It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
I just recently been poking around in the first Sewers level, and I noticed the presence of a teleporter on the first level. Only my in-game map doesn't mark it down, even when I use Scry at the drop point to verify that I have moved. If you're not going to have the game auto-mark the existence of teleporters, at least allow me to jot down my own notes on the map so I can mark them down myself. This is important as later games of the trilogy get pretty complicated with teleportation.

I also noticed the new trap disarm system. Back in the 80s, one was guranteed to disarm any trap on any chest if you could type in the name of the trap. Even a Warrior could pop open the chest as long as you knew the trap. The hard part, of course, was finding out which trap was being used. The game even could send out 'false positives', so someone with good trap detection was even more important. But now the detection is easy, but the disarm is a flat % roll that changes based on the dungeon level? That just makes Trap Zap the de-facto approach to chests. Yes, you could do that in the original and make do without a rogue entirely, but that was a conscious choice, this is no choice at all. I am not going to risk a 25% success chance on every chest I find, and I know it's only going to get worse.
Also, since you decided to use the newer Distance system in combat, you really ought to add the appropriate ranges to the spell descriptions so that players don't whiff their spell casts when the target isn't in range.