* 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.