redefined. This is to prevent a user from redefining keys and completely block navigation within menues
FIX Targeting no longer incorrectly cycles through items when it isn't supposed to
FIX It is now possible to exit the hiscore and game over screen by pressing center/select, not only menu and exit
FIX Selecting an inventory category other than ALL sometimes caused the incorrect category of items to show

2010-03-30 v.0.14.0
NEW Door type: Gate. Blocks movement but not line of sight
NEW Added an About & Credits screen to the main menu
NEW Added a couple of items that increase the light radius
NEW Only intelligent monsters can open doors and pick locks. Stupid monsters need to rely on brute force to get passed a closed door.
NEW Added two handed weapons that prevent the use of a shield
NEW Added items of better or worse than average quality, prefixed "Fine", "Worn", "Strong" and so on
NEW Introduced weapon speed to allow for different playstyles using either hard hitting and slow weapons or fast weapons that hit for less
NEW Some monsters can now be generated in packs
NEW Improved fleeing and pursuing AI behavior
NEW Monsters no longer step on known traps
NEW Flying monsters (bat, wraith and beholders) are no longer affected by traps on the ground
CHANGE Bashing open a door varies in difficulty depending on if the door is locked, jammed, or if it is a gate
CHANGE The ranger has an increased light radius
CHANGE Hitpoints are always increased by 1 when gaining a level
CHANGE Visibility in the starting forest is no longer limited by the player's light radius
CHANGE Weapons with an added effect (Fire, Poison etc) no longer rely on the player's Magic stat when determining effect
CHANGE The bottom stats bar area is no longer taking up screen space on views that doesn't use it
CHANGE The damage from attacks and spells is now determined using a slightly skewed gaussian distribution instead of a linear
CHANGE Wands now have a limited number of charges. There is currently no means of recharging a wand
CHANGE Items are now ignored when cycling through targets
CHANGE When having an item with a beneficial effect selected in targeting mode only friendly creatures will be cycling through targets
CHANGE When having an item with a harmful effect selected in targeting mode a hostile creature is selected by default instead of starting centered at the player
CHANGE Targeting mode automatically targets an enemy if none is already targeted (previously the player was targeted)
CHANGE Minor change to the Drop one/all menu. If a single item is selected the Drop one/all will be replaced by a simple Drop command
CHANGE Improved touchscreen support, especially when moving around on the map
FIX Proper feedback is now given if the player tries to enchant an item that can't be enchanted
FIX Solved a fatal bug in monster movement code that could move the monster out from the map (and crash the game)
FIX Ammo with a limited amount is no longer kept equipped when depelted
FIX Removed double "You are no longer poisoned" messages when leveling up while poisoned
FIX Removed double death messages when killing a creature with a ranged weapon using enchanted ammo
FIX Made sure that tiled levels (the dungeon and sewer) are surrounded by an impassable border of wall tiles
FIX It is no longer possible to go back to a finished game after killing the Goblin King
FIX You will now get a proper win if you return to a saved map with the Goblin King on it and you kill him
FIX Solved the problem with text flooding the bottom edge of a text box
FIX Damage done and taken is no longer linear. There is less probability to do max damage.
FIX Solved a crash bug when explicitly saving a game with persistent maps, leaving the level, coming back and loading again
FIX You can no longer save scum chests. A chest will always contain the same item, no matter when you open it
FIX You can no longer save scum scrolls of enchants. The result of a particular scroll of enchant applied to a particular item will always give the same result
FIX Solved a potential problem when dropping parts of a stack of items or when cloning a monster
FIX It is no longer possible to resist magic cast by yourself on yourself (for instance resisting own teleports)
FIX Damage caused by displacement/knockbacks no longer reduce max hitpoints

Older changes can be reviewed here.