Dragons Lunch v2.0.0

Dragon's Lunch

Dragon's Lunch - the real time Roguelike game. Explore the depths to get your golf ball back, but be careful you don't end up as Dragon's Lunch!

[h1]CHANGES IN v2.0.0[/h1] Major update to the light engine. Added better backgrounds for the rooms. Added random 'flavour' items to the rooms - bones, skull, broken treasure items etc Improved/redesigned level 12. Improved the Dragon's abilities: Dodges more when hit Has greater hitpoints Changed the melee system: a hit now only relies on the player connecting with the target. removed a restriction that disallowed the player from getting any benefit from hit/retreat/hit/retreat type combat strategy. armour is now used to determine damage / blocking. Immobile npcs are now always hit (mushrooms, turrets). Walls can no longer be hurt by drain life. Redesigned Treasure Rooms: better placement of the (now 3) treasures. Player no longer has to worry about accidentally bumping into the wrong choice. Removed arrows as a choice. Reduced the effects of poison gas as traps were too lethal. There is now a click sound followed by a delay of 1 second before the gas is released. Some notes now auto-remove from the inventory once read. The way up is now highlighted on the map. Npcs don’t fire missiles if next to blocking tile. In the high score screen it now sorts by depth and highlights the last player's score if it made the list. Updated the bestiary screen to show all the monsters and humanoids. [h1]BUG FIXES[/h1] [list] [*] Fixed a bug which caused a crash when equipping a special dagger while holding a bow with no arrows. [*] Dragon no longer gets spawns in the wall in level 12. [*] Stopped arrows spawning under crystal in bridge/portcullis room. [*] Putting out ground torch now also turns off the light. [*] Fixed a problem with blue/red/green bugs spawning in top of webs producing infinite "DEFLECTED" messages. [*] Fixed an issue on the Water level which causes islands to be not connected. [*] Fixed an issue with gas chasm room exits which could prevent progress through the level. [*] Fixed sound issue where puffing gas used up all the sound slots. [*] Increased the interval between puffs in the gas chasms. [*] Stopped scroll spawned on crystal tile in middle of empty room. [/list] [h1]KNOWN ISSUES[/h1] There are some elusive bugs kicking around: [list] [*] Some of the disintegration graphics from fire disintegrate the wrong tile graphic. [*] Something destroyed the 'indestructible' wall around the edge of the level allowing the player to walk off. [*] Some sequence of events can cause an empty bow to produce shattering damage when it hits an enemy. [/list] And finally, there's a gameplay issue where you can get teleported to a area with no way out e.g. it may be blocked by a portcullis where the lever is inaccessible. The only way to get teleported is by reflecting your own teleport spell at you so it would be the players fault if it happens.