Alright, I'll start off with entity loot. Pretty self-explanatory in the picture above. You kill a monster, it drops the selected loot. Each monster has its own loot table which, upon death, randomly selects items. I use a percentage and Random variable to determine what items are dropped, as well as how many of each item is dropped.
I programmed the Loot UI to work with all BaseContainer classes, so I can add in locked chests, barrels, and other containers. Less work for me!
This is a nice and simple feature that took only an hour to add in(plus a few more for bugs). What I can do with this will be especially useful. So, entities can be programmed to respond to all items(right), or to respond negatively or positively to certain items.
For instance, if there are a pack of wild dogs nearby, I can program them to respond to bones. Giving them some bones could make them your companion, so they would follow you around, do simple commands, or attack enemies. Or, perhaps giving relevant items to a person will increase his or her view of you. It really is a simple feature with great possibilities.
Switching topics, I was smart enough when I programmed some of them earlier interfaces(Fortify Skills, HUD, Souls) to make sure it was compatible with all entities. So now, if you were to switch to controlling a different entity, you could view its skills, souls, health / magic / endurance variables.
Last topic, I did some performance testing by spawning 50 monsters(in the video below). At first it used up 850MB in RAM, but I found a memory leak which drastically changed it. Since it was unnecessary, I changed it and now it's back to 150MB of RAM.
So that was my week. I always seem to change my focus, but next week I'll try to work on entity pathfinding, Merchant UI, or Player Info UI. I would really like to add in telegraphing for combat attacks, but I need to find a good way of doing that without looking terrible.