Allure v0.8.0.0 Release Notes
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- display initial bits of backstory as a help screen and in-game
- rework greying out menu items and permitting item application and projection
- ๐ rework history collection; merge message repetitions more aggressively
- ๐ง display HP in red when below (configurable) warning threshold
- ๐ tweak AI: actors remember they are fleeing; better leader choice, etc.
- โ add to content specialized explosive projectiles; tune the effects
- calculate loot score component based on fraction of dungeon loot collected
- don't hardwire item price, but let it be specified in content
- let all valuables glitter in the dark to avoid complete level exploration
- teach AI to cure ailments and shake off impressions
- rework detection effects; add detection of items embedded in tiles
- automatically identify stolen items that only have minor effects
- let projectiles hit each other if fragile and substantial enough
- rework item kind identification code; change the way it's defined in content
- ๐ make more item kinds (including some traps) secret
- protect paralyzed actors with a stasis condition to avoid infinite paralysis
- implement dumping screenshots in SDL2 and create animated GIFs in Makefile
- generate most common consumables less often, but in depth-scaled bunches
- ๐ make pushed actors alter tiles and trigger effects of embedded items
- validate and cross-validate more content; reduce content creation boilerplate
- ๐ make summoning more varied and prevent chain-summoning
- โ add many ways to conditionally sequence effects
- ๐ create large, merged rooms more often
- generalize the terrain altering player command (C-c, mouse)
- let RET, SPACE and ESC clear pending messages, if any
- โ add dashboard with links to all menus and info screens
- scale some organ and trap power with level depth
- simplify level-scaled dice roll semantics
- ๐ change scaled dice notation 'dl' to 'dL' for readability in-game
- rebalance items and decrease dice variety to unclutter backpack
- colour-code beneficial and harmful conditions in menu and in HUD
- display item lore (also for organs, embedded items, explosions, etc.)
- display embedded item descriptions as if they were tile descriptions
- ๐ tweak blast visuals, lower particle counts, beautify their spread
- ๐ tweak projectile visuals, e.g., display an extra frame when projectile dies
- โ add intro screen and work on other ways to convey story
- simplify a lot of code, including a bit of game rules
- ๐ fix some bugs, tweak content, speed up some AI bottlenecks