Temple of The Roguelike Forums
Announcements => Traditional Roguelikes (Turn Based) => Topic started by: getter77 on November 20, 2012, 01:34:05 PM
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https://anamnesisgame.blogspot.com/
So...this is a bit different being more text-based for now at least, but seems to be fairly lively and moving on along---should jump out to some folks here I'd think: Win/Mac/Linux
A simulation and role playing game of exploration, warfare, adventure and romance in a low fantasy, colonial, interwar environment.
The Game
Anamnesis attempts to recreate a Pen and Paper role playing experience in a single player videogame.
The game is driven through narrative and offers at all times a high level of freedom of action.
The elements of the game, such as plot elements, characters and locations, are manually developed, but their selection is randomized for each gameplay to guarantee replayability
In the colony in which the players are dropped, they are free to play a grand role as governors, a humble one as adventurers, or something in between as explorers. Once the game starts, it is solely the player's choice to develop militarily, economically, personally, romantically or in any way he or she chooses.
Features
-A different, randomly generated world to explore in every game.
-162 different units and locations (and counting).
-Player character's gender and sexuality options with optional romantic content.
-Adventure on your own or hire units to do the job for you.
-Highly documented simulation of colonial early 20th century life, warfare and diplomacy, adding monsters, beastfolk and conjuration to the mixture.
-Extensive use of the best graphic rendering tool yet developed, the player's imagination.
The Setting
The game takes place in a fictional cyclic world somewhat inspired by the Cthulhu Mythos, although not directly drawing from them.
In this world, two loose entities known as "The Court of All Humans" and "The Outer Lands' Influence" are battling each other in a cold war. The Court advocates the prolongation of the existing meritocratic, anthropocentric government by an elected aristocracy. The Influence, on the other hand, is a driving force behind certain individuals that seek the destruction of the meritocracy and the creation of a new society following the dictates of ancient, outer beings.
But these entities' cyclic squabbles are rather diminutive in scope compared to those of the Renascents. These individuals are imperfect immortals that can die of any cause other than age, but immediately reappear elsewhere retaining their eternal aspect, simply erased from non-renascent memories.
The player takes the role of a renascent aristocrat loyal to any of the two allegiances.
Latest changelogs:
Change Log:
-Basic questing system.
-52 semi-random quests to go along the actual terrains.
-There are now standard and relic-related endgames, with 4 relics tossed in for now, although they have little effect in the game yet.
-Unsuccessful characters now get permadeath.
-Successful characters are now allowed to live for another journey.
-Implemented the basics for colony population and its influence, the value now replaces the late Global Tension.
-The player now gets a starting renascent at the beginning of each journey.
-Renascents' capacities are now also shown for contests and challenges, just like in quests.
-The usual bug fixing and tweaking.
-2 new units and 1 new terrain.
-Outside help cost in quests is now a little more expensive.
-Fixed some minor bugs.
-Fixed font issues on mac version.
-Fixed crash when trying to Extract Arkhe with Captured units.
-Fixed a few random crashes.
-Fixed a few wrong values.
-Replaced the largest font with a more readable one.
-Duplicated terrains are now very rare, they will be rarer in the future once there is enough variety.
-Completely removed duplicated enemy renascents.
-Added a numerical display in the lower bars.
-Removed a few unnecessary clicks here and there.
-Arkhe collection now adjust to terrain reserves when extracting.
-The new background on the main dialogue screen should improve readability.
-Each unit's information can be reached more easily in the Forces menu.
-Retrieve Piece is now an independent action accessible from the main territory's screen.
-The player character starts a little stronger, has an excuse of a weapon, is more unlikely to lose stats, and more likely to gain them.
-2 new units and 1 new terrain.
-Lowered unit and land purchase costs by a fifth or so.
-Several bugfixes, most prominently concerning sudden insta-endgames and wrongly displayed starting influenced renascents.
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This does seem pretty interesting.
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Interesting. The screenshots reminded me about the awesome Choose Your Adventure and Tunnel & Troll librogames I used to read in my childhood.
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2/14/13
Previous savegames are not compatible.
It's the last possible day, but it's still the first half of February, so there. Besides this way it's a valentine's release, isn't that cute?
This release might feel in many ways similar to the old one, which might perhaps disappoint a few of you. The focus of this release has been on making the world surrounding the player livelier. There is plenty of new content in a variety of events, but it's given in small doses throughout each game, so it might feel similar in some aspects to the previous release. There are however a few more visible features like the ability to send combined forces into action that add some new interesting elements to the gameplay, so hopefully it will be worth it.
There might be some bugs in there because the testing has been a little hasty, but nothing should be gamebreaking. Some of you expressed your intention in the past to help with the testing so here's your chance, it's not like we're a ton of people left in here anyway.
You can send your feedback as well as bugs and typo reports either here or at vaccean at gmail dot com.
I hope you enjoy this release.
Change Log:
-Units now generate events spontaneously.
-These events can be punished or rewarded when performed by your units so you can avoid negative ones.
-You can reach truces, capture or destroy enemy units to prevent their events from happening.
-Your units can now be sent into battle as a combined force.
-Units can now achieve strategic advantage for your side (or the enemy's), giving you a significant advantage (or disadvantage) in combat during the following week.
-Added the ability to put your units into training to slowly raise their EX without danger.
-Added an event log that stores most of your actions, those of your units, and the general game progress.
-Added the ability to interact with collected relic pieces when staying home.
-Relics now generate events similar to those of the units.
-You can now interact with captive renascents and befriend them when staying home.
-Lovers can now visit you at your base, and maybe find out about your other lovers.
-Civilians can result dead during confrontations involving large amounts of damage.
-Likewise, civilians might die because of the punishments of your units.
-Changed the option "Fight Cautiously" to "Avoid Civilian Casualties".
-Smaller units now suffer less damage in combat, larger units suffer more damage.
-You are now asked for confirmation when disbanding a unit.
-Several other tweaks and bugfixes.
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Hey, mind if I barge in? I'm the guy that made this game. I was going to join in the first time I noticed this post but I wasn't sure if that would be correct etiquette.
I actually registered in these forums some months ago with the intention to ask if this weird little game of mine could be considered a roguelike, but I ultimately decided not to just in case. It was quite a surprise to see it posted here later.
So anyway I'll just go ahead and ask now. Would you say this could be called a roguelike?
A roguelikelike maybe?
I would hate to be calling my game something that it is not.
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I'd say it has enough of the spirit of the thing interwoven within it, alongside the heap of other aspects you are bringing to the table, to be in good company and ample food for thought. 8)
So long as you keep at the fine work progressing on all fronts, all will sort itself well and true by my reckoning.
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Cool. I might go ahead and put it on Roguebasin a few releases from now then.
Anyway, if any of you have anything to ask or comment about the game to me, feel free to do so.
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Good deal. If any lingering thoughts still persist, just shore up any Roguelike'ish elements further a bit in those releases to come prior to throwing up on Roguebasin. :P
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2/22/13
So, I have a working computer now, but no internet yet. As it turns out, my modem is no good for modern computers, so I had to contact my internet provider to request a router and blahblah. If you want to get an idea of how old my computer was, it still had a floppy disks reader. I was able to resume work and compile a new version, but I had to go elsewhere to upload it.
In any event, this release fixes all reported bugs but also gets its own number because a tiny new feature and a relic found their way in.
Movement through water was kind of broken for stalwart units and pieces of relics identified themselves if you undertook another challenge after withdrawing from theirs. Not to mention that you couldn't actually fail some of the relic investigations, but that's all fixed now.
I'd also like to call your attention to a new poll about the game's difficulty on the right. I'd like to know if the game feels too hard or too easy in order to make adjustments.
Anyway, enjoy the release. Let me know if anything else is broken.
Change Log:
1 new relic.
Wages for manual work now vary depending on the terrain's Arkhe production value.
Tweaked damage bonuses for terrains, shelters and refuges give you a greater advantage, but it is generally decreased for other terrains.
Fixed self identifying relics and the occasional inability to misidentify them.
Fixed water movement costs.
A few misc minor fixes and tweaks.
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5/7/13
Previous savegames are not compatible.
You can get it at your right under Downloads.
Now this is a release I like. There is still room for improvement but overall I'm satisfied with the new features.
The main focus this time was in justifying the neglected "Correspondence" menu option and introducing a solid ground for the political aspect of the game. You will now be able to shape the colony in more ways through politics and voting and, with patience, even to win the game in a new way by proclaiming yourself emperor/empress.
Right now, this will be extremely hard to accomplish, but of course there are missing pieces in the political puzzle that will see the light in future releases. I mean, what are politics good for without being able to blackmail and assassinate problematic individuals?
As per usual, please let me know any bugs or typos you find inside the game.
I hope you enjoy the release.
Bugfix 1 Released: Cancelling when navigating through the Correspondence menu was causing weird behaviours. If you experienced this problem please re-download the game.
Bugfix2 Released: This one fixes sold units that didn't disappear, a couple of crashes and other small things.
Bugfix3 Released: A few minor bugs were fixed and some persisting old afflictions were removed. Lobbies shouldn't be able to duplicate themselves anymore either.
Changelog:
* Implemented basic politics and votes, with interchangeable favours, randomly selected lobbies and takeovers.
* Allowed lobbies to pursue their goals through political and non-political ways.
* Allowed the player to learn new voting proposals when visiting territories.
* Added a new way to win the game by proclaiming yourself emperor/empress using political influence.
* Implemented a basic system for economic investments through correspondence.
* Added values for overall economy, immigration and political tendencies inside the colony.
* Added 2 new information screens to keep track of them.
* Added the ability to extort tributes from enemies using envoys.
* Added decoys to expand the barriers' system (decoys are more effective against dumb units, barriers against weak ones).
* Renascents will now occasionally want to go out on dates with you if you are involved in a romantic relationship with them.
* Made anomalies less frequent and limited them to 1 at a time.
* Made subsidizing terrains more profitable.
* 18 new lobbies.
* 2 new relics.
* 2 new terrains.
* 4 new units.
* Many misc minor fixes and tweaks.
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Nice. I did have a quick look at an earlier version, and found it very promising then. Not a tactical RL, the game struck me as highly originial in trying to bring some principles like random content generation into a genre that's more of a strategy/text adventure hybrid (a lot of interaction happens in the form of multiple choices, à la the old Choose Your Own Adventure-books). Definitely doing some important field work on mostly uncharted frontiers of procedural generation game design (semi-random prose, etc).
As always,
Minotauros
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5/13/13
As per usual, here is a tiny stabilising release to address the bugs that emerged during the last few days, with some token content thrown in for the sake of it. There were relatively few bug reports this time around, so I guess that's something to celebrate.
It can't really be called a new feature, but furniture now has an actual use too. Whereas getting a fountain or a library formerly simply wasted your hard earned money, now they will gradually reduce weariness from your units and your base each week.
Unless something else is terribly broken, I'll start working on new features tomorrow.
Enjoy.
Bugfix 1 Released: Fixed a display problem for weekly weariness reduction under the forces menu. This was a display bug that had no effect on the course of the game, so if you downloaded the previous version and can't be bothered to download it again, it should still be fine.
Change Log:
-Furniture can now decrease the weariness of units on stand-by and the weariness of your base itself.
-1 new relic.
-The Birdwatcher's Association actually works now.
-Fixed some influenced immigration issues.
-Other minor tweaks and fixes.
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10/25/13
Previous savegames are not compatible.
Sorry for the delay. Not only for the long term one caused by my change of heart midway through the outcast mode workings, but also because of some issues these last few days that delayed the release a couple of days.
As always, please report any bugs or unusual game behaviour you encounter. There shouldn't be any game-breaking bugs though, or at least I hope there aren't, because it's late and I'll spend the next few hours sleeping instead of bugfixing.
I'll now spend the following day waiting for serious bug reports. If none arises, I'll either resume some light development while waiting for minor bugs or take a couple of days for rest. Then I'll move on to serious development and a revision of the "Development Goals" page.
The download links to your right have been updated. I don't know what else to say that hasn't been already said during the development these last months, so I'll let the changelog do the rest of the talking for me.
I hope you enjoy the release.
Edit: So, it looks like I left some dev stuff in the game folder.... that's late night compiling for you! If you were fast enough to download that release during the 30 minutes it stayed uploaded, you'll see a silly note and a traceback in the game's main folder, but you don't have to download the game again for now.
Bugfix1 Released: Just a little fix for an unlike bug on a lobby and a silly typo. I think I'm going to start adding new content tomorrow unless there is some sort of catastrophic bug report during the next hours.
Bugfix2 Released: This one fixes sold units that didn't disappear, a couple of crashes and other small things.
Change Log:
-Players can now start as or become outcasts during the course of the game. Forcing them to wander the different territories while persecuted and exposed to greater dangers.
-Every territory has new dangers for outcasts and 2 new encounters for all players in addition to their 10 old ones.
-Each territory has an ability, trade or skill that the player can learn while visiting and employ in the future either at home or while visiting other territories. Players will be able to do anything from conjuration rituals to experimenting on corpses, prophesying the end of the world or drawing action comics.
-Seafaring skill has been changed into Ferrying. Representing each unit's capacity to carry goods and individuals overseas rather than the unit's seaworthiness.
-Added maritime trade. You can now buy trade licenses and use units with Ferrying value to engage in overseas trade. Local Tendencies and other fronts' variables influence your profits.
-Preliminary oversea fronts are now realized and visible in the "Colony" screen.
-Explorer players have been changed into Merchant Venturers. They start with "a battered freighter" and a Ferrying value of 35, allowing them to engage in maritime trade right away.
-You can now export units that you manufacture and train. The return will depend on the unit's Size, it's Experience and other oversea fronts' values.
-Instant afflictions have been replaced with an expanded Weariness system. You won't lose stats automatically anymore, instead your character will have to have over 100 Weariness before afflictions can take place.
-Certain actions can now lower your Weariness and the Local Tension while visiting territories or staying home.
-Renascents will rarely become unavailable when staying at home, providing more flavour.
-"Hanging around" with a renascent is not completely useless anymore. It will lower your Weariness depending on how generally nice the renascent in question is.
-When losing at the Shelter/Refuge, you will be kicked into outcast mode instead of automatically losing the game.
-Lovers will now miss you while you are outcast. This will show you different flavour messages but will bear no real effect.
-4 new lobbies were added to the game.
- Lots of important bugfixes and minor tweaks.
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This sounds really interesting, I will be sure to check it out.
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Having dl'ed this a couple releases back I can say with certainty that it is really interesting. You won't find too many games like this one.
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Hotfix #3 is out to fix up a few bits---best to redownload.
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10-31-13
Previous savegames are compatible.
This release fixes a few non-critical bugs that were late to the party. It also adds some token content in the form of a couple of units, both having Ferrying capacity to make ferrying units a little more likely to come upon.
The main change you'll notice, however, is that you'll start as "Unknown" instead of philanthropist, hedonist or ruthless. This means you'll actually have to prove your character through your actions now, but you'll be much more likely to be perceived as having the character of your choice, so it'll take an active effort to keep a façade.
Presently, this is a little bothersome, as it means you won't be able to date characters right away. The way you are perceived by others, however, will have a significant impact starting from the next release. So stay tuned to see how will this benefit you in the future!
(hint: think politics)
Change Log:
-Changed reputation. Your character will start as "Unknown", but will also be more likely to be perceived as what he or she really is.
-You can now cancel the use of an ability and choose other actions when in a territory.
-2 new units were added.
- Fixed more bugs and crashes, made a few things a little clearer.
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2-10-14
Previous savegames are not compatible.
You know, somehow this release feels disappointing to me, but I guess not all releases can have a new game mode in them.
There hasn't been any real focus in this release, I started with the enemy activity and seeing that it should be relatively straightforward I started to work on as many long lasting player concerns as I could remember.
One important note when playing as a governor; remember that for now own owning a Fortress or Dungeon will lower local tension faster and that if you control all territories, you'll get +0.5 Merit each week.
That's pretty much all there is to say about this release, the change log is long enough as it is.
Enjoy!
It's not as fun as previous ones when you get to do new stuff from the very start of the game, but at least there is difficulty escalation and there aren't duplicated territories anymore.
Let me know if you find any other broken stuff.
Change Log:
* Enemy Activity: Enemy units and lobbies will now create emplacements in enemy territories to further their goals. The emplacements are shown under the "Interests" screen and can be searched by your units by selecting a territory with suspicious activity in it.
* Rescuing Renascents: When renascents are defeated, they don't just disappear anymore. There will now be a very high chance of them turning up trapped in some manner in one of the colony's territories. They can be rescued by visiting that territory. Two or Three renascents will start each game lost inside the colony in this way.
* Useful Lovers: There is a 25% chance that, after each encounter with a lover, you'll get an additional outcome from the relationship. The chances of getting positive or negative outcomes vary each time you start dating a character and you'll be able to dump them after each negative event. Wooing characters will also slightly reduce your weariness. To make up for the advantages of having lovers, players "interested in none" will get small, steady reductions of weariness and local tension.
* Enemy Economy: The enemy has a finite amount of resources now that they'll employ in a variety of ways. Most often in creating new emplacements.
* Reusable Relics: Relics now have more flavour once they are completed and up to three of them can be sealed and stored to be used in the following journeys by the same player, at a very high reactivation cost in Arkhe.
* Corridor Diplomacy: Sometimes you'll be able to approach lobbies before a voting to try to earn their favours if you are perceived as having the same character than the lobby.
* Gifts/Bribes: You'll now be able to give your furniture as a present to any lobby in exchange for favours. You can also store up to 4 pieces of furniture instead of 2.
* Difficulty Escalation: Collecting the relic pieces will get progressively harder and failure to do it will increase local tension. Lobbies will now also detect negative immigration rates and react more aggressively against them. Enemy units will also eventually stop attacking you upfront if you prove to be much stronger and stronger enemy units will tend to be deployed in territories with higher Arkhe reserves.
* Focus on Conquest: When you have a Fortress or Dungeon, local tension will decrease much faster. Additionally, owning all of the colony's territories will give you 0.5 Merit each week.
* Belligerence Value: There is now be a local belligerence value influenced by the different types of lobbies in the colony. A positive value will allow you to get away with more violent actions, while a negative one will allow you to play more peacefully.
* Mini Tutorials: Very bare bones guidelines for players will appear at the start of each game for players other than outcasts.
* Lore Screen: The lore posts have been put into a new in-game screen for quick reference.
* Charging Tolls: When you confront and defeat an enemy inside your territory, you'll get a third option enabling you to charge a toll, that is, rob them. This money will vary depending on the unit's size and the total enemy wealth, from which the money will come.
* Expanded Appearance: Characters will now have 3 visible traits instead of 2. Players will also be able to re-roll their avatar's appearance as many times as they want at the start of the game.
* Unique Territories: You shouldn't be getting any more duplicated territories in the same game.
* 4 new lobbies, 1 new relic, 2 new units and 1 new territory were added.
* Several minor tweaks and bug fixes.
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Another good news. I played a lot in Anamnesis (...the other day) and I remember that it was great. The new version can encourage me to return to Anamnesis.
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2/21
Previous savegames are not compatible.
I was just going to make some interfaces a little clearer, but we ended up with 2 new interesting features that give some more strategic depth to the game and make all those decreases in local tension a little more useful when you're already at 0.
Game overs won't automatically finish the game now either, but their consequences might work against you in future cycles, so you should still try to avoid them.
Not much more to say, enjoy.
Change Log:
Extended Endgames: A game over won't end the game, instead it'll allow your enemies to seize the relic and use it against you in future cycles if they gather enough wealth to bring it back. Likewise, any kind of victory will give you the relic for future cycles.
Justified Attacks: Local Tension can go into negative values now, allowing you the chance in some instances to attack without fear of retaliation for a limited time.
A few elements of the interface have been made clearer.
2 new units and 1 new territory were added.
A few minor tweaks and bug fixes.
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3/4
Previous savegames are not compatible.
There, that's 47 hours, just on time!
Though I admit I stalled playing a few testing games.
This is a weird release halfway between a minor and a mayor one. It incorporates a couple of new important features, but they are not fully realized yet, so I don't know what to make of it or whether I'll bother to announce it outside of the blog.
I might just wait until there are more things to do with aristocrats before sharing it.
Meanwhile, enjoy the release and let me know if something's too broken.
Change Log:
Basic Banking: You can provide loans and ask for them at different interest rates or in exchange of favours.
Bare Bones Independent Aristocrats: You can meet independent aristocrats before a voting and keep in touch with them through correspondence, but they're underdeveloped yet.
Maritime trade will now require an initial investment to buy the wares, dependant on the area's wealth. Merchant venturers now start with a little more Arkhe.
When being an outcast, you'll get a re-roll after failing to hide from an enemy, but you'll have to leave the territory if you chose to do it.
If an enemy territory is destroyed, the occupying unit will now go on the offensive.
Local belligerence will have a small influence on investments, trade and loans. The lesser belligerence, the better for business.
You can now buy land through envoys even from monster units.
Your character will get 2 extra appearance slots and one slot more for gear and clothes.
Lots of small fixes and tweaks, especially in the late game.
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I'm looking around for games that implement some sort of reputation system and it looks like you have a bit of that in Anamnesis. What is your system like and do you think it adds a lot to the game?
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I'm looking around for games that implement some sort of reputation system and it looks like you have a bit of that in Anamnesis. What is your system like and do you think it adds a lot to the game?
I can't guarantee this is the kind of reputation system you're looking for, but I'd say reputation is rather important for most in-game endeavours, although there are a few courses of action you can follow to largely avoid depending on it.
There are actually a few reputation systems rather than one. Merits are very important, as they are one of the two main currencies of the game and they allow the player to exert greater political power. There is then the more fickle perception of your character, which can change depending on your actions and affects in a rather smaller measure your interactions with different organizations and individuals. Finally there are the nicknames given to your character, again depending on your actions, but having no bearing with the rest of the game.
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3/21/14
Previous savegames are compatible.
Another medium/short range release to further stabilize the game and incorporate some of the suggested features to make the game more user friendly.
I apologize for the troubles these bugs might have caused, but it was quite a while since I got so much feedback, so there were 3 releases' worth of bugs by now.
Change Log:
Aristocrats now provide flavour messages while visiting you, the effects of those visits have also been increased.
Training of units is now automatized. They'll train whenever their Weariness is 0.
Outcasts will now reduce Weariness slightly if they are in a territory that matches their origin.
Independent aristocrats will now defend whichever population, influenced or stalwart, is being more actively persecuted.
Players with no Merit are now still able to visit territories, causing instead a small increase in Local Tension.
Reworked the "Interests" screen to show more information.
Outcasts won't have to stay in a territory anymore for dozens of turns due to the RNG.
You can resize the game's window now.
1 new relic was added.
Several small fixes and tweaks.
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8/3/14
Previous savegames are not compatible.
I'd say that was about enough delays, so here, have a new version.
Honestly, I'm not quite satisfied with this release, but I guess not all releases can have a brand new game mode. It also took a lot longer than expected to finish, in part because of unrelated stuff and in part because of a lingering lack of motivation. I'll try to fix this lack of motivation by adding something nice in the next big release that will make development interesting once more.
There are so many fun things to pick from in the development goals...
Change Log:
Detailed Afflictions: Weariness over 100 will now give you afflictions instead of simply lowering your stats. The effects of these afflictions are varied and detailed, with a different one for each territory and 1 generic affliction for each of the 2 factions.
Basic City-Building: You can claim land in the Projects menu after occupying a territory or buy it from local aristocrats. You'll be able to either sell this land or build housing and assets in them. Housing will create a core of loyal colonists, while assets may yield different bonuses or penalties. Assets can be acquired through your learned abilities or by inviting local aristocrats once you have enough land. Assets require a Fortress/Dungeon and they are affected by the tendencies' values. If your base accumulates over 100 Weariness, assets and housing will start to suffer as well.
Piracy: There is now a pseudo-territory named The High Seas where naval combat takes place. Attacking units with ferrying capacity will threaten any maritime commerce you are carrying at the time. Wandering enemy units will also yield a loot relative to their ferrying capacity if confronted and defeated.
Local aristocrats must be invited before you can carry any other action with them. Good furniture and lavish expending can give you better chances while negotiating with them. Their fortunes also fluctuate depending on voting results.
You now need at least 10 Merit to be summoned to a voting. This is part of an ongoing effort to introduce players to the different mechanics of the game more gradually.
Enemies are now aware of strategic advantages and disadvantages and act accordingly.
1 new territory was added.
4 new units were added.
Several small fixes and tweaks.
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11/28/15 8)
Previous savegames are not compatible.
Not even 16 months later, a new version of Anamnesis has arrived!
As those of you following the blog know, there have been a series of circumstances leading to me focusing on other matters. Presently I kind of have some free time to invest on the game, which might or might not change in the near future.
During the following days it'd be all about bugfixing and, if time allows it, adding some token new content. After that, I think it's about time to put up a new poll to ask you what you believe should be the new focus of development.
A lot of new systems have been added at once so you'll surely find bugs, just hopefully not the outcast limbo one, which has been fixed for the third or forth time now.
Enjoy the release!
Change Log:
Espionage and Counterespionage: You can now Investigate/Stalk local aristocrats for a variety of outcomes, including personal gain, murder and blackmail. These events vary from one unit and aristocrat to each other. Likewise, some aristocrats will actually be double agents, amplifying any negative effect you suffer and making espionage harder for you, you'll have to investigate them to smoke the traitors out.
Enhanced Local Aristocrats: They'll die or leave over time, have their own Merits and have lobby affiliations. You will also be able to control them through espionage or by buying their debts. Under your control, you'll be able to use their voting power if they are independent or otherwise help or hinder the lobby they belong to.
Converting Enemy Units: Befriended Renascents will be available for all tasks at no cost, including combat. Other units can now also be converted by negotiating with them and spending some Merits, but their random events will remain the same, often negative ones for you.
Lobby Affiliation: You can now be offered to join a lobby depending on the way your character is perceived by others. They will cast your votes in your name, but you'll receive a small amount of favours in exchange. Joining a lobby also generates positive and negative events into which you'll be pressured to partake least you lose favours in the lobby. Being in charge of said lobby will allow you to choose what to do in these events and often pocket plenty of money and Merits for yourself.
Lobby Units and Proxy Forces: Lobbies now have independent units that aid or hinder you choosing to conquer or attack territories on their own if Local Tension is high enough. You can also employ these forces for military purposes or to carry projects out by spending favours owed to you by their lobby. Enemy lobbies might also form enemy armies if Local Tension is over 100.
Raising Children and Cycle Continuity: Sometimes you will be given the chance to raise a child when wooing lovers. They might cost you Weariness and/or Arkhe on a weekly basis, but either they or their descendants have a chance to become friendly local aristocrats likely to help you in the next game cycle. Depending on how many successful aristocratic descendants you have, you'll start off in a better or worse position in the next cycle. If you have no descendants, you'll instead recover part of your previous cycle's wealth, allowing you to start better or worse off as well.
You are now only shown 2 pieces at the start of each game, the rest will appear over time.
You get to chose which stats will increase and decrease more readily at the beginning of the game. You can also choose them at random or chose to be bad at everything for extra fun.
Pressing the "V" key in-game will activate the self-voicing feature, in this mode you can press up and down to read out the text on each object.
Old bugs fixed and new bugs to be discovered!
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Yay! ^^
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"Nobody`s longing for you here"
It`s one of these games that I only played a few times, yet is strictly a top shelf affair. Glad the dev is back on it, 16 months was quite a (worrying) chunk of time.
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12/9/16 Update 8)
Previous savegames are not compatible.
There, narrowly avoided spending a whole year without a new version.
Turns out the new territory events add exactly 360 events for a new total of 1461, counting abilities and the events related to renascents. Of course there is a lot of overlapping, so it's a useless number, but you have plenty of time to count things up when you are proofreading and the mind tends to drift like that.
The game's world should be more dynamic now, reacting to the player's actions as well as those of other previous and new actors in a broader way, bearing more consequences for the player.
If you've been following the progress through the "Working on..." list, you probably noticed that the bulk of the work has been done in these past few months, so future versions shouldn't take as long unless stuff happens again.
As usual, I'll now first wait a few days for critical bug reports. Then I'll add a little more token content while waiting for delayed reports and then move on to these new features I've been looking forward to add for over a month now.
Enjoy!
Bugfix1 Released: Fixed the problems that prevented the proper display of events in The Gold Trail and those that made opium addicts at The Sleepy Valley give you money for free.
Change Log:
Overseas territories are now ruled by a local lobby that enacts policies following an agenda.
Added global belligerence value, capable to cause or end worldwide armed conflicts among The Court and The Influence, causing an increase in tensions, attacks and sometimes the culling of populations.
Added expensive overseas campaigns under "Projects" that will allow the players with something larger than an Outstation/Hideout to weaken, strengthen or overthrow overseas lobbies. These projects might result in attacks by the ruling lobbies in the mainland.
Added trade monopolies and rival traders: Your revenue trading with certain kinds of goods will be affected by how many other traders have a license, which will be shown in the trade licenses menu. Being the sole trader will grant you a monopoly that will double your profits. You'll be able to maintain said monopoly by blocking the access of new traders at the cost of Merits.
If the entire colony's population is Influenced or Stalwart, the game won't end. Instead, players can have the perceived character of "Acclaimed" if the entire colony's population is sympathetic to their faction, causing Merits, Weariness and Local Tension bonuses as well as allowing the players to impress and woo everybody. If the entire population belongs to the other faction, the player's perceived character will change to "Shunned", bearing the opposite effects.
Overseas governments might ask for large loans for a number of reasons. All active loans will now also be shown in one screen in the "Correspondence" menu.
Added societal development value: Shown in the Colony screen and dependent on the colony's population. A high value will make murder and violence more frowned upon and lower your Weariness and that of all terrains over time. A value of 0 at under 5000 inhabitants will cause the collapse of politics and a gradual detriment of all infrastructure, but more impudence for violence.
Characters can change their behaviour (Philanthropist, Hedonist or Ruthless) during the game using an innate ability at the cost of 1 Merit, making different actions available or unavailable while in territories and making it easier to be perceived as the desired character kind.
Added 6 more events per territory, many of them exclusive to one kind of character behaviour, or to the current Merits of your character. Each territory now has 1 event for desperate characters with under 0 Merits.
Some territory events will now be more or less likely to appear if the territory has an anomaly. Some events will also be modified by these anomalies.
The destruction of territories now causes a loss of population relative to how many other territories remain for those affected to relocate.
Unattended anomalies now have a 50% chance of being solved by lobbies. Anomalies are also not so harsh and more common.
Local tendencies (science, mysticism, etc) now modify the chance of related events being available when visiting a territory.
Events that would change a stat you already maxed out or your perceived character to something you already have will instead grant you Weariness or Local Tension bonuses.
Your units will now enter combat with a supply penalty if your total Arkhe is 0 or less. Enemy units are subject to the same penalty if the enemy has 0 total wealth.
Enemy units left occupying a territory or working for an enemy lobby at the end of a cycle will get a boost of Experience for the following cycles.
Lobbies will now change their units according to their power or if the player captures their current one during an attack. In this last case, they'll also lose power relative to the unit's value.
Joining or leaving lobbies now might have varying immediate consequences.
The cost of maintaining trade licenses and units are now shown next to their respective menus.
4 new lobbies.
Fixed several old issues, but probably added new bugs.
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4/29/17
Previous savegames are not compatible.
There aren't many new features in this release but they do change the game quite a bit.
Feyfolk grant players a new layer of exploration and the chance to meddle with things beyond their understanding, which is always fun and can never go wrong. The collapse of society will allow you to see familiar territories through a new perspective and opens up some new possibilities as well. Finally, the job offers, sales and invitations will give adventurers some sense of direction while allowing them to earn some more money and better develop themselves.
As previously mentioned however, I'm going to be pretty busy until July, so we probably won't see any new complex feature added to the game until then. After the usual wait period for bug reports I'll probably just add content or maybe even simple features depending on how some recent ideas end shaping up.
Change Log:
Procedural feyfolk meddling with the affairs of the colony. They can be studied through related territory events and the player can bind them to gain power or vanish them using relics. Their information is displayed in a new data screen.
Society will collapse when the population decreases to below 100, changing the events available in territories and halting politics, but increasing feyfolk activity.
Job offers, invitations and sales will appear at random depending on the societal development of the colony and the amount of aristocrats with which you keep in contact. They will allow players to earn more from those jobs or buy items at lower prices for a number of weeks. They are displayed in a new placeholder information screen.
You can now sometimes get items (such as weapons, furniture, defences, etc) of slightly increased quality from the same action.
You now get a free unit when you buy them on details.
2 new units.
Several bug fixes, including those related to trading Cultism related goods and finishing a cycle with unfinished projects.
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10/27/17
Previous savegames are not compatible.
The latest features do not add a whole lot of new content but put together they seem to bring enough interesting gameplay changes to the table to merit their own release, so there you go.
Perhaps I should have given some kind of Halloween theme to the release or something since it seems to be all the rage at the moment, maybe adding jack-o-lanterns to the background or something, but instead I decided to shudder at the idea.
Change Log:
* Latent Doom System: A series of initially harmless events that will get more dangerous and frequent as more territories of the colony are destroyed, eventually spiraling out of control and potentially destroying the entire colony.
* Playable Emperors/Empresses: Proclaiming yourself one does not end the game, instead giving you absolute power over voting proposals, the power to banish other aristocrats at whim as well as giving you taxes revenues and the ability to economically plunder the colony for your own benefit. You'll also get an Imperial Palace as homebase, which you can rebuild if destroyed as long as you remain in power. Abdicating is also an option.
* Social Context: A new social context will come into effect after each game cycle, altering the rules of the game sometimes drastically and sometimes insignificantly, changing what others wear, the costs of living or what the player is allowed to do or not. Up to 3 of these social contexts can be combined in any given cycle. They can be seen in the Current Affairs information screen.
* Stock Exchange: You can now buy and sell mainland holdings from the Investments menu. Their price fluctuates along with the target territory's Economy value allowing you to buy low and sell high, as well as earning dividends. These holdings have a chance of being available to you in following cycles if the territory's Instability is low and it is controlled by an allied lobby.
* Advanced Start: You now have the chance to start with 3 social contexts already in effect and without the mini-tutorial tips.
* Feyfolk can grant new powers, such as fey visions and your own empire.
* Units, aristocrats and lovers, especially long-lasting ones, can now sometimes become resentful when you break contact with them and cause Local Tension to increase.
* Investing blindly in local ventures that haven't been tried before is still as risky, but more profitable.
* Decoys are now called Ruses.
* 22 initial social contexts.
* 10 initial latent dooms.
* 1 new relic.
* 6 new units.
* Several bug fixes and tweaks.