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Mordor XP: The Demise of Dejenol August 2007 Update

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August Update

Welcome back for another update. We were quite busy in June, though I admit production was temporarily halted in July with vacations and summer holidays rolling around for several of us.

Let's try something new this time. Let's pretend that we have just entered town.

Welcome to Marlith!

You are immediately greeted by a show of lively music. The local band plays a tune or two for the townsfolk. Looking left and right, you spot a new interface. Again? Well, it's definitely a change for the better. A recommended resolution of 1024x768 gives pretty results, but we are working to support 800x600 resolution as well. We are hoping to properly fit everything in 800x600, even with the taskbar showing. As you can see, there are still some issues with the text getting partially cut off with all of these resolution adjustments. The windows are set in place and can't be moved. It certainly takes some getting used to, but the new placement of the windows is a huge improvement, especially in terms of convenience. Dragging and dropping items or monsters in the store or confinement is slightly easier now. Similarly, spotting messages while walking through the dungeon is more convenient as well. If you take a look at the screenshot below, you will notice that the windows are much cleaner, particularly the character information window. It no longer takes up massive amounts of space, which leaves a lot more room for the other windows.

user posted image

The first thing you decide to do is enter the dungeon. As you travel around, you notice several...

Gameplay Tweaks

We have made a lot of small changes to the game. But these small changes add up to a much better overall experience. For this update, we will begin with three new additions. The first thing you may decide to do, if, that is, you have a spell caster by your side, is to cast a handful of party-friendly spells. As you cast 'Feather Essence,' 'Sight Veil', and 'See Invisible,' these beneficial attributes will immediately appear in blue in the Character Statistics window. As you travel through the dungeon and encounter monsters, you find yourself poisoned, diseased, and even paralyzed at times. These harmful attributes are conveniently displayed in red to easily distinguish them from beneficial attributes. Glancing at your hit points and inventory, you may realize that color changes have been made to item usage and health status as well. For example, items you can equip are displayed in normal black font. If your guild level is too low to use an item, it will be displayed in red. If an item is grayed out, it means that your current guild cannot use this class restricted item. Items that are not fully identified are bold. If you have full hit points, they are displayed in black. If you are slightly damaged, the font color changes to purple. Take more damage and it turns green. A handful of hit points less and you're down to a dark yellow-ish color. Meet up with some nasty critters and you'll be down to maroon next. But if your hit points turn! That is the signal that you are in danger of dying. We've made a major change to the hit point system. You no longer gain bonus hit points only from having a high constitution while you are still leveling up to your max hit point level. Instead, if you manage to increase your constitution even if you are at level 60, the next time you level up, you will gain the bonus hit points that you would have potentially missed early on. We won't reveal all the changes we've made, but the last one listed here is the best change of all (at least to me). The inventory and character information windows immediately refresh when you switch characters now. If you switch from one character to the next, all the information for the second character automatically refreshes and updates, which is a huge relief compared to the old version in which the windows would not refresh unless you clicked on the second character twice. user posted image

As we move through the dungeon, we find ourselves exploring new territories. What lies behind the next door? A new monster? A trap? No - it's a teleporter!


We are lost! Be on the lookout when you are traversing throughout the dungeon. We are fiddling with new ideas on how to find yourself after you've become lost, but we'll see what happens with that in the future. But for now, here's something fun for you all. If you get lost in the game, the automap will be replaced by a funny image, which you can see in the screenshot below.

user posted image

Continuing on in the dungeon, you bump into a bunch of...

New Monsters

You may be wondering what ideas are brewing. Don't lose your head thinking about it too much, but keep in mind that creatures won't quite be the same anymore. For some monsters, you won't want to simply hack away - strategy will come into play when you least expect it. Deadly creatures will show up unexpectedly (and inconveniently) with a different set of companions each time. My lips are sealed for the time being though. user posted image

Let us assume that while struggling to find your way back to town in this un-mapped territory, a fatal blow connects and leaves you dead. All that plays in your head, and in the game, as you lay there waiting to be rescued, is a mournful


And that concludes our brief journey in the dangerous mines below Marlith.

Interested in joining the project?

As usual, we're always looking for talented graphical artists and other talented people to join our cause. Look in the new recruitments thread thread for details.

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