crawlvariations

Zot Defense‎ > ‎

Changes

Changes from Dungeon Crawl Stone Soup 0.4.5 to Zot Defense 0.1:
  • 27 Zot abilities added.
  • End-of-wave, OOD boss monsters added.
  • Monsters now spawned more uniformly over time, at roughly 1 monster each 2 turns, instead of calling spawn_random_monsters every ~20 turns.
  • D:1 is now generated with only a single entry vault, which is always the Zot:5 final vault; nothing else is generated, including down staircases.
  • Friendly monsters are now slightly more able to fight back against unseen monsters.
  • Monsters are now only generated on the up staircases; the rhythm of their generation (rate of generation, increase in power over time, what branch they're pulled from) is all new.
  • You now get experience for monsters killed by traps.
  • Monsters now head straight for the Orb on Zot:5. They have a rudimentary pathfinding method for getting around in Zot:5--see if you can tell which monsters will take which route (left-hand side or right-hand side) to the Orb.
  • Friendly monsters with special abilities are now able to use their special abilities even when not in sight of the player.
  • You take rot damage when hostile monsters stand on the Orb.
  • Silver statues and orange crystal statues now have attacks that are actually useful when they're friendly (in 0.4.5, a friendly silver statues can't summon friendly demons, and a friendly OCS still does nothing but hit you with Divination miscasts).
  • You begin the game with teleport control (why? Because of a special ability you will receive at a certain XP level; I want to make Zot:5 quickly navigable, at least for higher-level characters, so you can keep an eye on the different parts of Zot:5, like a tower defense game) and 120 XP in your XP pool.