Because of this, Interplay has decided to delay the release from Jan. 97 to this summer to continue to expand the detail and depth of Descent to Undermountain in numerous ways. Each monster killed and puzzle solved adds to statistics like strength, agility, charisma, constitution, hit points, piety, luck, and intelligence. Characters must duck and weave and then take a shot at the enemy and get away again. Fireballs and magic missiles are complete with flames that lick the walls and explode. There are traps to surprise you on doors and chests.
Puzzles are story based, built right into the plot.
Each of the 50 evil denizens in the game are composed of from 235 to 350 polygons with new textures on the walls and characters. The designers will be using three times more smaller 64x64 texture blocks. This allows you to provide a more varied texture when you design the overall block pattern and stack them on top of one another. There is over 500 MB of textures used in the game and many more complex polygons. Some of the eye candy includes glowing lava, running water, exploding fumaroles, flickering torches, stained-glass doors, and very interesting heat vision effects for those characters who can see in the dark.