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Below the Abbey

Vast grid-movement, turn-based rpg with a huge amount of dungeons and areas. · By Bickering Goat

19 October update Sticky

A topic by Bickering Goat created 12 days ago Views: 26
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Developer

Below the Abbey: update 3.412

Combat you can feel

Hits land with an impact thump, and creatures show damage splats that are smaller, lower and quicker. Portraits show wounds too: the portrait fills with red as a hero is hurt, tinted by any affliction, and a heal turns the healed part from red to ice blue before it drains away.

Critical hits are now x1.5. Weapons crit by price, some crits heal, and crits show in yellow with the multiplier under the number.

Bows have a bow sound and an arrow streak, spells explode, and misses have new sounds.

Powers have animations with painted, ragged effects. Priest heals are stronger.

Controls and menus

A Keyboard Shortcuts page. The keys 1 to 4 pick a hero, and the powers screen lists the heroes. The inventory screen shows key hints.

The Character sheet is named properly, and the journal is now Journal / Abilities.

Backup potion slots take over when your most used potion runs out.

The tabs in the inventory have painted worn icons, and the spell tab is a weathered tome.

Go to area now lists the monastery buildings and the road outside it, and has a search box.

Changing a trade asks you to confirm before it takes 100 gold, and quests raise trade ranks.

Level maps no longer show torches, wall torches in corridors are flat against the wall, outdoor shadows no longer spill, and the shop quantity and price no longer overlap.

The lockpick has an icon of its own.

Herbal remedies

A Herbal Remedies button in the inventory, and the Y key opens it once you have learned herbalism.

Herbalism is taught at the herbarium, with three starter remedies.

The monastery

The monastery has chant and grounds music, with a slower fade-in. The lecterns are half size, and the mausoleum coffin is fixed.

The lane from the Pilgrim's Path to the monastery gate is open, with a great painted statue of Saint Elen at its start, a worn, mossy saint.

Buildings and dungeons are listed separately in achievements.

The woods of the Pilgrim's Path

Thick woods run along the sea, with trails, squirrels, rabbits, deer, bees, bears, slimes and wolves. Weaving paths cross the forest, with a way in every 100 metres. Forest clearings are scattered through it.

Twenty hidden caves and thirty-three wild dungeons lie in the woods, two on each of the first nine stretches of the Path. A mossy stone cross beside the road marks each one, tall and bright green so you can see it from far along the road. A straight, three-square-wide ride runs east from each cross to its door. The doors of caves and ruins stand tall, and show over the trees.

A ? appears on the maps as soon as the party looks towards a cave or ruin. Rangers, scouts, healers and alchemists spot hidden places sooner.

About three in ten places on the Path have burnable thickets that can be burned to reach caves and ruins. A woodsman in Thornwick and a scout in Ironhill talk about it. An old soldier in Oldhaven knows what the crosses mean, and a wondering walker on the path says they mean something.

Many trees can be walked through: half of the oaks and 80 percent of the firs in the thick woods.

Painted mountain ranges rise behind the land at the deep end of the woods, fading at both ends. The east edge is a low strip of forest, so the mountains show with no wall in front.

Six painted pilgrims' shrines stand on the left of the Path every two kilometres, with food to take. Distance signs always stand on the left.

New quests in the woods concerning the bears, the slimes, a witch and an exile.

The whole Pilgrim's Path, its caves and its wild dungeons are level 55, like Oldhaven.

Caves and wild dungeons

Caves and ruins can be entered and left, with no teleporter inside, and the way out glows and is always marked on the map. Floors are easy to see, and exits are set in the same wall as the room.

Caves are bigger, ruins are grim, dark and grimy, with ruined statues, snapped columns and tumbled brickwork green with moss and vines. Wild dungeons have thin pale saplings in the rooms, ferns, bushes, grass through the floor, vines from the roof and sparse wild flowers.

Food in chests in about half of them: mushrooms, moss, figs, potatoes, garlic, berries, chestnuts, cress, rosehips and truffle. Four new herbs, more herbs, and the occasional gem.

Armour in about four of every ten, one mid-tier piece and now and then a powerful one, with at most one piece of armour or weapon in any chest.

No travelling bard or merchant in them. In the woods a proper painted bard, Tamsin Larkwhistle, sings a different song each evening.

Rings and weight

Twenty-one new rings: stats, mana, health, armour, damage, profession rank and carrying. Armourers, scroll sellers, traders and stores now sell rings, and prices are dearer all round.

Weight. Pack weight and slots grow with the party's combined strength, and the gold and Sort window shows weight and slots. An overloaded party walks at half speed, and is back to full speed the moment the load drops under the limit.

Painted art

New painted art throughout, from the worn tab icons and the saint statue to the mountains, the crosses and the pilgrims' shrines.