Multi-message NPC dialogs, coins, and a new NPC: The Merchant
The Merchant on Windmill Level 2
The dialog and the portrait of The Merchant
The new merchant menu, alongside the inventory menu
updates
UI components have a fixed ordering, instead of putting the last component moved on top.
Updated the dialog of The Guide, and added a second message.
Reduced music volume. This is a temporary solution until we add volume sliders in the Settings menu.
The distance with which an NPC can be interacted with is determined individually for each NPC, instead of being derived off of the player's pickup range.
Added coins, the currency of Ashladon. All items have a coin value, which appears in the mouse-over tooltips.
Added The Merchant to Windmill Level 2. You can sell your items to him, and buy back items that you've sold.
Color coordinated the menus for equipped items, and the inventory of players and merchants.
Enemies, loot, chests and NPCs no longer reset after leaving the area they are in and returning later.
The windmill fan sound effect plays while inside on Windmill Level 1 and Windmill Level 2.
The enemy info mouse-over information fades in and out just like the rest of the interface.
The Settings menu is only available in-game, and no longer accessible from the main menu.
bug fixes
UI components would be broken after going to a new area if they had been rearranged.
Picking up the tutorial loot, then leaving the area and coming back and picking up the tutorial loot again, would break most item functionality.
Clicking on an enemy while the player couldn't move would result in the player attacking that enemy, if that enemy later came near to the player.
The sizing of the header text in some locations was incorrect.
Menus would flicker when appearing or disappearing on low-end systems.
The necessary distance between the player and an NPC in order to initiate interaction wasn't isometrically correct.
NPC portraits obscured loot and item tooltips.
Dragging and dropping an item outside of the window would essentially destroy it.
Moving the mouse outside the window while dragging an item would cause the player to move toward the mouse location.
The sound effect for the basic attack and Heroic Strike would still play if the player was stunned before the attack did any damage.
Ranged projectiles shot from the player that were already mid-flight would be destroyed if the player died.
The player's gear wouldn't become invisible if the player did.
Projectiles with audio that plays continually (like the buzzing of the Goblin Warlock's lightning orb) wouldn't stop playing immediately after changing areas.
Various control issues if the player's action speed was changed while they were currently stunned or blocking.
Key bindings could not be set if the player was stunned or blocking.
The player would switch to the idle animation after pausing, even when previously walking.
The player's action speed was affecting the speed of the idle animation.