BiSShell 0.3.0
What's new
- ADVENT.EXE starts free, in Ragefire Chasm (Horde) or the Hall of Thanes (Alliance): a campfire, one trash fight, one boss. No disk needed.
- A world to explore, and the arcade games hide in it. UP out of your first dungeon is its zone; from any campfire by the road, TRAVEL goes to the others (a boat between the continents). Six starter zones to begin with - Durotar, Mulgore, Teldrassil, Dun Morogh, Elwynn Forest, Tirisfal Glades - each with something in the way and a place to SEARCH, and each hiding its own game on one floppy: SNAKE.EXE in Durotar, MINES.EXE in Dun Morogh, TOTEM.EXE in Mulgore, HIPPO.EXE in Teldrassil, GHOST.EXE in Tirisfal Glades and VAULT.EXE in Elwynn Forest. Mob kills no longer count for floppies; a disk you'd already found still counts.
- TOTEM.EXE (Mulgore): four totems - earth, fire, water, air - light up in a sequence; play it back with 1 2 3 4 or a click. Every round adds one more.
- HIPPO.EXE (Teldrassil): flap a hippogryph (space, up or W) through the gaps between the branches; a point a gap.
- GHOST.EXE (Tirisfal Glades): the corpse run - your ghost runs on its own, jump the graves (space, up or W); it gets faster; the score is yards.
- VAULT.EXE (Elwynn Forest): tidy the farmhouse cellar - push every crate onto its spot, never pull. Four levels; R starts one over.
- Play the real dungeons. From any campfire by the road, ENTER lists them and ENTER DEADMINES goes in; LEAVE walks back out. The Deadmines, Wailing Caverns, Shadowfang Keep, Blackfathom Deeps and Blackrock Depths so far: a campfire at the door, then the bosses, each with its own way to beat them (jam Sneed's shredder, fire the cannon, swim past Skum, stay awake through Anacondra's song, guess where Arugal lands, light the four fires). Open to everyone - harder when it's above your level. Your first clear of each gives an elixir, and your best is kept.
- Attunement, as in the game. The Molten Core is under Blackrock Mountain: ENTER it from the road - and Lothos Riftwaker lets nobody in who hasn't TAKEn the Core Fragment by the Molten Bridge in Blackrock Depths. Once is enough.
- Then the Molten Core, for the level 60s. Sixteen rooms: Lucifron, Magmadar and his hounds, Garr and his firesworn, Gehennas, Golemagg, Geddon, Shazzrah, Sulfuron, the Majordomo and Ragnaros, four runes to douse, two campfires, and a few secrets for whoever SEARCHes. Under level 60, one step toward it and the heat kills you.
- Your real dungeons are your gear. Every dungeon you've cleared in the game puts a piece of gear in your bag, +1 to a stat for good - read from the Legacy window's dungeon ticks, so a level 60 who installs it today starts geared, and counted live from then on. Every clear, first or again, adds a healing potion (DRINK: full health) and an elixir (+3 to your next roll). None of it is required: it just makes the Core easier. Forever's own dungeons count too.
- Dice for the risky moments. Crossing the cracked bridge, sneaking past the hounds, outrunning a living bomb: a d20 plus your stat against a number, and the roll is always printed. The stats are your character sheet's - Strength, Agility, Intellect, Spirit: your best adds +4, the next +3 and +2, your weakest +0, +1 more per 20 levels, and your gear on top. Stamina is your health.
- Health, not lives. A failed roll hurts; at 0 you wake at the last campfire you rested at, carrying everything. REST at a campfire heals.
- Your place is kept, per character: Esc out, come back tomorrow, and you're where you left off. RESTART starts over (it asks first; your gear and potions stay).
- Copy what's on screen. The game can't select the shell's text, so
copy(or the copy button in the title bar) lays it all out selected: Ctrl+C, then Esc. - A panel beside the text: health, your stats, gear and potions, the last roll, and a map of the rooms you've seen. MAP folds it away.
This mod has no additional files