The Gear Update Trilogy is now complete. Here's what you can expect from this update:
More Magic Items
There is a whole bunch of new magic shields as well as a couple of other magic weapons to fill out a couple of holes in the sigil system. Currently there are rough 120 different magic effects for items. Enough to explore I would sat. This does not fill all holes, and I probably add a couple of more magic items over the next couple of weeks. But I sort of ran out of inspiration at this point. If you have more ideas let us know!
More Key Items
More items are used in level spanning lock and key puzzles. For example you might encounter a floor crawling with undead at the end of one staircase, but also a Mace of Purity or a Blazing Shield to deal with this menace if you explore another staircase first.
Two New Bosses
This upgrades introduces two new bosses: The Wraith Lord and Cir'leh, The Doomed Swordsman. SPOILER: Be careful, they are quite deadly, because they carry very lethal swords. So before you approach them find something to protect yourself first...
Experience points are gone again
Based on the discussions on the forums I have redesigned the character classes. The experience points are gone, but the classes are still there. However, classes are just a different starting gear set and/or a different starting strength.
There is still the opportunity to improve skills, but you will need to improve items that grant skill bonuses. There is a new special item for that: skill stones. These are magic jewels you can use to boost items that boosts a skill.
We are sorry if you enjoyed the XP, but it did not fall inline with the rest of the design philosophy of the game. To make amends the wizard now has a nice pointy hat...
Combat skills have been changed
Swordmanship, Melee, and Archery were very powerful. Especially compared to other skills such as Nimbleness or Vision. That has been changed. Combat skills no longer increase damage, instead they increase the chance you cause critical hits and they improve your weapon speed.
Bug Fixes
- Having a full inventory no longer causes you to lose stuff when changing levels.
- If you buy Last Rites you get Last Rites (and not Identify).
- Fixes weird skeleton behavior.
- Doors opened by globes from which you need to escape via scroll open only once.
- Spiders should have their claws even if the floor is reloaded.
- Turrets don't change their spell if you reload or revisit a floor.
- Burned vegetation cannot burn again after switching floors. I
- Items dropped from a destroyed container are visible.
- Cursed and evil weapons should not be revealed when you pick them up.
- Columns should not be generated in between two walls.
As always, your feedback is much appreciated.
The next couple of weeks we will focus on fixing bugs and generator issues, while I'll also work on making the new graphics work. We realize some of you are critical of the proposed graphic changes. But rest assured that we do hear your feedback, and we will try our best to take it into account as best as we can.
