P0.1.9 in progress

Bit of a random grab-bag for the next update. Here's what I've done so far:

⦁    Monsters give a bit more thought to what combat maneuver to use.  Favours loading a weapon; advancing when out of range or at long range; attacking over not attacking; shooting after aiming; attacking after feinting; defending when in shock; aiming if penalties meet a threshold. Disfavours general defending; defending if target cannot attack anyway. For weapons
⦁    Monsters give more thought to what weapon to use. Disfavours punches, reloading when an enemy is close; making ranged attacks in melee range.
⦁    Made a town's tavern a discrete menu, gives several options for resting (depending on town's wealth). In the future other tavern-related stuff can go here (playing games, getting rumours, buying food, etc)
⦁    Luck can improve chances of critical hit; add a "lucky save" option to hazards;
⦁    Dungeon rooms show room number. I originally didn't want to do this, I thought it would be too artificial, but it gives a good sense of how far through a dungeon you are and if you have returned to a room you've already been in.
⦁    Dungeon rooms briefly describe events already investigated.
⦁    Bugfix: exiting a dungeon didn't clear the internal list of room exits.

⦁    Bugfix: Updated wearable treasures to use new body locations.

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