Weekly Update – June 26, 2026

This week’s focus continued to be improving random room generation. 

New Content

  • Passive Abilities: Water Advantage (when standing in water, accuracy and evasion stats are improved)
  • Room Modifiers: Flooded, Partially Flooded, Locked Door, Hidden Door, Boarded Up Door, Looted, Dead, Abandoned, Foggy, Poisoned, Overgrown

Room Modifiers

Randomly generated rooms can now have their contents modified at the end of the room generation process, allowing a room to be flooded, burned, abandoned, etc. Room Modifiers work by adding, removing, and replacing room content. They increase room variety without having to create every combination by hand.

Remove and Kill Map Generation Operations

In addition to adding and replacing entities on the map, the map generator can now remove and kill entities, enabling a wider range of Room Modifiers.

Converted Wait and Search to Active Abilities

These were originally special actions with their own keys/buttons. They weren’t accessible with a mouse (there was no on-screen button to click).

Terrain Modifier Passive Abilities

Actors can now have passive abilities that modify their stats on specific types of terrain. For example, a Blue Slime has improved stats on cells containing water.

Upgraded Development Tools

I upgraded Unity to 6.5 and upgraded other tools (Rider, FMOD Studio, plugins) to the latest versions. Two plugins (FMOD, vTabs) didn’t work because of Object.GetInstanceID() being obsoleted. I had to remove vTabs. I realized FMOD released a new version as a separate asset. Installing the new version worked.

Next week, random room generation improvement continues with themed random rooms. This should be the last round of enhancements to random room generation. The expectation is that the random rooms will feel less random and more cohesive.


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