v0.41.0 - Dungeons v2
Dungeons has been around since (oh my, is it that long?) https://github.com/neph1/LlamaTale/releases/tag/v0.28.0
Dungeons introduced a more compact gameplay, akin to classical dungeon crawlers. They have doors (which may be locked, requiring keys), random items and mobs spawning throughout. The layout (for one "level") is also generated before hand.
But there has always been one thing that bothered me about them (apart from them probably being bugged), and that is that they were separate stories. You couldn't have dungeons in a normal story. Migrating them has always felt overwhelming, but with my recently acquired "agent skills", I decided to assign copilot to the task.
Here is the result; dungeons can now be added to a normal story, they can be generated in a "Land of Anything" story. They exist outside the normal "world grid", and have only one entrance.
This became a larger task than I had anticipated, and there are probably some bugs here and there. If you find any, please raise issues so that they can be resolved.
What's Changed
- Break down llm_config.yaml into individual prompt template files by @Copilot in #113
- Fix dungeons by @neph1 in #117
- Update v0.40.0 by @neph1 in #118
- Refactor dungeons into reusable component for any story type by @Copilot in #116
- Add dungeon config generation to zone creation with 10% probability by @Copilot in #120
- Generate dungeon entrances when building locations by @Copilot in #123
- Update v0.41.0 by @neph1 in #121
Full Changelog: v0.39.0...v0.41.0