Well... It is a bit late, than planed, about month or so, but whats done is done.
Here is 0.0.5 version.
I'll put plans for 0.0.6 soon.
Link:
linkList of changes(all that I remember):
Changes and additions:
* Butchery (you can butcher defeated enemies, separating the limbs).
* Basic cooking, you can smoke meat on campfire.
* Pop-ups(adjusted to the size and font).
* Inventory has been changed. Here is lot of work to do, but now It is not so inscrutable as mysterious ancient Egyptian writings.And free slots, yes, free slots!
* Completely redesigned character creation.
* Helmets and boots, and gauntlets etc.
* Boots affects speed.
* Time and Date. We have 20 months, 18 days each in FFHtR.
* Merchants update their trade goods every month.
* Font changed. (looks a bit better).
Creatures with less than 4 INT can not talk (done as preparation for the domesticated animals, and possible troubles for PC and NPC). (Any animal who has more than 4 INT, got the ability to speak, but it's magical, animal, I think).
* Random encounters: Calculated on the fly, depending on the global map object zones of influence.
* Wild animals (predators) and domesticated animals (like cows etc).
* The dialogues got new commands:
-Ask character yes / no, check whether the player got specified amount of money or skill. give/ take money, heal for player, etc
* New colors for fonts.
* Unique creatures and treasure chests now in Res\Custom TXT files.
* Merchant profiles now in Res\Custom TXT files, too.
* New item class «MEDICINE» appeared. Medical potions, and all the remedies. (old style healing potions will disappear in new version).
* Healing potions now also have a cooldown, but less than magic.
* Cave generator – now it looks like caves and not like ant nest.
* It is possible to eat and drink without opening inventory. (it was easy ti implement, but so comfortable.)
* Basic Crafting (smoking meat, collecting plants etc).
* Satiation and hunger.
* Ranged weapons now works! Really!
Graphics:
New terrain tiles from XVs (goodsir). Game automatically makes map from tiles.
New goblin tileset from Toth.
Different tiles for classes and heroes. (well, we don’t have this tiles, but game can use them, if they would be! Anyone, knows pixelart? ;-) ).
Now FFHtR better using video memory. Drawing speed enchanted.
Perk:
Silent Echo - (Balreraph perk) your character share madness with his/here master.
Crazed – Lunatic perk. Gives leveled “Enraged” state in combat.
Gift of Succelus – elfs only perk, doesn’t give anything on start, but would be needed for different selectable perks and so on.
Gift of angels – humans only perk, doesn’t give anything on start, but would be needed for different selectable perks and so on.
Greedy – Khazad faction perk. Gives free Greed skill and bonus for this. Khazad carefully searching for money, so they’ll get additional worth for every coin they find, also, this perk affects different money related situations.
Bretteur – Character got nice bonuses to attack and defense when fighting only one creature at time (no more monsters nearby. Use harlequin high speed, corridors and Tricks to get it).
Fallow - (no need to eat and drink(also your character doesn’t need to drink in this version at all). (nobody start with this perk)
New Skill Class:
Concentration – character gains concentration while fighting and can use it for different combat moves.
Social – mercantile, greed etc.
Greed – check Greedy perk description.
New Skills in existing classes:
Hunting
Exploration – finding hidden locations on global map and enlarge exploration radius.
Camping – creates better camping sites. You will get more safe and better place, for example some food or ingredients.
Acrobatic
Circus tricks – harlequin skill, allows to jump and other acrobatic tricks. Character would be fatigued by using such skills and actions, right now it limitless. There is hidden variable , fatigue, but it doesn’t affects anything, right now.
New classes and changes in existing ones:
Lunatic – crazed warrior from Overlords asylum.
Harlequin – got circus tricks skill, that gives this class more control of combat tactics.
Hunter and thief – hunters starts with bow skill and thief stars with crossbow skill.
Also hunter has all “Hunting” skills.
New GUI, windows etc
Fixes (bugs and etc):
* Tech level determines not only the best possible material for item, but also poorest. It prevents low-end materials for advanced factions.
* Quality setting wasn’t used for merchants and treasure chests.
* Creature natural armor wasn’t used in combat.
* Sometimes screen flipping shows old screen data.
* Monsters “alarm” has been changed. Monsters from other side of the wall would not be alarmed and clutter pathfinding.
* Creature may get skills they are not allowed to have.
* Traveling from/ to global map/ local map doesn’t resets lockpicks and ammo.
* You still can shoot yourself, but now game will ask about it.
* You can leave map by “bumping” map borders.
* Message log showed old messages sometimes.
* Monsters couldn’t “caught” PC sometimes.
* Weapon/ armor rebalancing/ renaming etc.
* Balancing quality and material. (kipar).
* Skillpoints and experience were rebalanced. (kipar).
* The appearance «BLANC» item a thief.
* New corpses (for cooking, Bon appetite!).
* Found (and eliminated!) bug, when sidebar, at a resolution of 1024x768 occupied half the screen.
* Fixed typo with «you / your» messages in combat and couple of other minor typos.
* Player is no longer talking to the NPC like idiots, repeating his questions three times.
* Melee (brawling) is no longer such am IMBA as it was. Thus, the danger of low-level monsters dramatically decreased. (1,5 goblin will not dismantle the player in one stroke).
More advanced melee will be dangerous, but It is not available for every Tom, Dick and Harry.
* Message that the merchant don’t want to buy anything from player or visa versa. It was not obvious.
* Improved text windows.
* New system saves. You can select «softcore» =) gamemode.
* «V» menu is available wherever Its possible.
* Fixed frezing bugs.