New Monsters


A few playtesters have asked for more variety in monster types. The original monsters were always intended to be placeholders, and this week a new stage toward their final form has been released. There are now more types of monsters organized into social groups that will occur on the same dungeon level, and each monster type has a level range where it is typically found. The same type of monster with the same name found on a deeper level of the dungeon may be a more difficult version of one that's found on an earlier level. I am working on better log and display options to show the differences more clearly.

Monsters are more complicated than they were last week. Some don't move (most fungal and plant types), some move by teleporting, and some do both. Some don't fight, some fight with magic spells, and some do both.

Monsters still only have a few kinds of behavior to choose from, but expect to see more interesting patterns including retreat, more use of magical powers, and Boss monsters in the next few weeks.

Earlier versions had a rare problem where a group of Heroes could get stuck in a hallway for a long time, but this should be fixed.

The Train minigame allows a change to the Berzerker class if a Hero has at least 30 Strength and 30 Health. A Berzerker can be sent back into the dungeon to fight, and when the Berzerker level reaches the Hero level then both classes will rise together. A Berzerker fights a little differently, usually hitting twice where a Hero would hit once, and a Berzerker won't retreat as hard.

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