I just wanted to post some little quality-of-life improvements that makes the game experience a little bit smoother in v2.5: Ep Regeneration Ep has been a bit fiddly to manage since Ep regeneration have been depending on how much food you have at the moment. At first I thought that made it more interesting to […]
Month: October 2018
Around two years ago, I implemented an experimental game mode (as an option), on a whim. I didn’t finish all the details back then, but this mode has been staying in the code and now I have finally decided to include this game mode as an option in v2.5. I call it immersion mode. It […]
In the pursuit of creating more diverse playstyles, I have introduced yet another mechanic meant for healer/priest-like characters. I envision these characters as truly good chacters that are trying to survive by healing, restoring themselves from ailments and generally trying to minimize the damage they cause (except against the undead!). They have a whole new […]
One aim of v2.5 is to enable more viable playstyles. One type of build I wanted to be made more interesting is the stealth/thief build. Short History In the earliest versions of TGGW (around Release #1-#4), stealth was one of the most powerful builds you could make, mostly because you could walk around the dungeon […]