* Changed shrines to floor teleport tiles
* Added new portraits for a handful of enemies (created by Chris)
* Fixed bug with lighting around player characters not appearing sometimes
* Added big spiders (oversized monster)
* Added little spiders
* Added fire elemental
* Added scarab
I had a backlog of enemies that Chris had created but I hadn't implemented, so I put them in today. I quite like the big spider, who upon dying, spawns a bunch of little spiders near its body which get to move straight after the current player ends their turn. Other enemy types implemented just have normal boring attacks. I also plan to add some kind of slowing web attack by the big spider.
Not sure what to do with the Fire elemental to make him interesting. Perhaps a burning debuff that damages the player over time.
I decided to change the shrines which teleport the player to floor tiles. Even though the shrines look awesome, there were two reasons for this. One is that the shrines take up a lot of space. They have to be placed frequently, and everywhere they're placed requires a tile, making square rooms smaller. They're also "active" triggers now, whereas a door was more of a passive trigger - you're walking through a door and your party happens to teleport with you, you didn't ask them to. Shrines required thinking about to actively go and use them.
In contrast floor teleport tiles (as displayed in the placeholder art in today's screenshot) are passive. They can be placed just before a door to give a door the same effect it had in previous builds, where opening one teleports your party. However they do not require additional thought from a player. A player doesn't have to consciously go out of their way to activate them like they do with a shrine. Secondly they don't take up any space like a shrine does, and can be placed anywhere.
If you're unsure why I didn't want door teleporting all the time - it's for map layout and strategic reasons. Some levels designs are more interesting if the player is forced to split up their party and take different routes. And there may be times when you want to open a door but don't want everyone to go there, such as deliberately taking two paths to flank an enemy for example.