Add bonus items to some early-game Dungeons levels
These are primarily in chests (apart from one guaranteed good food item on the Mines branch level), and are quite likely to be potions of healing, although other items that are useful for early-game survivability are also possibilities. This is part of a series of commits that aim to make the early game less about waiting to heal up and more about pressing forwards. In particular, this means that characters need likely access to healing sources other than waiting/backtracking/hiding in closets. In a future commit, I plan to make permafood generate primarily through exploration (rather than drops from monsters) in order to deter waiting around or grinding; the early guaranteed food drop is present to give the more nutrition-intensive characters (e.g. orc wizard or vegetarian Monk) a fair chance to reach the more abundant food sources in Minetown or Sokoban.
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@@ -1296,8 +1296,10 @@ mimics sometimes woke up and came out of hiding when they shouldn't have if
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Wizards no longer have a bonus to writing unknown spellbooks, but now
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learn what spellbooks look like as they gain skill in their
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spell schools (allowing a guaranteed write with enough skill)
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Starting inventory: magic markers are more likely (guaranteed for
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starting inventory: magic markers are more likely (guaranteed for
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Wizards), but have fewer charges
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early dungeon (pre-Sokoban) generates extra useful survivability items
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Fixes to 3.7.0-x General Problems Exposed Via git Repository
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