Adding a chance to dodge attacks for both player and enemies to spice up combat a bit, this included adding a new stat, DEX, used for both.

In doing this, I followed fellow roguelike developers idea that it’s better to show an attack as evaded, than a miss.

Also removed the unsupported POSTMORTEM attachments (sadly didn’t get to implement these), and hid the attachment area for the email if it has none.
Next up: Here’s a list of stuff to implement in order to make this a fun, complete-ish roguelike. The problem is… I don’t think I’ll be able to do it any time soon.. Leaving it here for posterity when I have some time to do it.
- Monster attacks
- Poison
- Reduce Strength
- Steal Item
- Monster attributes
- Invisible
- Status Effects
- Poisoned
- Invisible
- Berserk
- Leviteto
- Confused
- Blind
- Paralyzed
- Hallucinating
- Potions
- Potion of extra healing
- Potion of Cure Poison
- Potion of Restore Strength
- Potion of speed (Dexterity temporary boost)
- Potion of invisibility
- Potion of heroism (Strength temporary boost)
- Potion of berserk (Strength temporary boost, loss of control)
- Potion of see invisible (and invisible enemies)
- Potion of Levitation
- Potion of Detect Monsters
- Potion of Clairvoyance
- Potion of Confusion
- Potion of Blindness
- Potion of Paralysis
- Potion of Poison
- Potion of Hallucination
- Implement use to identify
Backlog
- Fix keyboard repeating rate to about multiple unwanted actions: It’s just bad UX
- Considering removing the blue background to make the game full mono.