The shops will restock every 10,000 turns or so. Any magical items available for sale will always be a few levels beneath the current level of the player.
I haven't decided yet if I will allow selling of goods to shopkeepers. I kinda like the Crawl way of doing things, as the 'band economy can get rather inflationary.
(Yes, I know this was an unexpected feature but it was incredibly easy to implement)
UPDATE: Gold is now implemented as well. The amount of gold you find is directly tied to your Charisma (yes, I know this is probably yet another futile attempt to justify the use of a Charisma Stat in a Roguelike...)
I haven't decided yet if I will allow selling of goods to shopkeepers. I kinda like the Crawl way of doing things, as the 'band economy can get rather inflationary.
(Yes, I know this was an unexpected feature but it was incredibly easy to implement)
UPDATE: Gold is now implemented as well. The amount of gold you find is directly tied to your Charisma (yes, I know this is probably yet another futile attempt to justify the use of a Charisma Stat in a Roguelike...)
2 comments:
True about the selling of goods. It kinda promotes scavenging gameplay, which is not very fun; but if there's selling and you don't do it, you feel like you're losing money. :P
Looking good, and I especially liked the combat video! (But the monsters were a bit easy, no? hehe)
Yes, they were. I've rebalanced them up a bit with more hp and slightly more damage. Having said that, the character I was playing was pretty min-maxed to be a combat monster.
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