
A new death-screen system landed in the game. Unfortunately, it revealed a few problems that triggered a deeper cleanup than expected. Once it started pulling live stats, it exposed gaps in how certain states were tracked. Fortunately, these were simple issues.
The screen now pulls stats from dedicated tracking systems that record how a run played out. For now, only a few basic stats are included, just to establish a reliable foundation. More time went into creating flavour text for each enemy entry. The interface is fully localized, and the list of spells unlocked during the run is shown directly on the screen. The goal is to make the moment of death reflect the actual state of the run instead of a generic message. This will likely improve further.
Bringing this online required fixing several broken behaviours. Monster death sounds sometimes failed. Certain dead entities could still move in edge cases. Stance changes fired when no aggressive enemies existed. A container-closing bug also left objects behind in memory.
Aggression logic received a small correction as well: any enemy you strike now becomes aggressive immediately. It was odd that some enemies wandered off after being attacked 🙂
Overall, the system is now clean and stable, and it will serve as a foundation for the upcoming Achievement system
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