Some refactoring, many new items
Refactored attacks with a more elegant structure, in the process fixing bugs where a) victims would die before being pushed back, and b) NPCs could take cleave damage. Cut the […]
Refactored attacks with a more elegant structure, in the process fixing bugs where a) victims would die before being pushed back, and b) NPCs could take cleave damage. Cut the […]
Added a new category of items, currently called accessories. These include the helm, boots, ring, glasses, snorkel, bottle, pan, and towel. Not all have functionality attached yet, but here are […]
If a player’s steed is hit by a feared creature, the beast will make an attempt to flee on the player’s next turn. This will use up the player’s move. […]
Been working on new map and plan classes for shops, powering the logic that will make wares available to the needy adventurer. Shops spawn three for-sale items, initially. Items in the […]
Added some new terrain: Walls, floors, signs, and doors. Walls are always impassable, floors always passable (except to aquatic creatures). Shifted over the existing basic cave to use walls and […]
Changed AI so that beasts can be aware of the hero, but if not adjacent and they haven’t seen their quarry in the past turn, they will be unable to […]
Added dodging. It is based purely on creature size. Almost all souls are a size two, very small insects like the butterfly and spider are a size one. There are […]