Attributes Wired Up
The stat modifiers affected by attributes (Might, Agility, Insight, etc.) were fully configured, but never wired into the game. Attribute scores now determine many stats such as HP gained per level, maximum pushing weight, trap detection chance, and base evasion.
New Abilities (10)
These were a lot of work because half of them required new archetypes (custom coding).
- Chain Lightning: Lightning bolt strikes multiple nearby targets.
- Ricochet: The equipped arrow or thrown weapon strikes multiple nearby targets.
- Anchor Stance: Immune to Push and Pull.
- Double Jump: Jump twice in one turn.
- Long Run: Like Run, but increased distance.
- Quick Recovery: Stun status reduced by 1 turn.
- Combat Acrobatics: Moving 2+ cells in one turn applies temporary Nimble status.
- Knock Down: Applies Knocked Down status to target.
- Parry: Applies Parrying status to self.
- Giant Slayer: Hit chance and damage bonuses when attacking larger sized enemies.
New Status Effects (3)
- Knocked Down: Actor can’t move until performing the Get Up action.
- Nimble: Evasion bonus.
- Parrying: Next attack is blocked.
New Combinations (3)
- Potions + Arrows (Fear, Slowness)
- Cure Poison + Poison Puddle
Minor Enhancements and Bug Fixes
- The screen now shakes when destroying walls.
- Furniture monsters got more dangerous. Chairs have Charge ability, Tables have Shove.
- Terrain modifier values are now good/bad color-coded.
- Enemies not using all available abilities.
Next week, I’ll continue adding new abilities and room types.








