Lords of DarkHall

 
Post Title. 01/02/2008
 

v1.1.57

New monsters

New items

New skill - Chain (L)ightning - an upgraded lightning bolt which jumps from target to target, diminishing in power each jump. Tier 3 Mage Neutral

Yet another reshuffling of the skill trees. Quickness is now a tier 3 fighter skill, and has been buffed slightly. The cleric tree has been reshuffled - turn undead is obviously not an evil skill, and should be higher in the tree. The rogue tree is still not solid in the direction I want to go. Stealth is sort of ambiguous as to being good or evil; however poisoning a weapon is not. This tree is going to see more changes as I implement some of Mr Seckingtons skills, and fill in the gaps.

Changes to monster AI in regards to stealth. Previously, monsters that you had already attacked could still see you when you restealthed. I have made some changes to remedy this, though I'm not yet sure if this is exactly what I want. Nonetheless, it's a better implementation than before.

More refinements; more warning messages (eg, not having enough mana for a skill) so that you don't wonder why a skill isn't working.

Please note that the key mappings have (again) changed, hopefully a little more intuitively now. Please check the in game help file for commands. Also, the skill tree has the keypress indicated in parentheses.

 


Comments

colonp

Sat, 05 Jan 2008 15:08:34

I've just had a few go's with a fighter.

This game really needs a some more feedback, ie. "how much damage does this brass mace do vs this copper mace", "how good is this piece of armor compared to this one" etc etc. Or, the way to see that feedback should be made better :P

It can be quite frustrating to play if you don't have any ranged weapons. My last character died to goblin archers I couldn't really touch because I had spent all my bullets on fleeing enemies - I don't think it's proper that skeletons flee (do slime flee? they shouldn't flee either imo), but maybe you haven't gotten that far with the ai yet ;O ..

 



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