Overworld Dev Log Kickoff
Will start keeping a dev log. Today I colourized the world map, and noted creatures on it. This may all change but is currently useful for observing behaviour. I tidied up […]
Will start keeping a dev log. Today I colourized the world map, and noted creatures on it. This may all change but is currently useful for observing behaviour. I tidied up […]
Played on the way home from work and I had a jolly little adventure! Just sat down at the terminal now at 11:48pm to ponder creating a little blurb, accounts, […]
Tough day of debugging. Minotaurs were loading up an obsolete AI class, so even when spawning for the godzilla quest they were trying to navigate a maze. Had another conflated […]
Well, something happened that is worthy of this devlog, and this is the only rightful place for the story. I thought about putting it on Facebook, but too nerdy and […]
Added a colour key for compasses, also applies to big map tiles. Added a quest cap of three, and a gradient of red compasses for each new one you get. Revised […]
Fixed some bugs: scroll of wind pushing NPCs, items not going through destroy logic when stolen by beast that leaves the map, thief movement after a steal. Some problems in mount movement […]
Added scroll of time, lets you make 3 moves in a timestopped world. Added scroll of ice, freezes surrounding beasts for 2 turns. Aquatic beasts are slain instantly. Added scroll […]
Added different patterns of weapon attacks, the staff which hits forward and backward, and the flail which hits weakly in all directions. Added pierce, which on an aggressor deducts from […]
Added three new types of food. Fruit is much like veg, with small changes including monkeys eating it. Eggs come from birds and reptiles, snakes and lizards like to eat […]
Some more tweaks to behaviour. Going for desired food now supercedes hiding, but food on untraversable tiles is ignored. Huts now spawn level appropriate humans. (Stupid swordsmen.) Revamped special tile spawns […]