Added

  • Stat dependencies: stats can now depend on other stats and attributes via two new JSON sub-fields. restore_from makes a stat’s regeneration cost another stat (e.g., health regen debits nutrition). rate_scaled_by scales a stat’s per-turn rate by an attribute (e.g., nutrition drain increases with strength). See ACTORS.md.
  • Dungeon generator improvements: lakes and abysses now appear in procedurally generated levels
  • Wall digging: generated levels allow better digging into walls
  • Better FOV epistemology: sidebar messages for NPC combat, state changes, traps, and environmental effects are now filtered by player field of vision — events in remembered (dark) areas are no longer reported
  • Help window: press ? to open an in-game help screen that dynamically lists all key bindings; dismiss with ? or Esc
  • Keybindings data file: non-movement key bindings moved to data/keybindings.json for designer editing; action descriptions used by the help screen are also defined there
  • Bolt attack behavior: bolt_attack NPC behavior reproducing the Staff of Lightning effect — configurable range, cooldown, and damage via personality data
  • Custom actor light radius: actors can now define lightRadius at the data level (previously all light sources defaulted to radius 5)
  • Torch toggle behavior light/extenguish
  • Inventory item stacking exact same items stack with a number in inventory
  • Spike item spike doors like in Moria or throw like darts in Brogue