Odd Passages -- changelog
Alpha. Systems are still being built; numbers are placeholders.

0.3.3-alpha
- A second weapon, the Lapidator. Q swaps between it and the Cleaver; the name
  of the one in hand is at the bottom right.
- With the Lapidator, left click fires a shot that lands the instant you click,
  on whatever is under the crosshair within range. Right click throws a
  heavier stone that you can watch fly -- it takes a moment to arrive, an
  enemy can step out of its way, and it stops at walls and doorways.
- Grit is the Lapidator's ammo. Every shot spends one; a run starts with 10
  and holds 30 at most; when it reads 0, clicking does nothing. Nothing in
  the game refills it yet -- the console has `give grit`.
- Shots go where you look, up and down included. Ordinary enemies are short:
  a level shot from standing height passes over one, so aim down at it.
  Bosses are taller.
- You can see your weapon. The Cleaver swings in your hand and the Lapidator
  kicks; the bar at the bottom right is gone. The colours still say what the
  swing is doing: amber while it winds up, white when it can land, grey while
  it recovers -- grey is the only part a dodge can cut short.
- The locked enemy's name and health bar are at the bottom of the screen now,
  above the prompt, instead of the top.
- The Notched Cleaver is just the Cleaver.

0.3.2-alpha
- Enemies have bodies now, and the body says what it is. A floor's Axiom is
  one of the five regular solids (4, 6, 8, 12 or 20 faces) and its Scions are
  bent solids with the same number of faces -- so an eight-faced thing means
  the Octorion is at the bottom of the floor. Ordinary enemies are prisms.
- New names to match: the Tetrarch, Hexarch, Octorion, Dodecant and Icosarch
  and their Scions; the Trigon, Pentad, Ogdoad, Hexile and Heptad. Deeper
  floors bring out the many-faced ones.
- A crosshair, and a health bar over every enemy in the room.
- Lock-on: aim at an enemy and press E to hold the view on it (E again, or a
  hard flick of the mouse, releases). While locked, a sideways dodge circles it.
- Enemies turn at their own speed and only strike what they face. Circling a
  slow one works.
- Everything is weaker than 0.3.1: about half the damage, a bit over half the
  health. Too easy on purpose until the balance pass; say if it is still not.
- Console (debug mode, backtick): `heal`; `passive` stops every enemy;
  `spawn <id>` stands any enemy, Scion or Axiom in front of you (`spawn` alone
  lists them; a spawned one never seals a room); `select` picks what you are
  aiming at or standing by, then `mob hp 5`, `chest locked 0`, `kill`.

0.3.1-alpha
- Every floor from 2 has its bosses. A Scion stands in each Scion room and the
  Axiom in the exit's room; which ones depends on the floor.
- A boss room seals every door behind you when you walk in, the exit included,
  and opens when the boss dies. You cannot leave a fight you have started.
- Bosses are bigger boxes. Their names are on the F3 overlay for now.
- Known: there is no way to heal yet, so a Scion and then the Axiom is fought on
  one health bar. Health and damage numbers will move.

0.3.0-alpha
- You can fight. Left click swings the cleaver you start with: a wind-up, the
  hit, a recovery. You cannot move while swinging; the bar at the bottom right
  shows which part you are in. Dodging cuts the recovery short.
- Dodge is SPACE now, not a double tap. Moving, it goes the way you are moving;
  standing still, it is a backstep. You take no damage while dodging.
- Nothing spawns on its own yet. In debug mode, `spawn <name>` in the console
  stands a mob in front of you; `spawn` alone lists them. They walk to you,
  turn yellow while winding up, and flash white when the hit lands.
- Health appears at the bottom left after the first hit you take. Dying ends
  the run: "run over", then new seed or quit.
- Quick clicks register now, in the game and on the menu. They used to need
  a hold.

0.2.6-alpha
- Start with --debug to launch already in debug mode (console on backtick).

0.2.5-alpha
- Console: backtick in a debug run. `help` lists commands; `gen <seed> <floor>`
  rebuilds the floor, `give shard|prism [n]` hands you keys, `show` prints
  the floor's tree. Wheel or PageUp/Down scroll. Escape closes it.
- The window can be resized.
- The debug overlay starts hidden; F3 shows it.

0.2.4-alpha
- Debug overlay: position, floor, where the keys and bosses are, memory, seeds,
  and the room's doors. F3 shows and hides it in a debug run; the mark stays.

0.2.3-alpha
- The debug text (room numbers, door list, FPS) is off by default. Escape ->
  "debug mode" turns it on for the run; it cannot be turned off again, and a
  DEBUG RUN mark is on screen the whole time. New seed starts a clean run.
- Shard and Prism counts appear at the bottom left once you have held one,
  and stay, showing 0 when spent.

0.2.2-alpha
- Runs from a bare copy: content is found next to the exe. Bottom right names
  the pack loaded, or says NO PACK in red -- report that if you see it.
- Gate Scion rooms seal every door on entry until the Scion dies. Off in this
  build (scion.gate_seals in packs/base/tunables.json), since nothing can die yet.
- README in the zip.

0.2.1-alpha
- Chests, fountains and the monument stand in their rooms. E to use.
- Locked chests (bar on the lid) take a Shard; open once, stay open.
- Fountains and the monument respond but do nothing yet.
- The exit door leads to the next floor. Floor 1's is locked behind the Prism.
- Prompt at the bottom of the screen for what E would reach.

0.2.0-alpha
- Locked doors refuse without the key: red bar = Prism, purple bar = Shard.
  The key is spent and the door stays open.
- Keys lie on the floor: tall red = Prism, short purple = Shard. Walk onto them.
- Standing in a doorway no longer shows black.

0.1.1-alpha
- Walkable floor, doors, sprint, dodge, fog, pause menu (Escape).

Not built yet: ordinary enemies placed on floors (only `spawn` puts one there,
and enemies do not follow you through doors), healing outside the console,
weapon pickups (you start with both weapons), anything that drops Grit,
stamina, loot, saving, sound, fountain and monument functions, real enemy and
weapon art (the solids are placeholders). The numbers (health, damage, Grit,
dodge distance and speed, lock-on feel) are placeholders and will move.
