Release 9 -- Souls
This release sees the addition of Souls, and the rest of the player stats. When a monster is killed, they drop their soul (in a handy jar). The player may collect and consume the soul, giving a bonus or a penalty to certain stats. Typically, the net change will be additional stat points, but the player will have some control over where the trade offs happen. Souls are a 2x3 matrix and its values can be rolled left to right or flipped up and down before being consumed.
Because HP is one of the stats touched by the soul, the concept of maximum hp won't exist in this game. Having a huge amount of HP won't be helpful if you can't deal damage to any monsters. The next release should focus on combat and introduce some magic into the game (probably only through melee actions).
Features
StatsComponent now features HP, SPD, ATK, DEF, MAG and RES
These stats are displayed on the HUD
Actors now generate with a SoulComponent; a 2x3 matrix giving bonuses and penalties to the aforementioned stats
There is no max HP, as the player can choose to merge souls in a way that increases HP
Combat now uses the stats in the following way:
If the attacker's SPD is 5 more than the defender's, they will hit twice
ATK is reduced by DEF, MAG is reduced by RES
Combattans will now counter attack
More monsters are added to display SoulComponent varieties
Like-monsters are now all identical; equipment and souls don't affect stats for them
Fixes
Fixed a bug with viewing the log
Finagling
Create a CharacterSheet to view stats, accessed by 'c'
Better organize InputProcessor
ActionProcessor has been removed; all actions go directly to their processors
ModifierComponent removed; items will use the StatComponent to the same effect