Lockers, critter defenses, and combat tuning
A big day across storage, combat depth, and balance.
Character locker
Every character now has a personal locker — a 40-slot storage chest opened by left-clicking an adjacent locker tile. You can drag items freely between your bag, your equipped gear, and the locker, and anything stored there is safe from death drops. The window is built tab-ready, so future expansion slots (and maybe an account-wide tab) can drop in later.
Critters fight smarter
- Spell-class resistance — critters can now resist or be outright immune to specific schools of magic (Arcane, Fire, Ice, Shadow, Holy, Nature), so a fireproof salamander is finally possible.
- Shields — shielded critters run the real block step in the combat resolver instead of parrying, matching how shield-equipped players behave.
- Sticky terrain — tiles can carry a
move_limitthat eats into an actor’s movement for the turn, slowing players and critters alike on difficult ground (you’ll always get at least one step).
Combat & polish
- Rebalanced physical damage to be skill-driven — weapon skill now dominates, with STR/DEX only nudging power.
- Fixed a critter’s attack sound so it plays once on first pursuit instead of hammering every tick.
- Trainer skill rows got a Max button that snaps training to what you can actually afford, accounting for gold already committed to other rows.
- Usable items emit their flavor text to the combat log when used.
- Player class sprites can now be sourced from multiple atlases.