0.4.0 Events Update
Pre-release
Pre-release
Version 0.4.0 Events Update
06 Feb 2018
Description: Fourth major version of the game.
This update adds customization of event messages,
when interacting with items/entities, and allows
defining custom descriptions upon inspection.
This update also features a better atk/def algorithm.
Data:
- Additions: Threats now have an atk stat
- Changes: Player can now have a variable number of inventory slots
- Changes: Starting Exp is now evaluated and the player levelled up accordingly
- Fixes: Typo in comment description of min/max dmg for mobs and threats
Options:
- Additions: Magic potion can now be defined to have a random starting position determined by the game
- Additions: Player can now be defined to have a random starting position determined by the game
NPCs:
- Additions: NPCs can now be defined to have a random starting position determined by the game
Events:
- Additions: Events file where specific event messages can be defined for each item/npc/mob/threat
Gameplay:
- Additions: Can now inspect entities, threats and NPCs
- Additions: Mobs and threats' min dmg and max dmg, def, level details now available to be seen in-game through inspection
- Additions: Can now inspect items in merchants' inventories in the buy menu
- Additions: New atk/def dmg bonus calculation algorithm
- Changes: Inventory is now listed from top down then left to right instead of left to right then top down
- Changes: Inventory is now printed in the buy menu
- Fixes: The atk/def mechanism did not include when mobs attack the player
- Fixes: Typo in message displaying additional damage done due to greater attack stat
- Fixes: No longer displays old menu in encounter with threat despite taking inputs for the new menu
- Fixes: No longer asks if player wants to use inventory slot 1, 2, 3 or 4 but which inventory slot to use when picking up item
- Fixes: Game does not reprint map after going use inventory/inspect menu
- Fixes: Small typo in game over message
- Fixes: Player could use the save option and "escape" an encounter, being on same tile but able to move and not receive damage
Bugs:
- If the end code is missed out in the data files, data loader will try to load same object as previous one loaded
Additional notes:
- Mobs each have a "level" but it currently doesn't do anything and thats as intended for now.
- This will be worked on in the future.