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LambdaHack-0.2.12: changelog

v0.2.12

        * improve and simplify dungeon generation
        * simplify running and permit multi-actor runs
        * let items explode and generate shrapnel projectiles
        * add game difficulty setting (initial HP scaling right now)
        * allow recording, playing back and looping commands
        * implement pathfinding via per-actor BFS over the whole level
        * extend setting targets for actors in UI tremendously
        * implement autoexplore, go-to-target, etc., as macros
        * let AI use pathfinding, switch leaders, pick levels to swarm to
        * force level/leader changes on spawners (even when played by humans)
        * extend and redesign UI bottom status lines
        * get rid of CPS style monads, aborts and WriterT
        * benchmark and optimize the code, in particular using Data.Vector
        * split off and use the external library assert-failure
        * simplify config files and limit the number of external dependencies

v0.2.10

        * screensaver game modes (AI vs AI)
        * improved AI (can now climbs stairs, etc.)
        * multiple, multi-floor staircases
        * multiple savefiles
        * configurable framerate and combat animations

v0.2.8

        * cooperative and competitive multiplayer (shared-screen only in this version)
        * overhauled searching
        * rewritten engine code to have a single server that sends restricted game state updates to many fat clients, while a thin frontend layer multiplexes visuals from a subset of the clients

v0.2.6.5

        * this is a minor release, primarily intended to fix the broken haddock documentation on Hackage
        * changes since 0.2.6 are mostly unrelated to gameplay:
          - strictly typed config files split into UI and rules
          - a switch from Text to String throughout the codebase
          - use of the external library miniutter for English sentence generation

v0.2.6

        * the Main Menu
        * improved and configurable mode of squad combat

v0.2.1

        * missiles flying for three turns (by an old kosmikus' idea)
        * visual feedback for targeting
        * animations of combat and individual monster moves

v0.2.0

        * the LambdaHack engine becomes a Haskell library
        * the LambdaHack game depends on the engine library