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author | David Gay <david@davidgay.org> | 2021-06-05 18:08:06 -0400 |
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committer | David Gay <david@davidgay.org> | 2021-06-05 18:08:37 -0400 |
commit | d58346df32cd8f6934b7cf068637eb8896456977 (patch) | |
tree | 16dc0b472917fa1d69a86990a77f3835a1d159f1 /CHANGELOG.md | |
parent | 4e89b79597f87057b866b715173c0a6da77c8cfa (diff) |
Chance for equipment to break after combat
Diffstat (limited to 'CHANGELOG.md')
-rw-r--r-- | CHANGELOG.md | 15 |
1 files changed, 15 insertions, 0 deletions
diff --git a/CHANGELOG.md b/CHANGELOG.md index 89785c6..e5c3726 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,6 +1,21 @@ # 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, |