All 11 of the new items have been fully coded in! Here is a small sample of what they are and what they can do:
I have added a tagging system to characters' passive abilities which denotes which items interact with a given passive. The tags are largely in the format of "What triggers the passive" - "What the passive does". I considered more flavour based tags but ultimately I felt a more functionality-based categorisation system was easier to design for. The tags are now visible on the character status screen, along with some flavour text for their abilities that have always been in the code but never displayed up until now:
Now we get to add a few new non-combat encounters which should hopefully TM not take too long due to the relative lack of moving parts involved. Stay tuned!
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