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authorDavid Gay <david@davidgay.org>2021-06-05 18:08:06 -0400
committerDavid Gay <david@davidgay.org>2021-06-05 18:08:37 -0400
commitd58346df32cd8f6934b7cf068637eb8896456977 (patch)
tree16dc0b472917fa1d69a86990a77f3835a1d159f1 /CHANGELOG.md
parent4e89b79597f87057b866b715173c0a6da77c8cfa (diff)
Chance for equipment to break after combat
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# Changelog
All notable changes to this project will be documented in this file.
+## [Unreleased]
+
+### Mechanics
+- Any items equipped when combat completes now have a chance to be broken, damaged beyond repair. Broken items are
+ effectively destroyed.
+ - Ring and neck slot items have a 1/5000 chance to break.
+ - Waist, back, and curio slot items have a 1/2500 chance to break.
+ - Items equipped in all other slots have a 1/1000 chance to break.
+ - Any item equipped during combat is at risk, even if it provides no combat benefit. This may be changed in the
+ future.
+ - Currently, non-combat activities do not put your items at risk. This will change in the future.
+
+### Engine
+- Refactored some activity and combat code.
+
## [0.1.6] - 2021-06-04
Note that from this point foward, I am not explicitly listing the addition of activities required to make the items,