The major change of the night implements what I hope is a solution to the HP problem I talked about last post. I decided the underlying problem was that going from 100% stamina to 5% stamina involved zero risk. Now, once your stamina goes below a cutoff (currently 80%), there is a chance that some of the damage will "leak" through and apply directly to the underlying health. The chance is inversely proportional to the amount of stamina, so you are much more likely to leak at 20% stamina than 75%. This changes make combat more dangerous overall, but having lots of stamina is still useful but not overpowering.
Other changes I've implemented this week include:
- Map generator won't generate a horde of monsters on top of the player starting position
- Monsters will notice the player from farther away when they are wearing heavy armor (noise).
- Toughness skill will now give health instead of stamina, giving the player the option to "buy" more long term health.
- Bug fixes, seriously lots of bug fixes.