The main new feature is a new gameplay mode, to play through a randomly generated dungeon. Currently this provides only a single dungeon, with no specific quest objective, and it's fairly simple (e.g., the only NPCs are traders), but it allows people to continually explore a new dungeon each time, rather than being stuck with the supplied quests. Long term I hope to improve this, so that players can play a series of randomly generated quests. I don't think random generation will beat quests that have been written by a human (in terms of complexity, variation of ideas, or storyline), but this gamemode will supplement the standard supplied quests, and hopefully be more fun to play over and over.
Some of the other improvements include:
- Graphical improvements: an animated circle now indicates the currently targetted enemy; graphics for spells and arrows; tilemaps can now be supported, laid over the standard graphics (used to display a road in the village); fade in/out effect.
- A "turbo" option (press T, or click the hourglass button at the top-right) now makes the game go at 2x speed, which is useful when travelling a long way through the dungeon.
- You can now select which two stats to upgrade when levelling up.
- New weapons: Holy Water, Acid, as well as allowing bows to fire different kinds of arrows.
- Permadeath option.
- AI improvements: enemies now follow you round corner, and sometimes flee when near death.
- A few people had commented that the game UI looks odd or too large, due to being designed to run on anything from a small phone to full size monitor. This version introduces some tweaks for non-mobile platforms: some of the windows open as smaller windows, rather than being full screen.
- "make install" now supported on Linux; Windows installer file now available.
- Fix for Unicode accounts on Windows.
As well as various other fixes and improvements.
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Great!
Playing on my symbian,looking forward to more quests and better NPC's/Village.