Full notes
Full Hollows Of Rogue update
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What changed
- Gameplay
- UI and audio
- Balance
Hollows Of Rogue changes
:
- Many update, much dungeon
- : -
Monsters now go about their bidding - mostly chasing you, the player - in much more dangerous way (for you.) - pathfinding was updated so they will get to you.
This also means that player pathfinding - clicking around the dungeon and using autorun to exit ( 'x' ) works more reliably, so things like crossing a maze automatically is a breeze now.
That all works with all updated levels layout generation which has various room shapes, sizes, and complications, where overall structure gets the more chaotic the deeper the player gets:
There are updated visuals and audio some of which is generated instead of using premade sounds and yes, there is also "Load Game" menu option now (there is no penalty for what is known in real world as savescumming, currently, although there's only one save file)
Updated inventory menus now show different items types with different color:
Main inventory items can be clicked to get their descriptions:
Full list of changes:
Game UI:
inventory items types are differentiated by color
items on main inventory screen can be clicked to obtain their description
there is a new 'Load Game' button in the game menu, allowing to load last/previous save; there is no penalty for this currently
(small changes: seed input in Settings is now always selectable, player name input is now alphanumeric only (special characters were allowed previously))
Dungeon generation:
is more varied - there are more rooms shapes, types and layout variations and the layout becomes more and more chaotic the deeper the player goes
this should result in more interesting and less repetitive visuals and gameplay
Visuals:
monsters colors now fade based on their remaining HP, so player has clearer indication of how much HP they have left
there is also visual feedback when player and monsters are hit
monsters and player now also fade into environmental floor effects more (items should be always clearly visible)
small trail behind player and monsters should make it easier to track their movement and actions
Audio:
updated several monsters' audio clips which were too distracting
new procedural audio for monster deaths and wand zaps are generated on the fly, instead of new fixed audio clips
events further away from the player are quieter, and there is also some random pitch variation, hopefully making the audio less repetitive
hard cap on number of sounds playing, so there should be no more loud audio bursts when many sounds are played at once
Gameplay:
pathfinding works much better now - not only for player - it can traverse more complicated layout like mazes and hazard rooms so e.g. touch to move is much more usable -, but also for all monsters - they will catch up to you now..
+/- modifiers on armors are more meaningful: modifiers affect saves and are also taken into account outside of combat for saves against floor hazards
(between two armors with the same AC, the one with + modifier is 'better')
the quality of spawned items scales with level depth is fixed now - later levels have more favorably modified items (the cursed chance is still the same)
completing a maze by stepping on all of its tiles grants experience
effects of potions of magic, monster and see invisible now persist for the current level instead of just a few turns
small updates to room effects, such as less floor slipping and updated acid/lava/heal rooms effects
slimes can split when attacking too, not just when being attacked
the amulet can now be enchanted and also aggravates all monsters on the level
scrolls reading should be more user friendly - when their effect is not applicable they won't be consumed and a message will be logged instead
This announcement scroll will crumble into dust after reading, as always.
Thank you for reading !
Source
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