New features in Legends of Amberland III

Here is a list of all ALREADY IMPLEMENTED (at the moment of writing, v0.90) features for Legends of Amberland III: The Crimson Tower. Note that the current demo version is v0.30 and it does not have all features listed below included yet. There might be a few more things added in the last minute to v1.00 but overall the list should be quite complete.

Overall, it has some bigger changes (like new classes, recruitable heroes, clues system, new environments effects, fountains mechanic, two handed weapons, elemental damage weapons), expected changes (new monsters, new art assets, new music, etc), long requested features (vulnerabilities for monsters) and numerous trivial improvements (rebalance, mechanics adjustments, etc).

But there is one more thing, which is not on the list. Apparently, my design skills for dungeons making increased since the first Amberland. Those locations got much higher ratings from early testers than locations from the previous parts of the series, which makes me especially happy.

So, here it goes, the full list of changes (BTW, my personal favorite is the clues system since it allowed making encounters with smaller random NPCs meaningful and rewarding, without the need to introduce a full blown side quest for each small NPC).

Notable features:
– New world map, locations (and more interesting design of locations), quests, etc.
– New monsters.
– New music.
– New tiles (ruined statues, etc) and other graphical improvements.
– Interface overhaul (note that current screnshots show the old interface).
– New item types: Lamps, Orbs, Quivers.
– New item properties (Flaming/Freezing/Thunder).
– Extra elemental damage for weapons.
– Two handed weapons (also bows and staves are now two handed weapons).
– Vulnerabilities: some monsters are vulnerable (extra damage received) to Fire/Cold/Lightning. For example Trolls have Fire vulnerability.
– Recruitable Heroes (you can stumble on random heroes in inns who will join your party, you can switch a party members in inns back and forth).
– Clues mechanic (I love that one a lot).
– Toxic fumes mechanic.
– Dark dungeons mechanic (Light spell or Lamp required).
– Improved dungeon logic which allowed me to create more interesting and complex locations (multi stairs, teleports and barriers now react to levers/buttons).
– Fountains now work as a party bonus, also limited to be under effect of a single (the last one) fountain.
– Option to “work” for X days to earn extra gold.

Classes:
– Two new classes (Blade Dancer and Hermit Warrior).
– Heroic ballad (from first LoA) for Bard is back.
– Champion got basic heal spells.
– Troll Slayer gets back its 3rd accessory slot.
– Dwarven archer starts with a bow.
– Unique spells for Archer.

Balance and small stuff:
– NPCs extra (and frequently colored) text when new quest starts, item is given, etc.
– Rebalance: Arcane (staves, items, etc).
– Spells overall rebalance.
– Armor doubled for critical hits.
– Vitality ability boosted.
– Poison mechanic made more predictable (guaranteed expire after X ticks).
– Added notice that boat can not enter non shallow water (in previous titles such situation never occurred).
– Now portraits upon party creation are unique (selector does not include already used portraits).
– Additional portraits to select from (just a few more).
– Shields Block (Shields grant +33% to Evade).
– New mechanic “Bound” items (right now used by staring equipment for Blade Dancer only).
– Unified origins (old subraces) attribute gains per level (now all origins get it every 8/10/15 levels).
– Other smaller balancing, improvements and fixes.


Make sure to wishlist the game, if you haven’t done so yet!