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Console Text RPG v0.1.5-alpha — Battle Sistem & UI Update

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@Ynichik Ynichik released this 20 Jul 15:29
· 10 commits to master since this release
7a6a736

📦 Architecture & New Modules
Modular Expansion: Introduced new dedicated modules (Ui, SoundManager, and game_state) to further decouple logic and keep the codebase clean and scalable.

Structured Codebase: Organized components across specialized files (BattleSystem, MonsterFactory, EasterEggs, and Main).

⚔️ Game Mechanics & Progression Fixes
Sequential Bestiary Progression: Fixed a logic bug where the victory screen would trigger after defeating the very first enemy. Players now must successfully fight through the entire progression chain—from a basic Slime up to the final Death Knight—to claim ultimate victory.

Refined Game Loop & Exit Logic: Optimized the main flow and exit conditions, ensuring proper program termination when special events or easter eggs (like the Stanley trigger) are activated.

Centralized PRNG: Configured global random seed initialization (srand) in Main to ensure reliable and distributed random calculations (such as critical hits and damage scaling) across all combat modules.

🖥️ UI & Rendering Improvements
Artifact-Free Console HUD: Fixed text-overlapping and visual glitches during battle loops by upgrading the screen refresh logic to clean buffer sequences (\033[2J\033[H), resulting in a smooth, readable combat UI.

📚 Documentation
Comprehensive README: Added detailed project documentation covering core features, project structure, and instructions on how to build and run the game in Visual Studio.