Devlogs
Loop For A While v0.2.7
v0.2.7
New
- Added a mute/unmute button
- Queue simulation: the action picker and path planning are now forward-aware. Right-clicking a tile accounts for queued actions — items picked up earlier in the queue count toward key and inventory requirements, enemies queued for combat are treated as dead, and doors queued to open are treated as passable
- The green cursor now correctly appears over enemy and door tiles that are already handled by the queue
- Path planning (left-click axis move) routes correctly, stops at enemies/doors and allows going through simulated-dead enemies and simulated-open doors instead of stopping at them
Changes
Queue strip
- Past actions now display a filled progress bar instead of dimming — completed actions show a full fill, the active action fills as it executes
- Hovering slots in the strip now correctly highlights the gap origin tile on the map rather than the hovered slot's destination tile
- Scrolling to the last action no longer gets stuck
- Insert cursor position on the map (purple box) now hidden when no cursor is active — reappears on cursor placement
- Purple origin box and hover highlight now tinted by Control skill tier
- Origin box fill and border opacity reduced for better visual balance
- The insert cursor is now visible even when placed next to the active action
- Queue strip cursor can now be moved with Left/Right arrow keys and jumped to start/end with Home/End
Fixes
- hovering a harvested Mana Crystal no longer shows the terrain tooltip beneath it
- Hovering an enemy/interactable that blocks movement no longer shows the terrain tooltip beneath it to make it easier to see walkable interactables (like pots)
- Fixed mana desyncing when Arcane Surge boost was active
- Can’t queue movements into walls anymore
- Fixed ghost path preview drawing through walls, closed doors, and living enemies — it now stops at the same tiles that block actual movement
- Invalid moves and WASD inputs now correctly play the invalid click sound