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This repository has been archived by the owner on Aug 23, 2023. It is now read-only.

v0.11

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@anaseto anaseto released this 28 Nov 15:41
· 60 commits to master since this release

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.