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Eldiron v0.93.0

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@markusmoenig markusmoenig released this 15 Aug 04:06
· 1 commit to master since this release

Improvements

2D Gameplay

  • Added gameplay tags to Edit Tile Meta Data and new entered_tile / left_tile character events, allowing painted tiles such as chairs, water, lava, and traps to carry their interaction triggers without separate synchronized sectors.

Procedural Recipes

  • Added .recipe files for procedural materials and tiles. Materials are reusable, can work in global or pattern-local space, and can produce color, surface data, and normal height from noise and simple math. The examples include stone, mortar, metal, wood, marble, bricks, and planks, and the CLI can render previews or watch a recipe while it is being edited.
  • Tile recipes can now describe geometry as well as the surface. The first use is a configurable wall niche whose opening, interior, and border material all come from the tile, so a Source map only has to place that tile.

Rules

  • Rulesets are now proper project-selectable packages made from ordinary TOML files. A game can extend the official ruleset, replace parts of it, or ship a completely different classless or level-less ruleset without fighting hardcoded RPG assumptions.
  • The action runtime is now shared by combat, spells, conditions, gathering, crafting, item use, and sandbox-style skills. Rulesets own their attributes, formulas, costs, targets, ranges, cooldowns, equipment rules, and progression.
  • The official ruleset now has a complete level 1–10 path for Warrior, Cleric, and Ranger, along with the Skeleton race, timed conditions, new spells and abilities, more equipment, spell reagents, collectibles, resource nodes, and a much larger crafting loop.
  • Added Words of Power as an optional way to invoke normal ruleset actions. Games can use words, runes, icons, buttons, or text input without needing separate spell implementations.
  • Added the reusable Actions panel and assignable command slots. It shows the full class catalogue while the quick bar stays small, and actions can be dragged or assigned to slots.
  • Rules-aware tooltips, cooldowns, requirements, locked actions, icon fallbacks, and effect particles now work across the action, spell, inventory, and equipment UI. Validation and terminal inspection were expanded alongside this work.

Examples

  • Hideout2D is now the main ruleset test game. It uses the new package model, has a proper northern dungeon and Skeleton enemies, and replaces the old demo NPC loop with the multi-stage The Bell Below quest.
  • Stonefall is growing into Eldiron's Dungeon Master-style example. It now opens with a recipe-backed character screen for choosing a name and starter class, then uses that class's real ruleset stats, equipment, inventory, abilities, and spells. Companions can join dynamically during play, starting with Alden, a Cleric who brings his own equipment, reagents, and healing spell. The dungeon also uses the shared Words of Power system, official Orc and Skeleton avatars, ruleset loot, a small encounter path, and a Bone Key objective.
  • Eldiron Source gained the dungeon controls Stonefall needed: varied ceiling heights, wall profiles, tile-owned niches, wall features, collision-aware openings, and active item lights. The player now starts with a real ruleset torch instead of a light faked onto the character.

Documentation

  • Reworked the ruleset documentation around authoring and extension, and brought the official reference up to date with progression, actions, spells and their power words, races, conditions, items, resources, and crafting.

Bug Fixes

Procedural Recipes

  • Fixed sparse palettes flattening procedural material ramps into a single color.

Game

  • Fixed two large UI slowdowns: fallback fonts were being reparsed for every label, and the Actions panel was repeatedly rebuilding rules data. Stonefall now runs smoothly with the panel open.
  • Fixed sticky actions and cooldown feedback. Attack stays selected between uses, but its button is visibly unavailable while cooling down, and clicking the player profile still opens the inventory.
  • Fixed Stonefall enemies giving up permanently after the player escaped. They return to patrol, re-engage later, retaliate when hit, and ranged enemies stop at weapon range.
  • Fixed player death leaving the character beside the enemy that killed them. The player now returns to the authored entrance with restored health.
  • Fixed corpse looting so opening a container also makes its contents reachable. Items can be dragged straight onto a character profile to place them in the first free inventory slot.
  • Fixed long conversations and choice lists fighting over the small Messages widget. Choices now scroll with the conversation and provide a compact way back when they move off-screen.
  • Fixed Hideout's Use, Look, Attack, and Take shortcuts, along with unresolved starting ability and spell names on the class-selection screen.
  • Fixed several early Stonefall environment problems, including broken tile seams, flat materials, fake character lighting, and wall “insets” that were not real recesses.

Creator

  • Fixed project-tab switching occasionally restoring stale scene and editor state, especially with cloned projects.
  • Fixed text copy/paste fighting with Eldiron's separate object and image clipboard.
  • Fixed 2D Rect painting so painted tiles preview during a stroke, commits and undo/redo update only the touched scene chunks instead of visibly rebuilding the whole project, and unchanged cells no longer create empty undo entries.
  • Fixed Rect painting on Source-built geometry with continuous procedural recipe UVs. Sparse cell overrides now use the face's stable paint coordinates while preserving its original seamless material UVs.
Eldironv0 93_stonefall