Local dungeon flags are now supported as well.
Unless there's some big sudden issue this should be all of the internal changes for the big map update.
Now it's time to change maps to accommodate for these features.
* Renamed dialogue effects to "actions" so it's not confused with effects that boost a character. Updated story maps accordingly.
* Added ability for map actors to spawn in specific difficulties. Check debug room at the lower left, higher difficulties have more ghosts and less treasure.
* Added ability for rewards to grant cards aligned with the player's color identity. Default chests have been updated.
* Use Tiled's visibility property for rewards and enemies. The later is discoured but nice to have.
* Updated map templates to use the new properties.
* Added icon for enemies with added effects.
* Added ability to set manual descriptions for items (mainly quest ones, but it's there).
* Added ability to add extra rewards to specific enemies.
* Added warning on missing spriteLayer.
* Wurm cave is now fancier.
* Added a dummy texture in Graphics. Useful to add raw pixels or solid color boxes to a drawing batch.
* Dialogue actions added: Heal (negative too) player, Add gold.
* Dialogue conditions added: Check for gold >= X, check for health >= X.
* Added "Manasight" effect to equipment and blessings. Allows to see the colors used by enemies.
* All existing enemies have their color identities assigned.
* Console command to dump all deck colors used by enemies (to update the data for color view)
* Console command to force reload of status scenes (for faster design)
* Less delay when clicking "Done" in a reward scene.
* Adjustments to (landscape) Status and Inventory scenes.
* Blessings properly assign map effects (speed, manasight)
* Added "Manasight Amulet" (sprite pending) to grant the user manasight.
* Added "Scroll" pickup template. It's meant to grant single cards.
Please talk to the Debug Elf for demonstration of these features.
* Players can now receive blessings that give them an effect for next battle.
* Enemies can also get modified with effects using map attributes.
* Preliminary support for a flag to prevent magical escape from dungeons.
* Players now have a color identity which can be checked for in dialogue conditions (soon will also allow filter for cards for that color)
* Status screen now shows a wreath indicating the color identity around the portrait and information about current blessing.
* Dialogue conditions can check for blessings (named ones).
* Allow to override an enemy's name from the map editor.
* Allow enemies to have dialogue when defeated.
* Preliminary support to heal by arbitrary amounts (no overheal beyond max yet)
Dialog updates.
- Dialogs can be assigned to enemies.
- Dialogs have a few more conditions and effects.
- Dummy objects that can be removed from dialogs by ID.
- Dialogs can force a battle by ID.
Changed item properties to a new Effect class. This can allow effects to be defined for a whole dungeon and/or a single individual.
Which will be the next update.
Changed map pickups:
Now it's a new Actor type and takes its reward values from what the map designer decides using some simple embedded JSON.
Defining rewards as enemies is unnecessary now.