This repository has been archived by the owner on Aug 23, 2023. It is now read-only.
v0.11
Gameplay:
- Overhaul of dungeon structure. The main dungeon is shortened to 8 levels,
from Depth 1 to 8, and there are 3 optional levels as before, now from 9 to
11. This is to make the game more coffee-break (as intended), and also more
dense: each level now should feel more special. In particular,
weapon/rod/armour distribution is a little less random than before, and
excluding some occasional permutations because of some sane randomisation,
one will in particular find a rod in Depth 1, a weapon/shield in Depth 2, and
an armour in Depth 3. Levels that do not get a weapon/rod/armour will get
extra consumables. Monster band distribution and special levels have had
various adjustments too. - Made confused monsters smarter.
- New tree stone: any creature hurt while standing on the stone is lignified.
- New aptitude: you occasionally teleport your foes when hurt.
- New aptitude: you occasionally lignify your foes when hurt.
- New aptitude: light-footed when hurt.
- New rod of lignification - it works on monsters in a similar way to the
player potion. - New rod of last hope - the damage it does is inversely proportional to your
health. - New projectile: teleport magara - it teleports monsters in a square area.
- New projectile: slowing magara - it releases a bolt slowing monsters.
- Darts of confusion always hit. Less of them generated as a result, and
removed “unusually accurate” aptitude. - New potion of accuracy that makes you never miss for a few turns.
- Berserk status now forbids rod usage instead of potion usage.
- New monster: mind celmist - uses a smitting attack and avoids melee.
- New monster: tiny harpy - can blink when hurt, appears sometimes in place of
goblins. - New monster: vampire that has a nauseous spit and can regenerate by drinking
your blood. - New monster: tree mushrooms - slow, big clunky creatures that can lignify you
by releasing spores. - New weapon: vampiric dagger, that heals you a little when hitting living
monsters. - New weapon: hopeful sword - it hurts harder the more you're injured;
two-handed. - New weapon: final blade - it can kill in one shot ennemies with less than
half HP; two-handed; your maximum HP is reduced. - New weapon: dragon sabre - it hits harder against big monsters with lots of
HP such as dragons or hydras. - Renamed sabre into assassin sabre.
- Removed berserk sword.
- Removed plain chain mail, leather armour and buckler.
- Make shields a little less useful when surrounded: you can only block once
per turn. - Reworked stealth: now hunting monsters may return to wandering mode when not
seing you. The effect is much increased by wearing the harmonist robe. This
gives more depth to stealth (the wandering/hunting difference matters now
more).
Other:
- A new native Tk backend with graphical tiles.
- A new replay feature: automatic recording of playthroughs. You can play ASCII
and then replay with tiles (and vice-versa). - Many other minor gameplay and user interface fixes and improvements.