Finally got to trying out the newest version - was surprised to find containers are now actually locked it seems? at least if you dont seem to damage a container message is anything to go on.
Everything that can be altered has a difficulty associated with it - empty containers are alterable because they have a small chance to spawn anywhere, so if they appear in a corridor the player needs a way to clear them. The difficulty to destroy an empty container is very low with respect to other alterable terrain, but it is still possible to fail and generate that message.
was a bit surprised by text log structure too - with x111 and so numbers being detached from what they are supposed to relate to.
Numbers are disassociated because they are only produced once an action is finished - I should be able to combine them into one message by reordering the logic, though.
Now i see there is small "this weapons seems to be very effective against this opponent" - helpful and nice touch! it sure helps figuring out what works on what!
Yes, weapons (and spells) will now indicate whether they are effective or not against a particular target. Currently this is not tiered - a weapon that does 5x damage and a weapon that does 1.1x damage will still produce the same message. I'll probably update with a greater range of messages later, but for now there is an indication of whether your attack is working well or not.
If last time all i had was fuel and healing items, this time I had almost all ingredients for things i do not know of yet:D
These are reagents for spell casting. Your starting grimoire doesn't require very many of them, but if you locate some of the other grimoires, you will find a use for them... Every grimoire currently in the game has a set of fully functional spells associated with it, and more are coming ;)
I never knew that having 0% oil in the lamp meant there is still some oil for it to light my way:D
0% means there is still some fuel left, or the fuel container itself would be gone - it's possible to show up this way because I use integer division to get the percentage, which means anything after the decimal point is ignored, so if you have less than 1% remaining, it will show up as 0%. I suppose I could give some precision now that my new display format is less greedy about screen space.
Looking in the rooms with slow phlogiston in your oil lamp makes it very jarring and heavy on the eyes sadly.
Hmm, what about the slow phlogiston is jarring? It's the exact same color as the bright phlogiston, just a much smaller light radius. It's meant to be sort of a trade off - you can make the bright stuff, which is significantly brighter than normal lamp oil but burns twice as quickly, or you can use slow phlogiston to create a much slower burning fuel at the cost of some visibility. I don't know that I can do anything to make it less jarring while still preserving this balance, unless you mean that in a different way then I am understanding.
edit: it seems that if you accidentally tries to alter the enemy, it still wastes your time and produces "enemy interrupts you!" message as well as letting them score a hit on you.
Yes, it looks like a failed alter attempt was going ahead and using the full alter time cost. It now reverts to a pause action, which is also what happens when you walk into a wall, and has a much smaller cooldown to your next action. This, along with the rejoining of counts with messages, will be live in the 1.1.1 release - hopefully sometime tonight.