The Angwe Update
Lo and behold, the “Angwe” update. If 10 or more food is ever on the table in a black market trade, Ramul will flat out ask for all your food […]
Lo and behold, the “Angwe” update. If 10 or more food is ever on the table in a black market trade, Ramul will flat out ask for all your food […]
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 […]
Changed spawning so that low level beasts can still pop out later in the game. Added level ratings to items, and made some groupings for loot. Beasts can either be […]
Put the game in a more realistic play mode, where creatures do full damage and terrain defenses are in effect, some other minor changes. This was for a modest play […]
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 […]
Found the most understandable way I could of expressing the desire to return an array of points, composing a path between two Cartesian points, where the path is traversed […]
Continued work on the router. I have settled on what I consider a good solution to the problem of finding interesting quest routes. 1. Points in a circular band of […]
Made a function to filter for desired positions on criteria like distance from a point, distance from origin, init status of map/plan, etc. Broke the filter logic I had in […]