This release implements a few quality of life improvements I found while trying to play my own game, and a few balance changes:
- If a recall portal is active, the recall spot will change color to remind the player that an active portal is present
- If the player attempts to enter the dungeon through the entrance while a portal is active, they'll be warned that their dungeon depth will be reset and asked to confirm that's what they want
- Identify and decurse scrolls now prompt the player to select the item to be acted on, rather than just act on the first unidentified/cursed item in the player's inventory
- The costs of items in the equipment shop have been adjusted (generally higher) and the item level of items that can be generated has been reduced a bit
- Some enemies can now apply speed reductions or poison to the player - they come in different strengths and durations
- Accuracy has been implemented as part of combat (it already existed as a stat and some artifacts and equipment affixes could adjust it; this just makes it do something). The player has an 80% base accuracy, which can increase through equipment, artifacts, and general player leveling. Note that accuracy only applies to the player; enemies never miss.
There are probably a number of bugs to be discovered as part of these new features (especially the identify/decurse and recall portal changes, since the codebase is kind of messy now and adding the relevant changes touches more of the code than I'd like). All of the obvious cases (and a number of corner cases I've thought of/run into) appear to work though.
With this release, I believe I've added everything I've wanted to both feature-wise and QOL-wise. Future releases (for now) will be focused on enemy balance and bug-fixing. In the distant future, I may rework dungeon generation to make the dungeon floors less maze-y.