The heroes in the eastern water room are neutral and a level lower.Red and Blue have increased creature limits of 45 and 50 respectively.The generation speed is 900 turns rather than 700.It also has some other significant differences:.The Mistle of the final game is nowhere to be found. The Blaise End of the final version is level 19 Mistle here. Level 18 Blaise End appears to be an early version of The Deeper Dungeons level Morkardar.Heroes spawn slightly earlier and carry less Gold.There are no pre-built Traps and fewer pre-built Doors, which in turn means that some rooms have a reduced efficiency.The Bridge, Guard Post, and Barracks are not available at the start.This also means that the message that tells you what the Alarm Trap does is displayed. Wooden Doors and Alarm Traps can be manufactured.The southwest corner has an Increase Level instead of a Transfer Creature.Missing are the extra rooms and the path to the water.Level 11 Hearth has some significant differences:.Level 8 Tickle has some minor differences:.Blue also starts with only 3000 gold, as opposed to 7500 in the final.There is no 'Bad' level speech after winning each level, though the files are present.Īpparently the unused (in the final game) FANFARE3.WAV is used in prototypes.In the final, those sounds play with no pitch changes. There is variation of the pitch of the sounds of creatures being dropped, and of battle screaming.The Control Panel question mark looks different:.Low resolution mode has the swords icon seen in the final game. The battle panel has a 'Vs' icon rather than swords:.Low resolution mode has the same style buttons as the final game. Buttons on messages are of a different style:Ĭuriously, the "raised" buttons only appear in high resolution mode.The Dynamic Map has a different font for the compass (also, hero-owned tiles are coloured orange rather than white).Creatures' thought bubbles are much smaller.The map screen shows the lighting, and creatures' levels are shown at the top-right of their icons.This does not happen on the 28 May build or the final build. When two creatures fight each other in a Lair, other creatures in the Lair join in the fight.Icon scintillations do not disappear when going into possession or map screen mode.Tooltips and the map screen zoom box do not appear to work properly in low resolution, and give graphical glitches.The Dynamic Map cannot be zoomed in further than the default.The Keeper's Heal spell heals nearby creatures as well as the target creature.In the final, they appear as question marks and greyed-out icons represent researched spells that you do not have enough Gold to cast. Unresearched spells appear as greyed-out icons in the Research Panel.This is presumably a bug, as a message in level 4 Flowerhat states that it only costs Gold when used outside your territory. The Call to Arms spell haemorrhages Gold even when cast on your territory, and also does not seem to work properly.In the final, it saves only where you are on the level map and what secret levels are unlocked. Continue saves are updated continuously, and loading one can take you straight into the middle of a game.There is a hidden level select function that uses the /level n parameter (where n is the level number).Creatures types that you have lost all of are greyed-out in the Creature Panel rather than disappear entirely from it.There are some creature stats not present in the final game.Bile Demons are not immune to the Wind spell.Going to the map screen whilst in Forced Perspective mode forces you back to the default mode, and the change does not register on the Graphics Menu.The 'paused' notice appears at the top-right rather than the top-centre.The menus are unpolished (text too big or out of alignment etc.).However, the last two seconds are cut off, so the player is abruptly taken to the main menu, rather than there being the smooth transition the final game has. The intro has additional sounds after the Knight enters the dungeon: he makes a sound before he attacks the Trolls, there are fighting sounds, the Bile Demon growls at him, and the Horned Reaper roars after beheading him.
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