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)