As promised / threatened, I tinkered with some of the misbehaving stuff.
Before blathering on about it all, here's a link, should you want to poke at the game that all of 2013 was building up towards. I've already built it up too much. The Tower of the Rat King : Deluxe
- Rat King Sprite - the guy on the right hand side with the brown thing on his head. That's a crown, suitable for the Rat King.
- Rat King using magic - I meant to get that in earlier, but it was pretty easy to plug in the magic system. He now cycles through the three spells in the game, which player characters can't do. (Arguably, wouldn't want to do.)
- AI getting lost - I've got a system where the AI will communicate amongst its little group to indicate where PCs have been seen. This allows groups to effectively have a scout see the party, and the entire NPC gang spill around a corner, rather than each NPC doing line of sight alone. I had inverted the sense of a test somewhere, and the NPCs were chasing after locations where the PCs used to be, rather than where the PCs actually were.
- Mind your subclass cut-and-pasting, you'll break all of magic. - true story, I copied a function for selecting what spell to use out of the base Character class up into an NPC class, and forgot to update the signature, and all of a sudden, my PCs couldn't use magic. Whoops.
- Random other plumbing cleanup - the spells weren't properly triggering the damage all the time, seemingly because I was passing the wrong arguments in in a callback something something. Maybe I got confused from doing a tiny bit at a time, maybe there are still lurking bugs there.