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v19.2 (November 6, 2017)

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@martin-tornqvist martin-tornqvist released this 06 Nov 21:44
· 69 commits to develop since this release

Gameplay

  • All items which gave XP on identification now instead gives XP when that item is found for the first time (except "Strange Devices") - the reason for this is to reduce the pressure to identify consumables as soon as possible, and also to have a more "natural" continuous stream of XP, rather than occasional bursts
  • When carrying a Potion, the player eventually gets a "feeling" for if the Potion is benign or malign
  • Increased minimum distance from player when spawning monsters (when entering a new map, or spawning over time)
  • Hounds can no longer bash doors
  • Reduced group sizes of Hounds
  • Hound bites cause physical damage instead of elemental
  • Leech type monsters apply indefinite properties (which can be cured) instead of directly affecting stats
  • Slightly fewer monsters are spawned on the map
  • Monsters can no longer cast "See Invisible"
  • Some monsters now have more specialized spell selections (too many monsters could cast too many different spells)
  • Monsters spawned from summoning spells only remains temporarily
  • Summoning spells no longer have a risk to spawn hostile creatures
  • Monsters cannot summon other monsters near the player from a distance (summoned monsters always appear as near the summoner as possible)
  • The "Transmute" spell costs much less spirit to cast
  • The spells "Summon Creature" and "Summon Mummy Servant" costs one less spirit to cast
  • Animated weapons are stronger, but are permanently destroyed when "killed"
  • When cast intrinsically (i.e. not from Manuscripts), some spells can be cast without making noise (this is specified in the spell descriptions)
  • The Horn of Banishment now also works on Khephren's summoned Locusts, and on monsters spawned from traps
  • Monsters spawned from traps now wait a bit before acting
  • Using Rods causes less shock than before
  • Removed the "Demolition Expert" trait
  • Removed the "Observant" trait (the effects are Rogue background bonuses instead)
  • The "Vigilant" trait grants awareness of all monsters within three steps - even if they are invisible, around the corner, or behind a door, etc (instead of only preventing backstabs)
  • The "Silent" trait also prevents alerting monsters when wading through liquid
  • With the "Rapid Recoverer" trait, Hit Point regeneration is 1 HP every 2nd turn (previously it only regenerated 1 HP every 5th turn)
  • The "Survivalist" trait no longer has "Tough" as prerequisite
  • The "Self-aware" trait has "Cool-headed" as prerequisite instead of "Observant"
  • Melee traits no longer improves chance to evade melee attacks
  • Room templates (loaded from file) are now considered unique, each type may only appear once per game
  • Fountains with bad effects always dry up on the first quaff
  • Added map feature "Alchemist's workbench", similar to bookshelf but may contain potions
  • Some monsters such as Molds or common Rats have negative dodging ability (i.e. they are extra easy to hit)
  • Leng Spiders have a ranged attack
  • Polyp monsters can be knocked back (e.g. by kicking)
  • Invisible monsters causes shock (with a fixed amount), provided that the monster cannot be seen, and the player is aware of the monster ("!" sign on the map), and their map cell is seen
  • The Spirit Dagger does 300% extra backstab damage (just like normal daggers)
  • While the player is using the Medical Bag, infections cannot turn into disease, and the infection turn count is frozen
  • Updated the score formula to include turn count (lower turn counts give higher scores), also a winning game now guarantees higher score than a non-winning game
  • Removed the Rod of Purge Invisible
  • The Shockwave Device is a Rod instead
  • The Horn of Deafening is a Strange Device instead
  • Nicer tombs are guaranteed to contain better items (and common tomes MAY contain better items)
  • Pitchforks gives +15% chance to evade melee attacks
  • Sledgehammers no longer knocks the victim back
  • Monsters become unaware after the player teleports, if they cannot see the player at the new position
  • Ghoul characters can use their claws for destroying corpses (and cannot get sprains from this)
  • The Ghoul traits "Foul" and "Toxic" also gives +1 claw damage
  • Ghouls do not have access to any ranged weapon traits
  • Removed armor bonus for Ghoul characters
  • Ghoul characters never gets sprains from breaking down doors, destroying corpses, etc
  • Removed the "flickering" effect of the Electric Lantern
  • Shock is completely restored when taking a sanity hit
  • The Incinerator is always aimed at the floor of the selected cell (no need for players to select a floor cell adjacent to the monster they are attacking)

Interface

  • Monsters are drawn with magenta background when they have temporary negative properties (such as paralyzation)
  • When viewing monster descriptions, temporary negative properties are listed
  • Added information on high scores and memorial files in the manual
  • Each section of the manual is shown on a separate screen, accessed from a menu
  • The "auto move" feature stops at junctions etc (instead of after a fixed amount of steps)
  • When selecting "New Journey" from the main menu, and a saved game exists, the game asks if you really want to start a new game
  • Added option for disabling ambient sound effects
  • Added option to ask for confirmation before drinking malign potions
  • When playing in text mode, the old ascii art graveyard is shown in the postmortem menu screen again

Bug fixes

  • Fixed a crash bug for the Incinerator weapon (the game could crash when the projectile reached its max range)
  • Energy Vortexes were not resistant to electricity
  • In the game summary, insanity symptoms were written in the wrong format (e.g. "Phobia of spiders", instead of "Had a phobia of spiders")
  • Monsters no longer spawn over time on special levels (e.g. the "Egypt" level)