v0.5.37
Classes
- Mordecath the Pale is a person now. The catacombs' dark trainer used to be a statue; he is an NPC standing in the same place, training Necromancers, Dark Paladins and Vampires. The restless dead leave him alone.
- Trainers turn you away in their own voice. A trainer refusing the wrong class used to speak with the name of Hollowbrook's trainer for that class, wherever you were.
Main Quest
- The Troll main quest begins: The Drowned Totem. Mother Hoggrath sends you into the drowned grove for the head of the camp's ancestor totem. The Bone Charm every Troll wears is cut from the same wood. The flood did not take it.
- The Human main quest now starts where you do. A party that begins in Strathmoor starts it with Elder Mosswhisper, and one that begins in the Western Steppes with Brother Oswin, the hermit at the hut below the rise. Both meet Captain Aldric in Hollowbrook later, once the road is less dangerous.
- Evil characters have their own way in. Necromancers, Dark Paladins and Vampires now start in the Hollowbrook Catacombs, whatever their race, except Trolls, who start in Bogmaw. Sexton Morrow, who keeps the lamps on the first floor and the Dark Brotherhood's secrets, gives them the quest's first three chapters before they join the crown's war with everyone else. Hollowbrook still attacks them. That is on purpose.
- Sexton Morrow has five side quests for evil characters, down through the three floors of the catacombs.
- Vampires can enter the catacombs, and the undead there leave them alone, as they do Necromancers and Dark Paladins.
- Captain Aldric no longer turns away other races. His "The Orc Warband" is now offered to a member of any race. Before, anyone who was not Human was sent off without hearing about it.
Creatures
- The catacombs' first floor is survivable at level 1. Its skeletons, zombies and bonecrawlers beat a new evil character almost every time, so they have moved down to the second floor. The first floor's dead are now the Decaying Zombie, the Brittle Skeleton and the Lingering Shade, which a new Necromancer or Vampire usually beats, and all three give a Vampire blood. They only swing: no stunning Shield Bash, no chanted heals, no spells.
Zones
- Bogmaw is a swamp now, and every Troll starts there. Puddles, deep pools, reeds and dense trees surround a camp in a dry clearing, where Mother Hoggrath keeps the fire, Nettlegut sells herbs, Brokka Splitjaw trains Warriors, Skarnulk Blackwater teaches Dark Paladins and Vampires, and the Fen Elder teaches Shamans their first spirits. The camp serves a Troll's companions too, whatever their race. Troll Dark Paladins and Vampires start here too, not in the Hollowbrook Catacombs with other evil characters.
- The swamp is dangerous further out. Snakes, wisps and oozes near the camp give way to leeches and bog elementals, then serpents, a hydra hatchling and worse in the deep fen.
- A barge runs from Bogmaw's north landing to Aureth's docks, and back.
- The catacombs have a market. Evil characters are killed on sight in Hollowbrook, so the first floor now has seven merchants who trade with any party, each in a room of their own behind a signed door: Widow Ashgrave (potions and light), Osric Blacklatch (weapons), Ida Coffinwright (armour), Bess Graysewn (leather), Nan Gristle (food), Tib the Gleaner (junk) and Lisbet Inkmoor (scribe, and the buyer for books and letters). Between them they buy anything you can find. A bed in Nan Gristle's room lets you sleep until morning or evening.
- Older saves start their visited areas fresh. Loading a save from before this version resets the state of every area you had visited, so towns and dungeons look as they did on your first arrival.
Combat/Loot
- Enemy spells show in the combat log. When a creature casts, chants, heals, drains life, fizzles or calls up a summon, the line now appears in the combat log beside the damage it does, instead of in the general log.
- Fear comes from spellcasters now, not from any undead blow. Any undead blow used to have a small chance to make you lose control for four turns. Now you are frightened by creatures that cast like Necromancers, among them liches, banshees and some demons and dragons, with Fear from level 3 and Terror from level 28, and by those that fight like Dark Paladins, whose Dread Strike leaves you panicked for a turn. Aura of Terror and the other fear immunities still protect you.
- Slow creatures act every other turn in a fight too. Zombies, golems, oozes and other slow creatures only kept their pace while you were walking. Once you stood and fought, one would either swing every turn or not at all.
Audio
- Every creature now has a voice of its own. Nearly half the creatures in the game used to make the same generic growl when they spotted you. Now bears roar, boars grunt, serpents hiss, vipers rattle, elk bugle, goats bleat, mammoths trumpet and griffins scream like eagles. Dragons, demons, oozes, fungi, fae, treants, golems, clockwork automatons and aberrations each have their own sounds. Elementals sound like their element, crackling with fire, sparking with lightning, bubbling or grinding stone. Dragons, demons, fae and some beasts also have their own death cries. The new sounds are credited on the credits screen.
Rendering
- The Options screen's hints can be clicked. The key hints along the bottom of Options are now buttons that do what their key does, such as
[Tab] Switch,[Space] Toggleand the arrows. From the title screen there is also[Esc] Back. Before, you could click your way into Options but only a key press got you out. - "Font Size" is now "UI Size". The Display setting that sets the size of the menus and side panels is renamed, since everything on screen is text and "font" did not say which part it changes. It sits beside Map Size, which sets the size of the map.