Well, a couple of you already guessed what the next topic would be, so jumping right in....
New weapons
The
dagger is a small weapon; it doesn't protrude into the next tile, and it's light enough that you don't drop trapdoors when carrying it.
The dagger is a metal weapon with ATK +10, but "
small weapon"
is a property that can be added to custom weapons, so you can make small weapons with any stats you like.
Indeed, we are not introducing pushing monsters. The
staff's defining feature in RPG is that it doesn't set off explosives, but instead lets you push kegs like mirrors -- very handy when you need to retrieve a keg from an alcove. It also can't break mirrors or crumbly walls.
The staff is a non-metal weapon with ATK +30. Again, "
explosive safe"
and "
wall/mirror safe"
have been added as properties for custom weapons.
The
spear retains its niche as a weapon that will cut tarstuff on any tile (and this time around, the main hold actually teaches you this before you need to know it!) You may notice the barbs below the head of the spear, indicating that a sideways blow will also initiate combat, break tarstuff or detonate explosives.
The spear is a metal weapon with ATK +50, nicely filling the gap between the short sword and long sword, so we can finally retire the "
claymore"
from that duty, with a long-overdue apology to our Scottish players. As with the other new properties, "
cuts tarstuff anywhere"
is available for custom weapons.
And on a similar note, the Really Big Sword's unique property of blocking aumtlich beams is also now available for custom weapons, so you can play around with a beam-blocker without having to deal with a +220 ATK weapon in your hold.
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50th Skywatcher