Terrain
Just a minor couple of changes to the way in which the dungeon works....
Mostly, they stem from this idea, although there are a couple of others too...
- Terrain Types
Lava - -5 Walk Speed, ameliorated by levitation or Flight (NB, flight will be far rarer and valuable in Pipedream)
Deep Lava - 10 Walk Speed wihout levitation or flight.
Low Hills (From Theme) - -5 Walk Speed, blocks sight. Both of these are ameliorated by Flight, but not levitation. Yes, if you're flying, you can see over the trees.
Mountains - Cannot Pass without either a climbing set (which allows -10 speed) or flight (normal movement). It's always struck me as odd that Eagles can't fly over mountains...
Note... "High" mountains are still impassable. Trees - Cannot pass without flight or Tree Walking ability, blocks sight without Flight.
Small Trees - -5 Attack Speed without Tree Walking or Flight, blocks sight without Flight.
Shallow Water- -5 Walk Speed, cancelled by Levitation or Flight.
Deep water - -10 Walk Speed, increased to -100 (totally unable to move) if carrying over 100% capacity. If you can't swim, you can't swim. -20 Attack Speed and -10 Spell Speed.
Once again, flight or levitation allow proper movement. Sand -5 Walk Speed, cancelled by Levitation and Flight.
Doors - Of all sorts. Can no longter be tunnelled. Bash 'em down or unlock 'em...
- More to come...
Tunnelling - Very few terrain sypes will be player tunnellable. Sandwalls, Rubble and icewalls will be close to the limits. Magic means will, however, still work, as will the new Dwarf Ability (replacing Secret Passages) of Stone-To-Mud... ("you bash at the wall, it turns to mud!"). This will change tactics significantly...
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