Since kyren is getting close to completing her massive status system rework, I’ve spent the past couple of days helping her design and test the new Lua APIs, fix bugs, and preparing to integrate the changes back into our main development branch. One of the most apparent changes is that status effects are now driven by Lua scripts and have access to a wide variety of API functions, making them incredibly flexible and fun to work with. Today we’ve just been testing out features and exploring what kinds of crazy stuff we can do. Here’s one example, a sword with high knockback that makes monsters bounce:

Or how about a “nitroglycerine” effect that causes the player to explode when they fall too hard?

Obviously we’re also reimplementing and improving the existing status effects like fire, poison, and slows, but it’s been a lot of fun testing out the new possibilities! I think a lot of these crazy ideas may make it into the final game in some form or other, to give it a bit of a roguelike flavor.