Thanks to some help from Syncarius and willsama974 on the steam forums, today Nic and I show the multiple ways a player can discover a monster lair: survival & deduction, stealth, combat & intimidation, and pure brute force searching.
Monsters live, reproduce, and launch out into the world to cause trouble from their lair. Finding and clearing a lair is how you stop them.
Build 11 is getting real close! I hope you can see how the systems are adding up to something worth playing!
Progress since last update:
- Monster Patrols were clearing all tasks when seeing the player to follow, but actually needed to interrupt their plans and then return to them when player leaves
- Fixed skillcheck where 1 wasn't causing auto-fail
- Added description of what character is doing upon attack
- NPCs continue what they are doing if they only SEE a goblin patrol and run away
- Fixed monster patrols not starting inside a lair
- can't have an encounter with mosters in a town hex
- Got dungeons to be findable again
- added patrols to locations inside the dungeon
- made dungeon light warning once per dungeon not every freakin room
- fixed light spell being half duration of that advertised in tooltip
- fixed eventlog right 33% being cut off by spell/inventory bar. For some bizzare reason it wasn't sized to the actual displayable screen area
- Fixed dungeon entrance errors
- fixed having attacks at entrance
- Got lair to track who is inside and who is out for planning attack cards
- added coordinates to dungeon map
- added completion of dungeon
- Fixed icon reappearing for destroyed lairs
- Separated dungeons from lairs. Once a lair is destroyed, the dungeon remains a ruin on the map and can be revisited
- Fixed Inventory tabs not closing correctly
- Added dungeon locations being able to have items on the ground
- Added purse item in dungeon locations which contains coins that are converted to money as soon as picked up
- added loot rewards from killing chieftan
- added chieftan body as trophy
- added ruins icon showing on map
- Added tracks dropping for monsters, and searching them to find the lair
- Added capturing of prisoners immediatly prompts interrogation encounter
- Added interrogating of prisoners
- Combat: Added pressing spacebar to pass your turn
- changed weapon AP to 4 so it is hard to swing your weapon and cast