Heals of all kinds
I wrote a couple updates earlier about currency that killed monsters drop - the Infinibucks. Naturally there are some other necessary drops: HP heal item and CS heal item( cave stability). Both of these can sometimes be dropped by captured monsters, all of them have a small chance to do so and I added a higher chance, in some cases a 100% for one of these to drop from certain enemies. The green one is for health points and the blue one is for cave stability:


The green thingy restores 25 HP( out of 100 at the beginning of the game) and the blue one restores a random amount of cave stability from 15 to 35, at least for the moment( also out of a 100).
Also I'm adding special heal items that add 1 or 3 points to HP or CS on first discovery. These can be found in some harder to reach places and I will probably add them as a reward for the first capture of some higher tier monsters. They spawn regular heals instead after the first time. I coded it in a way where I don't need to do any extra adjustment, on the first pick up it just saves the unique name for each heal and replaces itself automatically with a regular version later. So as long as I don't make duplicate names, it's very easy to spread these around( with my memory I will need to double check that though). Also these permanent ones display a large bright message for a few seconds, so hopefully it's obvious what these do in game.





Also I added messages to explain how things like cave stability work, when you mouse over the cave stability UI bar at the top left. I want this sort of basic game mechanics info to be available if you pay attention. I personally get annoyed when I have to google and find out how a certain game mechanic works because the game doesn't tell you anything( yes, I have been playing Elden Ring way after it's release), and of course this little game of mine is unlikely to have wiki pages dedicated to it.
