F5 cycles the turret variant (pistol/autocannon), F6 places the selected one
in front of the player, hostile to them by default so it's immediately
testable. Backed by a new DevTurretMenu mirroring the existing item spawn
menu, sourced generically from any entity template with turret_weapon_item_id
set.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01FyY5qQB6XHRoBFNbsgdRQn
- Item pickup (key) and drag-to-drop from a dedicated container popup card
(backpacks, pockets), replacing the earlier inline inventory grid
- NPC AI slot framework (engine/ai.py, resources/logic/ai.py) with a wander
behavior, an NPC spawner UI (dev-mode, reuses the character creator), and
a "secret items password" creator field
- Hacking mechanic: derived tech skill (intelligence + perception), a sample
lockable door, a hacking tool item, and six cyberdeck implants with
bonus/roll-floor effects (including a secret dev-only one)
- Turrets: character faction/tag targeting, turn-rate-limited tracking of
the closest hostile, and cpu/psu/motors/gun/camera body parts with
weapon-type variants
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01FyY5qQB6XHRoBFNbsgdRQn
- Wire up the previously-unused menu/character-creation classes into an
actual start menu -> character creation -> world creation -> pause/
controls flow in main.py, instead of dropping straight into a fixed
world. Adds a minimal screen-space UI layer (bitmap font + panels)
since the engine had no text/menu rendering at all before this.
- Fix ship interiors rendering when the player is off-ship, add helm
zoom-out, wire the character card and ability bar (both existed as
unused pure-state classes with no rendering or input hooked up).
- Add a configure-controls menu with live keybind rebinding, and a
dev-mode config toggle with an item-spawn cheat.
- Full gamepad support for every menu (previously gameplay-only), with
a stale-button-state fix across pause transitions.
- Procedural world generation: seeded Perlin noise heightmap, terrain
types (water/sand/dirt/mud/stone) with speed effects, slopes and
occasional caves between elevations, and a swim up/down mechanic in
water - selectable as a new world template alongside the existing
test map.
- Add gravity (fall to the first floor below when there's none underfoot)
and Dwarf-Fortress-style depth shading (only the player's own z-level
renders at full brightness; lower ground seen through a gap darkens
with depth) - both fix a real gap the terrain generator left open
(walking off a steep cliff previously just floated in empty air).
- Add scripts/export_blank_textures.py and reimport_textures.py for a
blank-template/re-import art workflow.
215 new tests across the above; full suite (676 tests) passing.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01FyY5qQB6XHRoBFNbsgdRQn
- Sample launch_lightning ability (storm_rod item): guaranteed hit on
the first Character within a configurable range along the aim
direction, no skill check - burns roughly half the target's body
parts and inflicts heart_palpitations, which both weighs down
heart-dependent checks directly and damages the target's
heart-equivalent organ (new OrganDef.role tag + Character.find_organ
_by_role, so this works species-agnostically) so its dependents
degrade too via the existing organ-interaction tick.
- Bot targets (new SpeciesDef.is_synthetic flag) also short-circuit:
120% organ damage randomly split across every organ they have, plus
a heavy insight/perception/sleight_of_hand debuff - the intellect
hit falls out of the existing organ-penalty math since bot_cpu/
bot_npu are among the randomly-damaged organs.
- ABILITY_CASTERS/_cast_ability now thread aim_direction uniformly so
directional abilities work through the hand/implant/ability-bar
casting paths alike.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015mFzQQZYexNaSB69e2oU95
- Ships turn gradually toward a desired heading at a per-ship max
rotation speed instead of snapping instantly (MapEmbedding.desired_rotation
+ advance_ship_rotation, wired into the main loop).
- Combat hits can now inflict ailments (impact_trauma/fracture/brain_trauma)
based on the raw d20 roll, which factor into relevant skill checks via a
new AilmentDef system mirroring the existing organ-penalty mechanic.
- Character creator: species-defined body types and hair colors, starter
clothing selection (reuses Character.wear_item's fit rules), a
player-species whitelist excluding the NPC-only dog species, and four
skill-allocation modes (point-buy, roll-and-assign, manual, random).
- New WorldCreationMenu/WorldTemplate for picking a starting world,
currently just the one sample map.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015mFzQQZYexNaSB69e2oU95
3D tile maps with embedded/rotating sub-maps, continuous movement, a
body-part/organ health system with bespoke per-species anatomy, grid
inventories, clothing with species/arm-count fit rules, melee/ranged
combat with blocking/knockback/ammo, weather, staircases, a sample
time-warp ability with cooldowns, multiplayer scaffolding, keyboard/
mouse/gamepad input, and persistent characters via SQLite.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015mFzQQZYexNaSB69e2oU95