
Hollows Of NHI
"A Disclosure Rogue"
Lowest price: $1.99 7 months ago (-0%)
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What's New in Hollows Of NHI
1.8.2
May 31, 2026
1.8.1, 1.8.2 Dungeon and rooms: - monsters can now trigger traps (yes, that means you can lure them into teleport, or trap doors..) - maze completion rewards are triggered by seeing the whole maze instead of stepping on every maze tile - added SFX for maze completion - added non-interactive architectural objects to large rooms - improved teleport and trap-door placement so they shouldn't spawn in blocking way next to the only door leading to exit.. Monsters ranged updates: - ESP subject can projects an ESP ping - greys can fire a probe dart - metallic balls can launch tinted strain shards Fixes and polish: - added archives aggravation sound when entering a level if ther are being carried - fixed death screen handling - updated D-Pad looks 1.8.0 Game UI: - inventory items types are differentiated by color - items on main inventory screen can be clicked to obtain their description - there is a new 'Load Game' button in the game menu, allowing to load last/previous save; there is no penalty for this currently (small changes: seed input in Settings is now always selectable, player name input is now alphanumeric only (special characters were allowed previously)) Dungeon generation: is more varied - there are more rooms shapes, types and layout variations and the layout becomes more and more chaotic the deeper the player goes this should hopefully this should result in more interesting and less repetitive visuals and gameplay Visuals: - monsters colors now fade based on their remaining HP, so player has clearer indication of how much HP they have left - there is also visual feedback when player and monsters are hit - monsters and player now also fade into environmental floor effects more (items should be always clearly visible) - small trail behind player and monsters should make it easier to track their movement and actions Audio: - updated several monsters' audio clips which were too distracting - new procedural audio for monster deaths and wand zaps are generated on the fly, instead of new fixed audio clips - events further away from the player are quieter, and there is also some random pitch variation, hopefully making the audio less repetitive - hard cap on number of sounds playing, so there should be no more loud audio bursts when many sounds are played at once Gameplay: - pathfinding works much better now - not only for player - it can traverse more complicated layout like mazes and hazard rooms so e.g. touch to move is much more usable -, but also for all monsters - they will catch up to you now.. - +/- modifiers on protections are more meaningful: modifiers affect saves and are also taken into account outside of combat for saves against floor hazards (between two protections with the same AC, the one with + modifier is 'better') - the quality of spawned items scales with level depth is fixed now - later levels have more favorably modified items (the cursed chance is still the same) - completing a maze by stepping on all of its tiles grants experience - effects of xenocompounds of field resonance, entity detection and phase realignment now persist for the current level instead of just a few turns - small updates to room effects, such as less floor slipping and updated acid/lava/heal rooms effects - ectoplasm can split when attacking too, not just when being attacked - the archives can now be upgraded and also aggravate all monsters on the level - datacubes execution should be more user friendly - when their effect is not applicable they won't be consumed and a message will be logged instead
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