Allure v0.8.0.0 Release Notes

    • display initial bits of backstory as a help screen and in-game
    • rework greying out menu items and permitting item application and projection
    • ๐Ÿ”€ rework history collection; merge message repetitions more aggressively
    • ๐Ÿ”ง display HP in red when below (configurable) warning threshold
    • ๐Ÿ‘‰ tweak AI: actors remember they are fleeing; better leader choice, etc.
    • โž• 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
    • ๐Ÿ‘‰ 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
    • ๐Ÿ‘‰ make pushed actors alter tiles and trigger effects of embedded items
    • validate and cross-validate more content; reduce content creation boilerplate
    • ๐Ÿ‘‰ make summoning more varied and prevent chain-summoning
    • โž• add many ways to conditionally sequence effects
    • ๐Ÿ”€ 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
    • โž• 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
    • ๐Ÿ”„ 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
    • ๐Ÿ‘‰ tweak blast visuals, lower particle counts, beautify their spread
    • ๐Ÿ‘‰ tweak projectile visuals, e.g., display an extra frame when projectile dies
    • โž• add intro screen and work on other ways to convey story
    • simplify a lot of code, including a bit of game rules
    • ๐Ÿ›  fix some bugs, tweak content, speed up some AI bottlenecks