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 […]
Introduced ranged attacks. Having a ranged attack allows a soul to attack any adjacent soul, ignoring all terrain struggles and flight. The bow weapon conveys a ranged attack, and one […]
Fixed up some overlooked details. Beasts now route through fliers they can brush aside. The hero will automatically pick up a scroll from a tile where they use one. The […]
Yesterday and today I laid the groundwork for items. Items can be on the ground or in a soul’s inventory. If on the ground, there’s a limit of one per […]