Grindin’ out that code
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 […]
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 […]
Introduced a basic, weighted spawn system for various portal types in the plot. Inns, shops, caves, and stairs will now spawn following a certain set of rules. These rules will […]
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 […]
Added a new vendor, the inn. Currently empty, it appears next to the shop about 5 tiles out from center. It features a bedroom with a bed and two storage tiles. […]
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 […]
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 […]