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Eldiron v0.91.0

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@markusmoenig markusmoenig released this 12 Jun 03:34
· 14 commits to master since this release

Improvements

Creator

  • Added the first official Eldiron Ruleset documentation and ruleset direction, covering the move toward unified race, class, item, combat, progression, and visual defaults for v0.91.
  • Added 8-direction Avatar perspective support and PNG Avatar Atlas import/export so artists can edit character frames outside the embedded JSON data.
  • Improved Edit Geometry action parameters by grouping metadata and transform values into separate TOML sections for easier editing.
  • Improved scripted 3D Geometry Object areas so set_attr("visible", ...) updates the backing object visibility, while set_attr("blocking", ...) updates object solidity and rebuilds runtime collision/navigation.
  • Improved hidden 3D Geometry Object handling so hidden objects are still available to the scene and can be revealed later through script.
  • Fixed rotated Create Pattern repeats so the pattern fills the selected face in rotated pattern space instead of collapsing into a small central area.
  • Fixed Create Pattern guide mode and minimap previews on vertical/transformed faces, including clipped tile guide lines on triangular/sloped face boundaries and shared pattern fitting across coplanar subdivided faces.
  • Fixed 3D face texture offset and rotation controls so arrow-key nudging and the Edit Texture action follow each face's UV winding instead of moving mirrored faces in the wrong direction.
  • Reintroduced the Builder Tool as an instant click-to-bake workflow that turns Builder Graph box and cylinder primitives into editable 3D Geometry Objects instead of procedural scene-time host data.
  • Reworked Surface Noise to blend materials in the 3D shader from stable world-space noise instead of adding render tessellation or UV-dependent distortion.

Game

  • Added Messages widget options for press-to-continue overflow pauses, explicit script pauses, timed pauses, input blocking during pauses, and mouse-wheel scrollback.
  • Improved mesh collision for direct 3D Geometry Object cutouts so actors can move through wall openings without colliding against stale hidden geometry.
  • Improved mesh floor movement on narrow bridges and stepped geometry by sampling reachable floor support across the actor radius instead of relying only on the center point.
  • Improved mesh goto movement on stairs by trying stair-aware direct floor stepping before falling back to navgrid pathing.
  • Improved first-person stair traversal by smoothing the visual camera height while keeping collision and actor position tied to the real floor height.
  • Fixed dynamic entity collision so actors on different vertical levels no longer block each other in XZ when their height ranges do not overlap.

Rules

  • Added headless rules interaction tests covering scripted character attacks, damaged event payloads, NPC retaliation, and attack cooldown blocking.
  • Added headless death and loot regression coverage for lethal attacks, death / kill event delivery, item drops, and dead-target attack blocking.
  • Added headless spell regression coverage for ruleset spell damage, damaged payloads, MP costs, spell cooldowns, and healing caps.
  • Added negative spell regressions for invalid targets, not enough MP, and lethal spell casts firing death / kill once.
  • Added official ruleset regressions for Warrior defaults/loadout, Cleric spell unlocks, Human/Orc hostility, official weapon damage, and official spell costs/cooldowns.
  • Added terminal ruleset validation and summary commands for the bundled official ruleset and resolved project rules overrides.
  • Added a terminal character rules inspector that resolves race, class, level, attributes, unlocks, loadout, spell details, and combat rolls from the official ruleset.
  • Added a terminal item rules inspector for weapons, armor, and clothing, including damage rolls, attributes, category rules, and visual/avatar metadata.
  • Added a reusable official torch item template with script source, lit/unlit state text, tile switching, light emission, a bundled off tile, a bundled four-frame lit animation tile, and rules-owned burn durability.
  • Added the official ruleset economy with copper, silver, and gold denominations, compact wallet formatting, and monetary coin items.
  • Added the first Ranger ruleset slice with bow-based DEX damage, a hunting bow, wooden arrows, ranged range validation, and terminal/rules regressions.
  • Added an official training spear and first-class stackable inventory support for ammunition, including stack merge, quantity decrement, text display, and slot badges.
  • Made bow ammunition quantities rules-owned and updated generic action item costs to count and consume stack quantities, preparing the same path for spell reagents and crafting materials.
  • Added the first official spell reagent, blessed_herb, and made minor_heal consume it through the shared action resource path.
  • Added the Citizen civilian class and initial profession definitions for merchants, blacksmiths, tailors, herbalists, fletchers, innkeepers, and trainers.
  • Added the first official materials and recipes, including arrow fletching and blessed herb preparation with stack-consuming recipe tests.
  • Added open profession growth with skill-gated recipes, including the first fletching and herbalism recipe gates.
  • Changed blessed_herb into a Cleric restoration recipe that consumes gathered wild_herb and requires minor_heal.
  • Added the first official resource node, wild_herb_node, with gather output and respawn behavior.
  • Added gather herbs as a text command that resolves to the ruleset gather_herbs action.
  • Added craft <recipe> text commands for ruleset recipes such as craft blessed herb.
  • Added action skill gates and a first green_wood_node / gather_wood loop for woodworking materials.
  • Added bird_nest_node / gather_feathers and a headless gather-to-craft-to-bow regression for wooden arrows.
  • Added the first command-slot input model for screen buttons and key mappings, with control.*, intent.*, rules.*, and ui.* command namespaces plus legacy button migration.
  • Added the first rules-aware UI description/state pass: inventory/equipment/world-item and command button tooltips, plus visual cooldown overlays for rules command buttons.
  • Updated official item visuals with a wooden training sword, palette-driven axe, mace, spear, bow, shield, and arrow masks, and item descriptions for look/text paths.
  • Made attack intent range rules-owned so the same attack icon uses melee range for melee weapons and bow range for Rangers, even in projects with old character intent-distance data.
  • Fixed 2D directional attack targeting so ranged weapons scan along the chosen direction to weapon range instead of only checking the adjacent tile.
  • Fixed hostility resolution for placed race-named character templates, so attacking an Orc instance can use Orc/Human race relations even if the instance has no explicit race override.
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