Added

  • Goblin ambushers + reach weapons: a new goblin_spearman actor (with the goblin_ambusher personality) lies in wait just inside a room beside its entryway and only springs when the player comes into view — otherwise it seeks out the nearest ambush spot rather than wandering.
  • Opt-in auto-wear on pickup: a new auto_wear item attribute makes specific wearables (e.g. the crown) equip automatically when picked up, while everything else stays manual.
  • render_layer actor attribute: an actor can declare render_layer: "bottom" (or "top") to control how its sprite stack orders against other actors sharing its tile, instead of relying on sprite insertion order.

Fixed

  • Fire trap instant-kill: stepping on a fire trap could instantly kill a full-health player instead of dealing ~8 damage. Two separate causes: fire damage now caps at once per victim per turn (overlapping/spawning/adjacent fires can no longer stack many 8-damage hits in a single turn), and — the actual killer — the ignites spawn logic no longer instantly incinerates living creatures (actors with a health stat) as if they were flammable scenery; creatures burn for damage over time, only inert flammables (trees, webs, bridges) are consumed into fire. Fire also dedupes to one actor per tile.
  • Flying actors & ground hazards: a flying actor hovering over a collapsible floor no longer collapses it
  • Dart turret only fired once and couldn’t be attacked
  • Monsters ignoring or freezing near the player: melee monsters (goblins, rats, jackals, etc.) now retaliate against an attacker they can’t currently see (added the defend_self behavior to the melee personalities), instead of only chasing by line-of-sight.
  • Hallucination/confusion cleared on level change: falling or taking stairs to another floor while hallucinating (or confused) no longer drops the full-scene visual effect.