Lords of DarkHall

 
Post Title. 01/20/2009
 

v1.3.30

New map type - Most of the maps you encounter during the game are fairly wide open; a few are a bit more confined, but not stifilingly so. I have added a new map type which truly encourages claustrophobia. At some point you may encounter narrow, maze like passages where enemies can only come at you one at a time, or leave you no escape.

Bug fix - Sneak attack was incorrectly basing bonus damage for using a dagger on the offhand weapon (but was correctly giving the general stealth attack bonus).

More bug fixes.

Some slight reductions in monster damage. A few monsters have had their abilities altered.

Small buff to starting hp for all classes.

B-



 
Post Title. 01/08/2009
 

v1.3.28

Numerous minor bug fixes.

Balance change - Swapping weapons (similar to equipping/wielding) no longer counts as a turn. Also, switching weapons will not kick you out of the inventory screen. As with equipping/wielding, I am sacrificing a little bit of strategy in pursuit of making the game a little more streamlined and fun.

Balance change - Per a request (from Deloth, thanks for the feedback!), I am making a slight change to the food system. I still want food in the game to force you to dive deeper rather than farm (as in other rogues). However, eating yourself to death admittedly seems a bit harsh and unrealistic (is it even possible?). Now, if you don't pay attention, you will get sick from overeating, and puke, emptying your stomach of it's grisly contents (and stomach acid)! The gameplay result is that you don't die, but your hunger status suffers greatly.

Bug/Exploit fix - Using mouse clicks for combat would previously not count as a turn - FIXED.  

B-

(Anyone beaten the game yet?)