Combat Testing
Some combat testing occurred but it largely devolved into fixing bugs in the AI system.
Test Map
There’s an existing option in Legend to load a prefabricated map for testing purposes, but I haven’t used it or updated the associated code in literally years. I thought it’d be useful for testing AI, so I got it working again. It took half a day, much longer than I expected, because it had to work with all the meta data created and used during map generation. It will save time in the long run because I can quickly test various scenarios in a controlled, predetermined environment.
Enemy AI System
Saving/loading is working again after the overhaul.
Ability Books
Unity editor scripts were created to automate generating Ability Books based on the defined Ability Types.
Decal Support in Map Generation
The map generator now supports adding decals, which are tiles placed on top of the main tile in a cell, such as bloodstains. This stemmed from a bug in which bloodstains were added as entities and could be inspected and interacted with.
Many bug fixes
There were a couple of interesting bugs:
- The player sometimes moved during combat inexplicably. It turned out spiders accidentally got the Push ability and were pushing the player away.
- Sometimes a projectile would leave an image behind after the associated object was destroyed. This bug has probably been around for years but I never bothered fixing it because it didn’t affect the mechanics (it was just annoying and confusing). I got to the bottom of this one this week. When two projectiles were created at the same time, the first projectile to finish moving broadcasted an event that was only supposed to be handled by the originating projectile.
Next week, I’ll do more combat testing and add some more room types. Faction settlements on the map don’t have enough variety.

