There are many new vaults in the new algorithm, and also new room types - huge rooms, rooms of chambers, and interesting rooms (like small vaults) Secret doors are now always found on stepping adjacent (or at a distance by the mage spell)ĭungeon generation A new generation algorithm has been introduced, and appears roughly as often as the classical generation algorithm ![]() Player knowledge Changes to previously known terrain outside the player's field of view (doors opening, etc) are no longer immediately known by the player Most wands, staffs and rods are identified on first use, the main exceptions being when they affect monsters and are tested in the absence of monstersĮgo item names become known once all the relevant runes are known The only forms of magical identify are scrolls and the mage spell, both of which identify a single unknown runeĪll scrolls, potions, mushrooms are identified on their first use Identify ID is now "rune-based" once an object property is recognised once, it will always be recognised on all future items Traps are placed almost exclusively at corridor intersections or other chokepoints Many new traps have been introduced, and old ones amended Traps are either physical or magical, and there is a corresponding split in the player disarming skill ![]() Magical trap detection has been removed, except as a spell for magesĬharacters have one chance to detect a trap, on seeing the grid it is on this chance is dependent on searching skill Traps The general philosophy is that all players will hit traps at some time Version 4.1.0 was released on Sunday the 25th of June 2017. ![]() The new changes were discussed in detail as they were implemented, and playtested extensively, so that by the time of release there was a reasonable consensus that the game was moving in the right direction. The plan for 4.1.0 was to reform some areas of the game which desperately needed it.
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