I managed to fix all of the priority 1 bugs on my weekly todo list. I didn’t expect to achieve this. The bugs were in complex subsystems such as AI and action handling, and I only had the weekend available because I went on vacation early in the week.
- New content
- Bat colonies now have bat guano. It makes the colonies more visually distinct and it’s flammable.

- Destroyed mushrooms now leave behind pieces that can be picked up and eaten for different effects, some good and some bad.
- Miscellaneous improvements
- Clicking on a cell now takes all items in the cell.
- The Knight class is now killed in fewer hits to make the early game more challenging.
- Bookcases now have a random chance of containing a scroll.
- Improved AI logging. The main improvement was indicating the acting actor at the beginning of each log statement. This made it easier to follow the actor’s decisions.
- Ability to enable/disable map theme types for testing purposes.
- Bug fixes
- Evasion not working.
- Eat action not working.
- Various lock ups caused by action cancellation.
- The player is unable to move after canceling the select cell prompt during a throw action.
- After winning the game and starting a new game, the same map is used and some game state doesn’t reset.
- Some enemies stop moving when they encounter an item in a cell.
- Sometimes enemies don’t advance toward the player after the player kills an enemy.
- Flight pathfinding map updates ignoring cells that block flight.
- Too overpowered enemies appear on level 1 of the dungeon.
Next week, I’m still on vacation for the first half of the week. I’m sure I’ll have plenty to catch up on at work when I return, and don’t expect to get much done for the remainder of the week.
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