Full notes
Full Hollows Of Rogue update
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What changed
- Gameplay
- Balance
- UI and audio
Hollows Of Rogue changes
The floor is lava! But not only -
dungeon gained new capabilities and rooms with various environmental hazards which can affect both player and its inhabitants can be spawned:
rooms with acid and lava floors can hurt anyone walking in them
ice and unevenly spread debris rooms can hinder player's and monsters' movement
room with beneficial healing effect with floor covered in soothing grass can also spawn
Rooms with acid floor:
damages randomly player and monsters on each turn mildly up to 1 HP
wearing ring of protection can prevent this damage
flying monsters (bats, griffins and vampires) are immune, dragons, phantoms, rattlesnakes and trolls are immune unless cancelled with wand of cancellation
Lava floor:
damages randomly player and monsters on each turn mildly up to 1 HP
wearing ring of protection can prevent this damage
flying monsters (bats, griffins and vampires) are immune, dragons, kobolds and phantoms are immune unless cancelled with wand of cancellation
Ice and rubble/debris rooms:
In rooms with ice covered floor:
player and monsters can slip, causing them to stand or move in random direction
wearing ring of dexterity can prevent slipping
flying monsters are immune
Rooms with rubble/debris covered floor:
player and monsters can have reduced movement causing them to skip movement / action
wearing ring of dexterity or ring of stealth can prevent stumbling
flying monsters are immune
Rooms with grass covered floor:
player and all monsters can regenerate 1HP each turn in this room
Rooms with hazards are generated to gradually increase difficulty, for example earlier levels have higher chance of 'grass' / healing rooms (remember, all rooms' effects are applicable also to monsters, so they will heal, too when in this rooms with you), ice/debris rooms more often later, and hurtful acid/lava floors are more often in later levels. So the chance of stumbling into lava pit early, or be healed by grassy floor later is rare, but still exists.
Vampires can fly now ( how come they couldn't before ? ), so they are immune to hurtful hazards, which could be possibly a mistake, we'll see..
At least wands' reach was updated - their reach was too small, only up to 2 tiles around the player, which worked only when already in combat/emergency situation. Their reach is now "until they hit something" - so not limited - this should allow for much better usage from distance where dangerous monsters can be dispatched/altered very safely before the combat even starts. Bolts (fire, ice, lightning) have still reach limited to about ~6 tiles as before.
Many bugs and edge cases were also hopefully fixed, and in About there's new section added with credits for audio tracks used if you're curious about that kind of thing.
this is the end of release scroll as you read through it an ink handwriting slowly appeared near the bottom saying
`T[c]hanks for reading`[/c]
and then disappeared.
Thanks for reading o!
Source
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