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FEATURES.md

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FEATURES

This is a T-Engine module, to learn more about T-Engine see te4.org

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  • integrated most of Marson's Bosses AWOL functions and Marson UI; Marson's Autoexplore fixes; NPC Forgiveness; Enhanced Object Compare
  • random worldmap different for every character
  • random portraits for humanoid NPCs
  • multiple dungeons, some of them persistent
  • towns and buildings, e.g. noble houses, bank
  • elemental planes
  • death is not an end - you can continue adventuring as your child, if you had any
  • brand-new start-up screen and menu [standalone version only]
  • new old gold and black UI skin
  • 32x32 tiles by Daniel E. Gervais & my edits
  • moddable player tiles
  • tiles/ASCII switch
  • game rules variants selectable at game start
  • silver-based coinage and economy
  • 13 classes: barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, wizard (with specialist schools [Seb]); warlock, shaman
  • 6 prestige classes: shadowdancer, assassin, arcane archer, blackguard, loremaster, archmage
  • 16 races: human, half-elf, half-drow, gnome, halfling, elf, dwarf, half-orc; drow, duergar, deep gnomes; lizardfolk, kobold, orc
  • backgrounds for quicker character creation; basic rules info while creating a character
  • 16 deities for characters to choose from, who react to in-game events
  • cleric alignment and domain (44 total) choices affected by their deity selection
  • ability to load a character that has already been created
  • attributes can be generated either via rolling or via resettable point buy starting from 10
  • improved starting equipment, now taking both class and race into account;
  • magic items, immunities or resistances as perks
  • Luck stat affecting loot generation
  • random name generator taking into account your character's race and sex, now with an option to type the name yourself
  • Effective Character Level
  • XP for killing monsters, descending deeper, disarming traps, seeing first 4 monsters of a kind
  • multiclassing (with ability score requirements) & prestige classes & favored classes & bonus feats granted by class
  • training attributes Incursion-style
  • complete, colored character sheet with tooltips displaying rules info
  • randomized unarmed and weapon damage;
  • archery, thrown weapons and reach weapons; two weapon fighting penalties & feats
  • attack roll & AC & critical hits & offhand attack (including double weapons) & iterative attacks
  • wounds and vitality system, with detrimental effects caused by wounds
  • saving throws printed to log; take the best of two stats (Dex-Int; Con-Str; Wis-Cha)
  • inventory (with equipdoll) & encumbrance
  • inventory screen highlighting un-wearable or un-usable items
  • spellbook (now with spell information included) and an iconed hotbar for spells [Seb]; some 0, 1st, 2nd, 3rd level spells
  • working variable DC dependent on caster stats and spell level as per SRD
  • armor spell failure chance; key stat must be 9 to cast spells; casters gain access to next spell level every 3rd level
  • sorcerer and shaman classes using a spell points system instead of Vancian spontaneous casting
  • spell-like abilities for drow & duergar; other spell-likes as random perks at start
  • Spellcraft test required to identify spells cast by others
  • polymorphing & wild shape
  • skill checks (printed to log) including armor check penalty & racial or feat bonuses; opposed checks
  • stealth & sneak attacks
  • all weapons from SRD; magic armors and shields; magic weapons; light sources; wondrous items; specific magic items
  • all feats from SRD except unarmed combat feats
  • working item creation feats (Craft Magic Arms and Armor, Scribe Scroll, Brew Potion)
  • most monsters from the SRD (missing: demons, devils, dragons, lycanthropes, swarms, most animals which don't fit the dungeon theme)
  • monsters can now have templates
  • Knowledge check necessary to be aware that the monster HAS a template
  • pre-made encounters of more than 1 monster
  • humanoid NPCs can now have character classes, random or defined
  • shopkeepers can now sell & buy items
  • item identification in two stages, auto-destroying known cursed items
  • CR displayed in tooltips; monsters drop equipment and corpses
  • hp, exp, dungeon level on-screen display now with bars and color changing depending on the amount of HP left
  • tutorial level
  • colored in-game help screen; legend screen; basic rules info
  • colored tooltips (color-coded relative monster stats and CR); colored log messages; item tooltips both on ground and in inventory
  • in-character monster info screen
  • quests, journal and achievements
  • terrain effects
  • rideable mounts
  • resting takes 8 hours, monsters respawn on rest
  • day/night effects with cool colors
  • cure x wounds spells work in a traditional way; heal x wounds spells heal a percentage of total hp
  • stairs have a chance of not changing the dungeon level [Seb]; Sil-style min depth and anti-stairscum measures
  • level feelings and item feelings (warning: these affect only pre-spawned items, not monster loot)
  • object flavors
  • calendar
  • hunger counter and display
  • working in-game chat, languages
  • auto-explore
  • shaders, including full FBO