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ascii-dungeon 0.12.0
Saves from 0.11.0 load as they are: the save stays at version 14, with two new optional fields (walkHint on the
game, stand on a foe) that older saves simply lack. Nothing breaks and nothing needs doing.
Added
- With the session playing, the first walk by hand on a depth with no foe about says where foes come from: they come
with the session's work, and Play by hand (the gear) meets them as you walk. Before, a player clicking around an idle
session met no foes and nothing said why. - An Abyss warden, raging, makes its last stand once at a quarter of its HP: a turn spent on it, then it hits a quarter
harder and takes a quarter more from every blow, so its fight ends sooner either way. Over 192 simulated away games
deaths went 2,681 to 2,752, within what two sets of seeds differ by on the same code. - The README names the stable surface: the
/dungeoncommand, thesound,musicandautoOpenoptions, and saves.
A test loads saves written by released versions 0.4.0 (save version 11) and 0.11.0 (version 14), each class, and
plays each on 400 steps with every rule checked; the release check holds the plugin's options to the README.
Changed
- A big boss whose fight passes its 50th turn grows furious, said once: its blows land 2% harder each turn after, twice
as hard by its 100th. Healing wardens could trade blows with a hero who could not outpace them for hundreds of
steps (the longest simulated Choir Queen fight ran 580 steps); ordinary fights end long before (90th percentile 41
steps). Deaths over 96 simulated away games 1,379 to 1,385.
ascii-dungeon 0.9.0
Saves from 0.8.0 load as they are: the save stays at version 14, and every new field (the wardens in the codex, a
brace or stagger on a foe, the start screen's count, a big boss's wins over the hero) starts empty. Nothing breaks and nothing needs doing. A hero
already deep in the Abyss meets a warden at the next circle's end, and a deep Legendary from the next of circles I,
IV, VII and on; the codex lists no warden slain before 0.9.0.
Added
- A big boss or warden that fells you tires: met again, it has a tenth less HP for each win over you, down to half,
and says so as it rises. One simulated hero died 116 times between two wardens it could not beat. - A first game nobody starts sets out as a Knight on the fifth tool call, saying how to pick another hero; the
start screen waited for a click however long the session ran. - An
autoOpenoption, on by default: turned off, a session no longer opens the pane as it starts, and/dungeon
opens it. - Bracing: while a foe's heavy blow is warned, press
bor click your hero to brace. Your next blow is held, and the
heavy blow lands at half. The warning says how. - A passing test run staggers a big boss once a phase: after the run's sure blow it loses its turn.
- Three deep Legendaries, paid by the Abyss wardens and found nowhere else: the Treads of the Hot Path (the stairs
heal half of max HP), the Signet of Force Push (blows on a big boss or a warden deal a fifth more) and the Pendant
of the Clean Slate (the Abyss's weight takes none of your defense). The warden of every third circle (I, IV, VII
and on) leaves one, one you hold nowhere first. The codex's Finds and the stash's Legendaries tab hold them in a second row.
Changed
- Champions, random or at the tension's peak, begin at depth 4, where they began at depth 2; no champions' den
falls on depths 2 and 3 either. In 18 away games the first five depths killed a new hero 46 times, 15 of them
champions; now 34 times. - Fewer toasts: a champion's coming and the lesser prize it leaves are in the log, not toasted (an Epic or Legendary
still is), and the pixel view toasts a new foe only when it matters: a champion, a unique, a nemesis, a boss or a
deadly one. - A commit, push or pull request on a depth that has already paid for one says so in the log, where it said nothing.
- The codex has a third page, Abyss: the ten named circles' wardens, circles I to V over VI to X, each lit in its
circle's colors once slain and a dark shape until then, with the Nameless Dark's counted under them.pturns
Foes, Finds, Abyss; the text view lists the circles whose warden fell. A codex from before starts with none. - Each Abyss circle has a warden of its own: its theme's big boss remade with the circle's name, its colors and one
champion rule, tough (half again the HP), savage (a tenth harder), shielded (a blow turned, and again as it rages)
or vampiric, for a quarter more XP: the Hollow Queen, the Vault Lich, the Rotting King and on to the Last Wyrm; past
the tenth circle, the Nameless King, Queen, Mother, Lich and Wyrm. The Abyss window names each and its rule. The
wardens were the five theme bosses, met again every fifty depths. - Each talent has a second rank. Once all 12 are taken, by level 60, every fifth level offers them again, each twice
what it gave: Opener and Grudge half again the damage, Haggler two fifths off, Pathfinder three tiles, Second Wind
a quarter of max HP. All 24 are taken by level 120; talents stopped at 12, at level 60. - A retiring hero adds to its line's legacy, kept from hero to hero: a point for every 25 depths of its deepest, up
to 25, each lifting the HP levels give and the gold kills pay 2 in 100. The gold handed down is half what the hero
carries, at most 1,000 times 1 and a tenth of its deepest depth; it was half, however much. - A Health Potion heals 10 HP and 1 more a depth, a Greater twice that; an Elixir still heals all. They healed 35%
and 70% of max HP, growing with the hero: deep heroes now lean on Vigor and gear, and the deep kills more. - A harder mark chosen at an Abyss fork stays as a weight: 30 less defense in its circle and every circle after,
on top of the mark's own rule and reward. Each mark says so. - The smith remakes a Legendary for the depth: its fixed stats grown as they would be found there, its name, power
and tempering kept, for 480 gold times 1 and a tenth of the deepest depth. The smith would not touch one, so a
Legendary found early was never worth keeping deep. - A reforge, the smith making an item anew for the depth it is done at, is priced by the item's tier and the
deepest depth: 60 gold an Uncommon, 120 a Rare, 240 an Epic, times 1 and a tenth of the deepest depth, 40 more for
each reforge before. It cost the same for any tier, by the depth stood on: an Epic made new at depth 50, 290 gold. - An affix's stats grow with depth, 1 and a 50th a depth times what it gives: Sharp's +2 attack is +4 at depth
50 and +8 at 150. An Epic was worth 12% more than a Common at depth 150; now 63% more. Deep heroes are a little
stronger: simulated sessions die 0.14 times in 100 tool calls, where they died 0.20.
ascii-dungeon 0.11.0
Saves from 0.10.0 load as they are: the save stays at version 14 and no field is new. Nothing breaks and nothing
needs doing.
Added
- The help window's Growth page says what Insight trades: faster levels, no damage or HP. Over 20,000 simulated steps a
hero with every point on Insight ended 45 to 71 depths behind one with every point on Might.
Changed
- A raging Hive Mother's swarm bites half again as hard only between her spore blows, which slip past armor at their
plain strength. The two stacked on every other blow, and her circle IV warden, the Rime Mother at depth 90, felled
simulated heroes 193 times in 96 games, twice any other foe; now 65, in line with the other wardens.
ascii-dungeon 0.10.0
Saves from 0.9.0 load as they are: the save stays at version 14 and no field is new. Nothing breaks and nothing needs
doing.
Changed
- Focus past the crit cap is no longer wasted: each point of Focus's crit chance over 60% adds 0.02 to a critical's
times. A rogue's gear alone reaches 60%, so an all-Focus rogue's Focus gave it no crit chance at all; over 4
simulated games it now reaches depth 162 where it reached 124, with 13 deaths where it had 24. Crit from gear past
60% still adds nothing. - The pixel character sheet says what Might gives, its share of every blow, beside what Vigor and Insight give.
- A vampiric foe heals by at most a twentieth of its full HP a blow. Uncapped, it healed by all it dealt, up to half of
what it had taken, and a hero with much HP and little damage could not wear it down: a knight with every point on
Vigor died 4.4 times a game on depths 31 to 60, now 0.6, and reaches depth 112 where it reached 100.
ascii-dungeon 0.8.0
Saves from 0.7.0 load as they are: the save stays at version 14, and the two new fields (the tool calls on a depth,
the calls idle in town) start empty. What changes on loading: Might and Focus give a share of their points rather
than an attack point and crit damage a point, so a hero's numbers on the sheet read differently, and the game plays
harder: foes have their whole HP and the middle depths kill again. Nothing needs doing.
Changed
Combat and balance:
- Armor lets a share of each blow through rather than taking its defense off:
K / (K + defense),Kbeing 0.9 of
the depth plus 10, never under a quarter. Foe attack and HP no longer grow faster than depth past depth 10. Past
depth 100 a blow took a fifth to two fifths of max HP; it now takes about a seventh at every depth. - Might lifts every blow by a share of its points, and Focus gives crit chance by the same share: 0.6 of the points
over the points plus 20, so 20 points give 30%. A critical is twice a blow (three times with Segfault) and Focus's
share more, at most 2.6 times; Focus raised crit damage 5% a point without bound, and Might added an attack point.
Every point on Focus slew deep foes in 1.6 blows and every point on Might in up to 4; both now take 2 to 4.6. - Foe HP is the plain sum: about 3 hits a kill. Simulated sessions die 0.23 times in 100 tool calls, with deaths past
depth 5 again, where they came almost only on depths 1 to 5. - A heavy blow (a breath, a frost nova, a greatsword, a rage) takes at most 60% of max HP. A hero spending every
point on Might took them up to 78% of max HP and met 42 of its 114 deaths on one; now 38 of 97. - The turn before a heavy blow, the log says about what it will take. A foe's threat counts its blows through armor
as they land, and is deadly when a heavy blow coming could take the hero's HP. - A boss depth's guardian is one of its theme's favorite kinds, strongest first and the next at each later visit,
each fighting as its kind does; every guardian past depth 5 was a dragon overlord. - A knight's defense counts half again against every blow, half of that through armor. Knights reached depth 71 on
average where mages and rogues reached 98 to 102, dying most; now 83, dying least. - A hero more than 5 levels over a depth's level (3 and 0.4 a depth) takes less of a kill's XP: 81, 62, 43 and 24 in
100 at 6 to 9 levels over, 5 in 100 from 10 over.
Pacing:
- An answer takes the stairs only once the depth has seen 3 tool calls; before, the hero stays and the log says how
many it has seen. Answers of 0 to 2 tool calls died about ten times as often as longer ones; simulated with 0 to 2
calls an answer, deaths per 1,000 steps fall from 15.8 to 5.4. - A hero left in town goes back through the portal on the fifth tool call in a row with no window open, with a
toast; a tool call in town earned nothing. A window open starts the count over. - The click or key that opens the recap does what it says too, the recap opening over it; it opened the recap
instead, and the click or key had to be made again.
Play by hand:
- A foe met by hand hits twice as hard as its kind. Played by hand the hero almost never died (0.07 times in 1,000
steps, where a session's dies 0.87 times); now 0.61, as many fights as before. - No talent, trigger or Legendary that needs a tool call is offered or found by hand (Test Driven, Clean Commit, Ship
It, Rubber Ducking; Quick Study, Fresh Start; the Mantle, the Aegis and the Staff of Stack Traces).
Windows:
- How it plays has four pages, a tab each: Coding as before, By hand, Town and Growth (talents, guardians, big
bosses, the Abyss, the codex). - A click on worn gear in the inventory shows its card until the next click; a right click takes it off, where a
click did. Dragging it into the bag still takes it off. - A Common item's card, in the bag, the stash, the merchant's and the smith's, is framed in the plain frame rather
than Common's white, which sat a step from the focus white and made the card look chosen.
ascii-dungeon 0.7.0
Saves from 0.6.0 load as they are: the save stays at version 14, and the new fields (the play order, the gold banked,
a unique's wait, a retired hero's gold) start empty. What changes on loading: a hero past a fifth level is owed the
talents that now come every fifth level, the stash's items for the next new hero are their plain heirloom stats, and
the game plays harder past depth 10 and in the shops' prices. Nothing needs doing.
Added
- A save the store refuses is said in a toast, once until one lands again, with the reason: it was dropped in
silence, and the game went on unsaved. - Play by hand, in settings beside Volume (
y): the session's tool calls and answers no longer move the hero, and a
walk in the dungeon meets foes as tool calls would summon them, so the game plays from keys and clicks alone. By
session stays the default; saves from before it play by session.
Changed
- Two sessions open at once no longer overwrite each other's save: the first keeps it, and one started while another
has saved in the last 10 minutes plays unsaved and says so. A session gives up its claim as it ends. - Retiring passes half the hero's gold, rounded down, to the next hero, banked in town and said: retiring wiped it
all. A new game begun from settings still starts with none. - Fewer free potions, so the merchant has more to sell: a kill leaves healing at a quarter of its potion chance (half
before), and a boss leaves a Greater Health Potion, a big boss still an Elixir. Over 30 games a class of 6,000
steps, potions bought go from 0.7 to 1.2 a game and deaths per 1,000 steps from 1.19 to 1.31; most healing still
comes from drops deep down and from potions on the floor. - Gold brought to town is safe: a death takes half, rounded up, of only what was earned since the hero was last in
town, and spending in the dungeon comes off the safe gold first. A death took half of all the gold carried, so
saving up for a stash tab only put more at risk. - The smith's tempering costs once more for every ten depths the hero has reached: 60 gold for the first to depth
9, 120 from depth 10, 360 from depth 50. It cost the same at depth 50, where a kill pays about 100 gold, as on
depth 1. - The merchant asks the shelf price once more for every ten depths the hero has reached: a Health Potion is 25 gold
to depth 9, 50 from depth 10 and 150 from depth 50. Its prices stood still while a kill's gold grew with the depth. - A talent comes every fifth level, where it came every tenth: about 6 in a game of 6,000 simulated steps, where it
was 3. A hero of a save finds the talents now owed waiting. - A new hero's stash holds its items as an heirloom comes: their base's plain stats, untempered, their lock and junk
mark kept. Kept at the stats they were found with, they let a level-1 hero start with 51 to 111 attack and no
death in the first 1,000 steps, on a new game as on retiring. - Past depth 10 foes grow half a percent more a depth, in HP and attack: a depth-50 foe a fifth over its depth's
plain sum. The hero's levels and gear outgrew a depth's worth, so depths 11 to 100 slew the hero 0 to 0.29 times
in 100 tool calls; over 30 games of 6,000 steps they now do 0.10 at depths 21 to 30, 0.49 to 0.93 at 31 to 50 and
0.27 to 0.96 in the Abyss. - A knight keeps half their defense, rounded down, against a blow that passes through armor (a wraith's, the
Drowned Queen's, the Hive Mother's); a mage or a rogue still keeps none. Over 30 knight games of 6,000 steps, big
bosses slew knights 0.3 times a game, where they did 1.2, the Hive Mother on depth 40 most of all. - A unique that slays the hero waits for them to gain a level before it rises again. Old Bones, on depths 2 to 4,
met a hero sent back to depth 1 on every return, and with no one spending points it caused 104 of 261 deaths over
30 games of about 300 tool calls (56 of 236 now). - Armor lets at least a quarter of a blow through, rounded up: it took its whole defense off, down to 1, and from
about depth 11 a hero's defense passed what most foes hit for, so ordinary fights cost nothing and the danger lay
only in blows that pierce armor. Over 4,000 steps, damage taken a kill goes from 20 to 33 and deaths per 1,000
steps from 0.51 to 0.59. - The attributes rebalanced, each worth a point: Might gives a point of attack a point (half before), Focus 5% more
critical damage a point besides its 3% crit chance, Insight 5% more XP a point (10% before). Foes have 6 HP a
depth (4 before), so a kill still takes 2 to 3 hits. A hero putting every point in Might or Focus died three to
four times as often as one in Vigor, and one in Insight levelled twice as fast as any other. - The green upgrade mark counts a set's two-piece bonus, and never marks a piece that would break a whole set or
replace a worn Legendary with a piece without a power. It weighed the two items' own stats alone, so a plain
blade a point better was marked over a whole set's. - The recap waits out the death window: a click on it kept nothing of what happened unseen, so after a fall the
recap never showed. The first click after the death window closes opens it. - The standing orders (drink, smoke, loot) carry over to a retired hero's successor and to a new game: each new hero
started on the defaults. - A finished answer leaves a hero in town where they are: it took them through the portal and down a depth, closing
the shop, the smith or any window mid-visit and dropping the smith's Keep old. The portal is the way back.
Fixed
- A refused tool call (a No at the permission prompt, or a hook's or a rule's deny) counted as a failure: the foe
struck, or an imp hit for the depth with no foe near, and it could fell the hero. A refused call deals and takes no
blow. - A subagent's tool calls, a workflow's and the engine's own background agents' summoned foes and struck or hurt the
hero as if the main session had made them. Only the main session's tool calls play now.
ascii-dungeon 0.6.0
Saves from 0.5.0 load as they are: the save stays at version 14, and the deep's fates chosen so far are the Abyss's.
Nothing needs doing.
Changed
- The deep is the Abyss, its tab ABYSS among the hero's tabs: every ten depths past 50 is a circle with a name (the
Hollow Halls, the Sunken Vaults and on, past the tenth the Nameless Dark) and a warden, the big boss on its last
depth. A fork offers the next circle's blessing, the easier mark, or its curse, the harder that pays more. The
marks and their rules are as they were. - The hero has no dark outline on the map: the floor shows right up to its sprite again. Nor does the town's art:
its townsfolk, trees, fountain, portal, stash, anvil, lamps, signs and the rest. - The town redrawn: the merchant wears a hat and the smith a cap, with two eyes over his beard; the fountain is a
stone basin seen from above and in front, its rim lit, its water rippling round a raised bowl; the dog stands on
the grass. - The stash is the dungeon's wooden chest and stands on the smith's forge floor, past the anvil, instead of on the
square's west side. The villager's hint says so. - The Rotking is a kobold under a red toadstool cap in a purple robe; it read as scattered pink dots.
- The dog stands from the top of its tile to the bottom, with an ear, an eye, a nose and a raised tail.
- The dash's bag button is a tied sack and the settings gear has a tooth on each side and corner.
- The talents taken are named each in its family's ink.
- Settings name each button bright in the box under them and what it does dimmed; the loot order reads Loot:.
- Windows keep one gap of 2 px over their box and one between buttons; cards and the worn slots line up with the
boxes and frames beside them; the chosen worn piece is framed white over its tier's frame. - Each Legendary's codex box is its piece's size; the codex keeps one height on both pages, Card listed on Finds.
Fixed
- On a pane with the dash, a hero near the level's bottom walked under the dash's plaque, and the level's last rows
could not be seen there, nor clicked to walk to. The camera keeps the hero above the dash, and at the level's bottom
the map runs past it, its last rows shown above the dash. - In town, the view past the town's bottom edge, shown above the dash, was empty black. The forest goes on there,
the road from the gate running south through it. - An orb's number showed a lighter box behind it where the liquid's lit surface line cut through its text cell.
ascii-dungeon 0.5.0
Saves from 0.4.0 load as they are, brought to save version 14: each stash tab, a list of ten, is laid out on a grid
the bag's size, largest first; what a tab cannot hold goes to another tab with room, then onto a plain tab not yet
bought, given, then into the bag, then onto the floor by the portal, so no item is lost. The pane plays best 62 rows
tall (49 before): the stash's window is 54 rows. The view toggle is gone from settings: with the pixel strip or dash
the map is always pixels. Nothing else needs doing.
Added
- From 105 columns the strip is a dash in the manner of Diablo III's: an HP orb and an XP orb of glass, their liquid
filled to the share and rippling, their numbers on them, standing high over the map with a horned gargoyle crest
each; the belt between them; the bag, settings and the portal in sockets in its corners; and over the map between
the orbs a carved plaque of the depth, the gold and the effects. Either orb opens the character sheet and the
plaque the log; a click or the pointer between its parts reaches the map under it. - The stash's plain tabs are grids the bag's size, 8 by 6 cells: an item lies at its cells as in the bag, stored at
the first place it fits, and room is cells, not items. The sets' and the Legendaries' tabs are boards, a slot a
place, each its piece's size, an empty place its piece's shape. Items are dragged between and within the tab's grid
and the bag's, framed white where they fit and red where they do not; a right-click moves one at once. - A right-click buys or sells at the merchant at once.
- Leave all loot, a fourth step of the loot order: a kill's item is left on the floor, said; a prize still comes.
Changed behaviour
-
HP is red at every share, in the orb, the strip's bar and the healer's.
-
Every count and gold amount has its thousands set off by commas, in the windows, the log and the price tags.
-
The keys under a pixel window say its buttons' words, read alike in every window, Close among them.
-
Every window keeps its content 2 px clear of its sides, its title bar and its bottom; a portrait's box stands 3 px
from it; a row, stack or grid of buttons is centred under what it acts on or in the window. -
The talent cards are flat, as the start screen's, and name their talent under its icon, the chosen one in gold.
-
The codex frames a found entry as a portrait is framed; each box is its art and a pixel of frame, each row centred,
a shape not yet found painted apart from its frame, a unique slain on the map's floor. -
The retire window is laid out as the smith's.
-
The townsfolk's windows lay their parts out alike; the villager's shows the gold it takes, and a price on a button
is upper case ("GAMBLE 62 GOLD"). -
Settings say under their buttons what each does.
-
The title bar's gold has the strip's round coin; the sheet's XP star stands on its bar's rows; an empty worn
slot's shape shows; a trap has a portrait of its own on the death window; the recap frames its best find as wide as
the portrait. -
The hero is outlined on the map, so a hood or a helm the colour of the floor stands out from it.
-
A belt slot's count sits clear over its icon, each digit on the icon's own colors, where a dark badge was cut
into the icon's corner under it. -
A pile's names show what beats what you wear first, with a green arrow; past five, four a page and a row
(< 1-4 of 13 >) whose click shows the next; the row under the pointer shows its item's card beside them, as the
bag compares it. -
Below 105 columns the strip is a row shorter: the gold, depth and effects sit beside the belt, the gold written in
full with its thousands set apart. Belt slots are 10 by 10 like every slot, their counts on the icon's corner, in the bag, the
compact bag and the merchant too. -
The stash has tabs and is the town's, kept from hero to hero: four plain tabs, the first free and the rest bought in
turn for 1,000, 2,500 and 5,000 gold, and a sets' tab and a Legendaries' tab of a place each, 3,000 gold each. Its
window has the tabs and the gold in its title bar, the tab shown over the bag, a tab's price and Buy where it is not
bought. Saves of version 12 keep their stash as tab 1. -
The talent families are named Craft, Combat and Survival, where they were Work, Fight and Road.
-
Buttons say what they do, without a key letter: a key reaches the pane only after ctrl+x tab, the prompt having the
keyboard otherwise, so a key on a button promised what a press there would not do. The keys' row under a window
now has "ctrl+x tab for keys:" on a line over it. -
Window titles, the gold in a title bar and the codex's and settings' page tabs are written in terminal text, where
they were in the pixel font. -
The pointer over several items lying on one tile names them a row each, each in its tier's color, the rarest
first, where one line joined them all in the rarest one's color; past five rows, the last says how many more. -
The names over a tile are written on the map under them, darkened, where they sat on a black box. Moved from the
tile onto them, the pointer keeps them there and lights the row it is on; a click on a row picks that item, first of
what lies there, so with room for one it is the one taken. -
The bag is one of the hero's tabs: Hero, Bag, Talent, Deep and Codex share the title bar of each of those windows,
so a click moves between them. The tabs' labels are written in terminal text, which fits all five beside the bag's
gold. -
The last words and numbers drawn in the pixel font are terminal text: the shop's prices, the belt's counts in the
bag, the compact bag, the shop and the strip, the strip's gold, depth and effects, the start screen's class names,
the talent cards' ribbons and the dog's pets. The deep's two marks are buttons. -
Settings' buttons line up in columns: a column's buttons are one width, its widest's.
-
Buttons are written in terminal text on a face 6 pixels tall, where their key and label were the pixel font on one
11 tall; the windows are shorter for it. The hero sheet's attributes are written the same way. -
The codex draws each unique at its size on the map, half a big boss's each way, in a slot as the bag's centred
over its big boss's column, where it was doubled to a big boss's size.
Fixed
-
An item's card, the worn piece's beside it and a menu could stand on a slot's frame, the bag's grid, the window's
edge or one another; each keeps a pixel of bare ground round it. The stash's card has room under the tab. -
The smith and the retire windows drew the chosen piece's white frame against the pane's edge, and a worn piece
still the bag's choice with the bag's brackets; the chosen slot's frame is white on the slot itself. -
The chosen item's white frame was drawn before the rest of its grid, which cut it into an L.
-
The codex dropped the count of heroes retired after the next action.
-
A card's layout is made once for a window's state: the hover and the clicks no longer lay it out again each time.
-
A click on a belt slot's count, or on a ware's price, did nothing: the window took the label for a card and kept
the click. A click on a label goes through to what it labels. -
Hovering a pile of more than five items blanked the whole pane: the row counting the rest gave the map's click layer
an id that was undefined, and the engine refuses a tree holding one. That row has no id now. -
A vampiric champion healed by all it dealt, so one hitting harder than the hero healed more each round than it lost,
while the hero's potions kept the hero up: the fight never ended. It now heals by at most half of what it took since
its last blow. -
A nemesis grew a fifth stronger with every win, without end. One that kept winning went deeper and grew again each
time, until no hero could beat it (18 wins: four and a half times a champion's HP and attack). It now grows by its
first three wins alone. -
A hovered tab was outlined like a button: its sides, a pixel each, showed as two thick grey bars round the word. A
tab is lit by a tint alone now, its word bright. -
How it plays drew its rules' icons where its text box's fill covered them, and a text box's blank rows took no
room, so the rules ran together over an empty bottom. The icons have a column of their own and every blank row keeps
its row. -
The bag's cards stood on empty worn slots, empty grid cells and the chosen item's white brackets; they go on open
ground first. The compact bag's brackets and worn list touched the window's edges; it has a pixel of room each side,
and needs a pane 82 columns wide (80 before). -
Text over a window's pixels, the hero's tabs first, sat on a band of a slightly different shade: the terminal paints
pixels at 4 bits a channel and text in full. Text grounds take the pixels' painted color, and a hovered tab's label
the glow's, so the hover's outline is no longer cut by the label's row. -
A hero stopped on the stairs by a foe can go down by clicking them once it is gone; the click said to finish the
task, so the hero had to step off the stairs and back. -
On a big boss depth the arena often grows over a room beside the stairs, or right up against one with no wall
between. Standing in the smaller room, the hero saw only it, the rest of the arena dark and drawn without its walls, a
foe beside the hero included; standing in the arena, the smaller room stayed dark, and a click on its floor said
"You can't get there." Each now shows the other whole. The levels are as they were. -
A cache earned in town with the bag and the stash full waits by the portal on the depth below, but stepping back
through the portal onto it did not pick it up, and an answer finished in town walked down from that tile without it:
the cache was lost. The same befell an item lying under the hero when a walk began. Arriving on a tile and starting
any walk (a click, an explore, an answer finished) now pick up what lies ther...
ascii-dungeon 0.4.0
Saves from 0.3.0 load as they are: one standing on a depth that now has a rounded, alcoved or island room (save
version 11) starts that depth again from its new start, gains kept. Keys that moved: Close is c in every window
(the inventory and the town's windows took i), the elder's Claim is a (it was c), and in the talent window a
number chooses its card where it took the talent at once (Take, t, takes it). Nothing else needs doing.
Changed behaviour
- The windows are redone on one set of rules, and each fits in 41 rows, so the game plays best in a pane 105 columns
by 48 rows, where it was 78:- Sentences sit in a text box under a window's content (or beside a portrait), where several windows wrote them in
the pixel font; a box's frame says what it holds, an item's card in its tier's color. The talents taken, the
mystic's fortunes, the deep's depth and tiers, the retire window's ask, How it plays' head and the stat a temper
raises are text in their boxes too: the mystic's window is 24 rows where it was 41, the deep's at a fork 25
where it was 34. - The character sheet, the talents, the deep and the codex are tabs of one window, named in its title bar, the
talents and the deep marked with a gold dot while one waits; the sheet's attributes sit two to a row, its Codex,
Talent and Deep buttons gone to the tabs. The codex has two pages, Foes and Finds (the Legendaries, the records
and Card); settings two, Game and Orders;pturns the page. - Talents are picked from three cards side by side, each with its family's ribbon (work, fight, road) and its own
icon, the chosen one lifted; the window opens on its own when a talent is earned, once no window is open and no
foe is alive, and Later leaves it owed until the next. Saves gain the optionaltalentOffered. - The start screen is titled in its title bar, a portrait and a name a card; the deep's two marks sit side by side;
the retire window, the recap and How it plays put their words in boxes. The inventory, the merchant, the smith and
the stash drop the labels under their title bars; the stash's count is in its title. - Each window's main button is framed white (Take, Start, Retire, Wake, Play on) and a row of buttons is centered;
the keys under a window fit one row.
- Sentences sit in a text box under a window's content (or beside a portrait), where several windows wrote them in
- What the pointer is over lights up before a click, in every window, on the strip and on the map: a button, a card,
a tab, a worn piece or an item in the bag, a ware, the close box, a belt slot, the tile a click would walk to. What
cannot act now (a dark button, the chosen tab, rock or what is unseen) does not. - The character sheet's train buttons show a plus alone, where each showed its key, 1 to 4, beside it; the keys still
train. A button with a key and no label sits centered. - The log keeps its last 30 lines, where it kept 5, so a busy moment (a kill that levels the hero and drops loot)
no longer pushes its first lines out. A log window shows them all: from the strip's gold and depth line, from the
text dashboard's latest line (g), or from the lines under any window. Saves keep up to 30 log lines. - The guard in town trades in (
t): three spare pieces of a tier, Common to Rare, for one of the next tier or
better. Pieces marked junk go first, then the cheapest; a locked one never. With no room for what it gives, the
three stay. Over 90 simulated games items thrown away fall from 33 to 21 a game, and the deepest depth rises from
40 to 43 with deaths unchanged. - The villager in town sells a sealed pack (
g): 50 gold and 12 a depth of the deepest reached, for an item of
Uncommon or better rolled as a drop is, about 1 in 20 an Epic and 1 in 70 a Legendary. With no room in the bag
nothing is paid. Over 90 simulated games of 3,000 steps the gold a hero holds halves (4,896 to 2,271) with deaths
and depth unchanged. - An item found with the bag full lies where it fell, drawn on the map, and stepping onto it with room picks it up;
it was lost, though the log said it stayed on the floor. It waits through a trip to town, and going down leaves it
behind, said. The pointer over it on the map names it, in its tier's color. A prize goes to the stash in town
while it has room: a nemesis's trophy, a unique's or a boss's item, the codex's, and a push's or pull request's
cache. A full belt says it has no room, where it said the potion stayed on the floor. Saves gain the optional
floor. - An answer finished walks the hero to the stairs on screen, picking up what lies on the way, then down, where the
hero appeared on the next depth from wherever he stood. Simulated deaths per descent are unchanged (0.097 and
0.099); the hero gets down a little sooner, so deaths per 1,000 steps go from 1.60 to 1.71. - A corridor shows at once when the hero steps into it, along its floor through its next junction, so one click walks
its length; a chest at a dead end, the next door and the room past it show only once the hero is beside them. A
room shows whole from its door, and no longer through a gap from a room beside it; from a room the hero no longer
sees a chest down a corridor. - Kills drop healing potions half as often, where three healing finds in four went to waste. Simulated deaths rise
from 1.46 to 1.55 per 1,000 steps, the deepest depth reached unchanged; the hero buys potions and uses herbs and
runes about a third more. - Each theme has its own floor and walls, where all five drew one slab and one brick in different tints: the crypt
irregular flagstones and ashlar, the flooded halls worn slabs with puddles and mossy stone, the fungal deep packed
earth with mycelium and porous rock with glowing caps, the frozen caverns sheet ice and snow-capped rock with icicles,
the forge riveted iron plates, some cracked and glowing, and basalt with a line of heat. - What lies by the walls is the theme's own, where every theme had bones and rubble: bones and cobwebs in the crypt,
algae and reed sprigs in the flooded halls, mushroom tufts and spores in the fungal deep, frost and ice shards in the
frozen caverns, slag and soot in the forge. - Each tier of a belt slot stacks to 99, where it stacked to 9: a potion, herb, scroll, rune or bomb found with its
tier at 9 is kept, where it was left on the floor. Simulated deaths are unchanged (1.65 and 1.64 per 1,000 steps). - A belt slot shows how many it holds of the tier it uses next, where it showed the total of all its tiers; the
slot's menu still lists each tier. - A pillar in a room (rock with floor on all four sides, as in a hall's rows of them) is drawn as a stone column
standing on the floor, where it was drawn as a block of wall: seen alone, a row of them read as a tunnel paved with
bricks. - More rooms take a shape: rounded (corners cut), alcoves (notches along the long walls) and an island (bars of rock
either side of the middle) join the L, the cross and the pillared hall, so about a third of rooms are shaped where
one in eight was. A rounded room may be the themed one. - The three chests share one shape, told apart by what they are made of: wooden with a brass knob, iron-bound with
steel corners, edges and knob, gilded with gold trim and a gem. The gilded one was a gold lump with no lid, the iron
one stood on feet. Each opened kind is drawn as its own, its knob kept, where every opened chest looked wooden; on
the text map an opened iron chest ishand an opened gilded onej.
Added
- A blow that comes to nothing shows it: MISS over a foe that darts aside or that the blow passes through, BLOCK over
whoever's shield turns it, WARD over the hero when a ward absorbs it. - The pane's top row says when it is short of the size the game plays best in, 105 columns by 48 rows, and how big it
is; a window it cannot show whole says how many rows it needs. The note on a pane too narrow for the pixel windows
moves there from under the map. - Things to gather, one a theme, about one a level by a room's wall: a warding stone in the crypt and a rime crystal
in the frozen caverns (ward runes), reeds in the flooded halls and glowing caps in the fungal deep (herbs), a powder
keg in the forge (smoke bombs). Stepped onto, each goes onto the belt at a tier for the depth. - The start screen is titled ASCII DUNGEON and has Help beside Start, framed white on a first game. Under the chosen
hero it says what each attribute does or, after a retirement, the heirloom and whether the hero wears it. - How it plays, from Help in settings or on the start screen: what the session's coding does to the hero (tool calls, failed calls, passing
tests, commits, pushes and pull requests, finished answers), a row each, and what is the player's to choose. - A session that starts with talents owed or a fork open says so in the log ("9 talents to choose: open the character
sheet."), so a hero who earned them before they existed, or while no one watched, hears of them.
Fixed
- A blow's number no longer stays on the map after its frames end, a kill's included: the pane sends the ordinary
map at the end, where it left the host to repaint a map it might already have had. - A blow on the hero shows its damage even when a potion, a heal or a shrine on the same action leaves the HP no
lower; it showed nothing, as if the blow had missed. - A click on the stairs walks the hero to them on screen before the descent, where the hero appeared on the next
depth at once. - The fungal deep and the frozen caverns draw their own floors and walls. Their ground shared a place in the drawing
cache, so one could show the colors of the other, or of the forge, depending on what had been drawn before in the
session. - A prompt that is only a pasted image no longer becomes a quest quoting the host's stand-in for it ("A new quest:
"[Image #16]""): attachment placeholders are left out, and a prompt with no words left is no quest. A long prompt is
cut at a w...