chance to log dungeon features per clock turn
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6 changed files with 59 additions and 8 deletions
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30-August-2023
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- overmap: bare, but exists. player now starts on the overworld, and can move to local maps (like the old starting town) via >. can leave local maps back to the overmap by walking out of the map boundaries.
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- added dungeon features: grassy forest room, and barracks variants (bunks, squads of mobtypes)
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- added support for map messages: i.e. notifications for present dungeon features logged to chat every now and again
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Pre-29-August-2023
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- added overmap: bare, but exists. player now starts on the overworld, and can move to local maps (like the old starting town) via >. can leave local maps back to the overmap by walking out of the map boundaries.
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- mouse begone: support still there if wanted, but targeting/e(x)amining can now be done via keyboard only
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- config.toml: non-wasm builds read from config.toml at runtime, or generate a new copy if not present in the exe dir. includes options for logging various details to the console, and visual choices like post-processing effects, all-black bgs vs. full-coloured, etc.
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- morgue files: y/n prompt to write a morgue file on death (or write to console in the case of wasm), containing a map of the floor the player died on, class/race/attribute/etc. details, a fully identified backpack, and a list of significant events that took place this run w/ turn number
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- added config.toml: non-wasm builds read from config.toml at runtime, or generate a new copy if not present in the exe dir. includes options for logging various details to the console, and visual choices like post-processing effects, all-black bgs vs. full-coloured, etc.
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- improved morgue files: y/n prompt to write a morgue file on death (or write to console in the case of wasm), containing a map of the floor the player died on, class/race/attribute/etc. details, a fully identified backpack, and a list of significant events that took place this run w/ turn number
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- refactored colour offsets: now per-tile (and per-theme), instead of global. now can include varying fg/bg offset for every type of tile.
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- consistent chatlog colours: renderables for mobs, beatitude for items
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- rooms themes: grassy room theme proof-of-concept, propagates grass/foliage/etc. out from a room if rolled, and spawns themed mobs
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- dungeon features: framework
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- map identifiers (instead of displaying an incorrect depth) on ui: e.g. D1, D2, Town, Woods, etc.
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- bugfixes:
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- map params are saved on map transition, instead of only at creation. now bloodstains, vision, etc. will persist when changing between floors
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