Changelog of @hackage/LambdaHack 0.2.12

v0.2.12

    * improve and simplify dungeon generation
    * simplify running and permit multi-actor runs
    * let items explode and generate shrapnel projectiles
    * add game difficulty setting (initial HP scaling right now)
    * allow recording, playing back and looping commands
    * implement pathfinding via per-actor BFS over the whole level
    * extend setting targets for actors in UI tremendously
    * implement autoexplore, go-to-target, etc., as macros
    * let AI use pathfinding, switch leaders, pick levels to swarm to
    * force level/leader changes on spawners (even when played by humans)
    * extend and redesign UI bottom status lines
    * get rid of CPS style monads, aborts and WriterT
    * benchmark and optimize the code, in particular using Data.Vector
    * split off and use the external library assert-failure
    * simplify config files and limit the number of external dependencies

v0.2.10

    * screensaver game modes (AI vs AI)
    * improved AI (can now climbs stairs, etc.)
    * multiple, multi-floor staircases
    * multiple savefiles
    * configurable framerate and combat animations

v0.2.8

    * cooperative and competitive multiplayer (shared-screen only in this version)
    * overhauled searching
    * rewritten engine code to have a single server that sends restricted game state updates to many fat clients, while a thin frontend layer multiplexes visuals from a subset of the clients

v0.2.6.5

    * this is a minor release, primarily intended to fix the broken haddock documentation on Hackage
    * changes since 0.2.6 are mostly unrelated to gameplay:
      - strictly typed config files split into UI and rules
      - a switch from Text to String throughout the codebase
      - use of the external library miniutter for English sentence generation

v0.2.6

    * the Main Menu
    * improved and configurable mode of squad combat

v0.2.1

    * missiles flying for three turns (by an old kosmikus' idea)
    * visual feedback for targeting
    * animations of combat and individual monster moves

v0.2.0

    * the LambdaHack engine becomes a Haskell library
    * the LambdaHack game depends on the engine library