[1.16b]

Added

  • “Infrastructure sight” folded into magic mapping
  • degrading/breaking items (mattock is the test case)
  • new “palladian” map generator for boss/artifact areas
  • Biome editor (editors/biome-editor.html) and a shared biome library. Biomes are now data files like actors and items: defaults in data/biomes.json, per-prototype additions/overrides in prototypes/<name>/biomes.json. prototype.json only names them in its floor_plan. See docs/BIOMES.md.
  • data/prototypes.json, an index of the prototype folders. Static HTTP can’t list a directory, so the editors read it to fill their prototype dropdowns — previously four editors each carried a hardcoded list, all of them out of date. Add a line here when you add a prototype.

Fixed

  • Exploration (map memory) is no longer lost when you revisit a floor
  • Item colors are named in text feedback
  • treasure_room now reads the resolved floor mechanics, so a biome or floor override can set its own rate — previously only the prototype-level value applied. Behavior change: in the dungeon this lowers the treasure-room chance on 18 of 26 floors (caves 40%→10%, depths 40%→20%), which is what those biomes always intended. Floors 1 and 26 keep 40% via explicit overrides, and infernal inherits the root 40%.
  • Burnout no longer fires on items that aren’t burning
  • Health showed decimals while starving

Changed

  • Moved biome editing to its own devoted editor, just apply them in the floorplan section of prototype-editor
  • Torch fuel amount can be set from item data, which sets a precedent for other timed consumable items.
  • “walk_description” attribute is extended to Actors as well as Entities