I had extra time this week. All the patterns and data configuration capabilities built over the years are helping to create new content quickly.
Fun with Fire
Implemented several new interactions between Fire and other objects:
- Oil: the Fire instantly spreads to all connected Oil cells and is converted to Intense Fire.
- Puddle: Steam is created.
- Explosive Powder: Intense Fire created in a 5×5 square.
- Oil, Water, Explosive Powder Barrels: Barrel burns up, and the material inside reacts with the Fire.
New Objects
- Intense Fire: Burns longer, causes more damage than Fire.
- Steam: Causes Scalded status effect.
- Powder Keg: A barrel containing Explosive Powder.
- Explosive Powder: Causes explosion when it comes in contact with Fire.
New Abilities
- Drain: Causes Drain status.
- Frost Touch: Causes Ice damage and temporary slowness.
New Status Effects
- Drain: Decreases max HP by 50%.
- Scalded: Reduces Sight, causes mild damage.
Hearing System Fully Functional
I built the framework for the hearing system a few years ago, maybe longer. I haven’t touched it since. While troubleshooting a bug this week where enemies acted as soon as the player opened a door, I realized the sound of the player was alerting them. The hearing system was more functional than I remembered! There was a hard-coded placeholder that gave enemies extraordinary hearing; I’m surprised they weren’t leaving their rooms. There must be some other logic preventing that. Anyway, to fix the bug, I properly configured the enemy hearing values and object sound dampening values, and coded the dampening logic.
Minor Enhancements and Bug Fixes
- Bats now can perform three actions per turn. When possible, they attack once per turn and fly away. This made them more interesting to fight.
- Minimum number of health, stamina, and magic potions now appear on each dungeon level, based on level size.
- Lowered Charge ability’s damage multiplier from 2.5 to 1.5. After giving Chair Monsters the Charge ability, they were one-shotting me.
- Enemies using Charge occasionally choose the wrong target in a cell (for example, an open door instead of the player).
- Knock Down animated. It’s ugly but it’s now clearer what happened when an actor gets knocked down.
- When an enemy has multiple status effects, only the first status effect appears above the enemy. This used to work. I think it broke the last time I modified the saved game loading code.
- Hotbar icons appear above the tooltip when greyed out.
- Hotbar icons sometimes stay greyed out when they become usable again.
- The game locks up when the player is shoved.
- Floating text damage appears when Fire and Gas die.
- Trap effects repeated in the message log.
Next week, I’ll add more abilities, fix bugs, and start working on the city map generator.








