Many small improvements and bug fixes this week, and golems. The golems are mid and late game content. They can’t be harmed by non-magic weapons, they’re immune to most status effects, and have high strength, hp and damage. They also have unique properties based on their material.
New Content
- Enemies (5): Bone Golem, Clay Golem, Flesh Golem, Iron Golem, Stone Golem
- Items (1): Acid
- Combinations (1): Empty Vial + Acid Puddle
Keyboard Support
- Left and right arrows now cycle through the entities in the cell context menu.
- Options Panel.
Miscellaneous Enhancements and Bug Fixes
- Added a “go to exit” key that moves the player to the exit if they’ve found it. It pairs nicely with autoexplore.
- Locked chests have better loot now.
- Touch effects are no longer triggered by flying actors (prevents a Poisonous Gas Cloud from triggering a Fire Trap).
- Touch effects are no longer applied by entities underneath the top entity in the cell. This allows the player to walk safely over spikes if something’s on top of the spikes.
- Clicking on gold in an actor’s inventory now takes it.
- Torches don’t burn out as quickly. However, this still didn’t fix the issue where the player frequently runs out of light sources. I need to add more torches to the map.
- Coffins now have a chance of containing an undead enemy and loot.
- In random rooms, enemies can now be a) completely random, b) one randomly selected type c) custom combinations such as Giant Rat packs and Goblin parties.
- Arrows placed on the map now have a random quantity instead of a quantity of 1.
- The Inventory panel is now displayed when the Combine panel is displayed since combining always involves at least one inventory item.
- Reduced Fear status effect duration. Step on a Fear trap is potentially instant death, depending on what’s near the trap. I want to avoid that.
- Wasted a bunch of time troubleshooting an infinite loop that occurred when the player stepped on a trap. Basically, two events were triggering each other. The bug was introduced recently.
- Terrain stat modifiers stopped showing correctly. This was introduced by the recently added Sure-Footed ability, which required modifications in a couple of systems and wreaked some havoc.
- Fixed issue where some traps don’t disappear after being triggered.
Next week, I’m focusing on refining random room content. Random rooms are sometimes amazing and sometimes terrible. I need to vary the content based on the size of the room. I also want to look at the graphs of recently developed maps to determine how flow can be improved.

