Features

Refactored  the minotaur cave into a full fledged labyrinth quest. Subquests include find the treasure, save the princess, and kill the minotaur. Letter quest got some remodelling. It now precalculates […]

Creatures can now spawn other creatures. Spawning has been generalized to filter on status (hidden), locale (hero adjacent), pattern (of attacking and spawning), and other parameters. Wolves can spawn other […]

Added a two new items and three new souls. The scythe fills a niche in the current weapons. It’s basically becoming the axe (damaging cleave), which is becoming the mace […]

There’s now a village with a monster in the center. This is the “Godzilla” quest. Godzilla is currently a wolf, but this could scale up with difficulty. The monster gets […]

Started on a new type of quest, this one I’m calling “regional”, because it takes up significant area on an open world map. Walking due south of the origin you’ll […]

More cleanup of variable names and other minor stuff. Wish I could write it perfectly the first time. Introduced a new creature stat, vision, which allows them to see hidden […]

Was sick and/or busy for a while. The maze now picks some minimally-distant starting points for the entrance, some treaure, and a new beast, the minotaur. A* pathing has been […]

Maximum heft is now 10, effectively capping the cost of land push at 10. If the difference in enriched uranium fired on each side of local combat is 10 or […]