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Version 0.035 features a number of small fixes and additions but primarily focuses on refining the inventory system.
Monsters, including the player, now have two character attributes, Strength and Endurance, which are randomly generated when the monster is spawned (the player gets 3d6 in both). Items now also have variables which allow them to impart modifiers on these attributes. These features haven't been fully implemented yet.
The number of equipment slots available to the player has been simplified down to this list:
Weapon-hand
Off-hand
Helmet
Armor
Shield
Boots
Left ring
Right ring
Necklace
Clothes
A monster's equipment list is no longer stored in the same array as their open inventory. Instead, the equipment list is an associative
array that's ordered by the equipment slots from the above list. The inventory is a dynamic array (different monsters may now have different numbers of inventory slots) and the wallet is a non-dynamic array (containing stacks of coins in 5 denominations).
Monster inventories will now be saved when the level is saved, and loaded when the level is loaded. This also goes for their wallet and equipment.
The color palette for the SDL terminal interface has been changed to a variation on the Tango color palette, so the colors are less garish and stand out more against the black background. Several colors have been adjusted or removed.
SwashRL now incorporates a default font, bd-font from Bad Diode, which is used if it doesn't find a valid TTF font file.
The player can now specify a random seed for the map generator, and the map generation functions now use a separate random number generator from the rest of the game to allow players to share level gens they think are particularly interesting.
Other minor fixes include preventing the player from getting a free festive hat if they are already wearing a hat (thus keeping the festive hat from overwriting any armor they might be wearing) and fixing sessile monsters so that they can no longer move.
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Version 0.035 features a number of small fixes and additions but primarily focuses on refining the inventory system.
Monsters, including the player, now have two character attributes, Strength and Endurance, which are randomly generated when the monster is spawned (the player gets 3d6 in both). Items now also have variables which allow them to impart modifiers on these attributes. These features haven't been fully implemented yet.
The number of equipment slots available to the player has been simplified down to this list:
A monster's equipment list is no longer stored in the same array as their open inventory. Instead, the equipment list is an associative
array that's ordered by the equipment slots from the above list. The inventory is a dynamic array (different monsters may now have different numbers of inventory slots) and the wallet is a non-dynamic array (containing stacks of coins in 5 denominations).
Monster inventories will now be saved when the level is saved, and loaded when the level is loaded. This also goes for their wallet and equipment.
The color palette for the SDL terminal interface has been changed to a variation on the Tango color palette, so the colors are less garish and stand out more against the black background. Several colors have been adjusted or removed.
SwashRL now incorporates a default font, bd-font from Bad Diode, which is used if it doesn't find a valid TTF font file.
The player can now specify a random seed for the map generator, and the map generation functions now use a separate random number generator from the rest of the game to allow players to share level gens they think are particularly interesting.
Other minor fixes include preventing the player from getting a free festive hat if they are already wearing a hat (thus keeping the festive hat from overwriting any armor they might be wearing) and fixing sessile monsters so that they can no longer move.
This discussion was created from the release Prerelease Version 0.035.
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