Weekly Update – January 3, 2025

Happy New Year everyone! Solid progress this week.

  • Attacks of opportunity. This was added back in after being removed earlier in the year. If the player moves away from an adjacent enemy, the enemy has the opportunity to attack before the player leaves the cell. This mechanic is intended to discourage the player from resetting cooldowns by walking away from enemies. After adding it back (which, btw, had to be implemented in a completely different manner – long story), I was reminded of how annoying it is. I may simply need to get used to it after playing so long without it. I’ll get feedback from others too.
  • Reactions. To enable attacks of opportunity, I added a reaction mechanic that allows actors to perform an additional action in a turn. I’m sure there are other uses for this down the road.
  • New abilities
    • Cleave. Hit two adjacent enemies at the same time. The player selects the first enemy. The second target is randomly selected.
    • Whirlwind. The same as Cleave, but hits four enemies.
    • Roll. Roll two cells away and avoid attacks of opportunity.
    • Disengage. Move one cell away and avoid attacks of opportunity.
  • Minor enhancements and adjustments
    • Reduced map size a bit. Now I think maps are too small. I think the real need, as someone pointed out in a previous comment about changing the map size, is more efficient backtracking. Even with loops on the map, a lot of backtracking is required to fully explore a level. I will add either autoexplore or clicking on the minimap to move to a far away location.
    • Tooltips added for Gold and XP panels.
  • Bug fixes
    • Incorrect scaling and UI element positioning for different resolutions.
    • Enemies don’t move after receiving Fear status effect.
    • Stairs can be shoved.
    • Cooldown for Shove ability not working.
    • Missing log message when drinking from puddle.
    • Multiple null reference exceptions on Windows build.
  • Windows build testing. I found ~10 new errors/exceptions that don’t appear when running Legend from the Unity editor. These are almost certainly order of operations related. Surprisingly, they don’t appear to affect the game in any way that the player would notice. Regardless, I will fix them.
  • Discord server. I set up a basic Discord server for playtesting. I’ll start sending out invites to anyone interested after working through the latest issues from the Windows build.

Next week, I’ll work on the bugs and issues found in the latest round of Windows build playtesting. I’ll also start writing up my “2025 in Roguelikedev” post.


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