I wanted to make the dungeon a bit more reactive, so I added observable Idle behaviours, so the dungeon can be observed and reacted to, instead of only having monsters move randomly. Also, added a noise system, to make enemies react more directly to what the player does.
New Features:
- Noise System Certain actions now make noises that enemies can hear and then investigate. Enemies have different listening ranges and if they cannot find anything at the spot, will spot investigating. Pressing N shows noise sources and listening ranges to visualize how it works, but it is not recommended to keep that on constantly.
Player opens a door
Player walks on rock / intense rock
Player enters deep water
Player enters deep mud
Player finishes an ice slide
Player performs a melee attack
Thrown items
Player strikes a wall / waits
Player drops an item
Player opens a chest
Player equips a weapon
Player unequips a weapon
Player equips armor
Player unequips armor
Player mixes potions
Player causes a mud bubble to pop
Player shatters a summoning portal
- Idle Behaviour System
Enemies now have a random idle behaviour and two different "need behaviours", which makes the dungeon a bit more reactive with enemies moving around.
Wander randomly
Patrol within the current room
Patrol theh longest corridor
Travel to the staircase and guard nearby
Patrol foud distributed points on the level
Move between the exits of the current room
Travel alongside walls
Guard an environmental feature or puzzle entrance
Approach and converse with the nearest enemy
Sleep, remain stationary and periodically display the sleep indicator
Select and follow another enemy
Seek poison/fire/ice clouds, available at 100% resistance
Additionally, there are 3 intermission behaviours that enemy can sometimes do:
Archers travel to a triggered trap, reset it and conceal it
Enemies with food and water needs travel to water and drink
Enemies with food and water needs travel to a cropse and consume three pieces
- Inventory now also includes items below the player to use directly.
- Added a levitating ability, that skips trap activation and makes no walking noises
- Added Keen Sense ability for enemies, that doubles listening range.
- Added Scavengers, enemies stealing items from the ground and running to the stairs
- Added Scavenger Hunt event, 10 Scavengers and 20 items
Gameplay Changes:
- Being on trees now also ignores sight blocker from tall grass - Wand/Scroll of Seeing now also make traps a bit more visible by extending the ascii tile offset - Prism Pillars now also increases listening ranges, similar to sight ranges - Added a tutorial message for noise - Removed firewater clouds to avoid endless cloud propagation
Smaller Fixes:
- Corrected the arrow puzzle to be less confusing about when the treasure chest can be reached. - Fixed opened doors sometimes not being displayed correctly - Enemies that sleep can now not used ranged attacks anymore