By some ill-boding twist of fate (yet, ill-boding still unbeknownst to whom), you'd gleaned the location of an infamous fugitive. So you found yourself down at Arken Jailhouse, at least to ogle the Wanted-poster and count your options, as well as your leads …Hello, bois and gyrls, it's story time again. I just put up a new version of LoSt on Dropbox. Get it here:
Download Land of Strangers #12The development blog has a
post about the release. It's a pretty big one, I guess. There are a lot of changes in relation to older versions. My personal favorite is probably that you can now rest at a (currently unique) saloon to heal long-term wounds. This costs cash, and you have to make sure that the saloon keeper stays alive. (If not, who is going to put chocolate on your pillow in the morning? Later versions will include several resting hubs in each game world, so a little bar brawl won't necessarily be a biggie.) The resting system is quite basic now, but opens up for some of the feature ideas I've been having for years.
The world still feels a bit uninhabited and samey, but I put in an obvious "mission". It's included to add a sense of purpose and to prototype some of the new systems (advanced players: play as mudfaced goons with populism and try to shoot the sheriff instead). My hope now is to work on adding more missions and other points of interest that can be randomized and mashed together for every new game to create some kind of unique "world lore" for each Land.
There are some bugs sticking in the release, of course. The graphics engine has some general issues, but I decided to leave a lot of that for now. Some last minute changes did introduce even more weirdnesses, however, so I hope the rendering doesn't get too confusing to look at. I'll try to add some quick fixes to make sure all actors are always visible, and that speech scrolls display in a more proper order; and perhaps save the much-needed refactoring for later
Be that as it may, I'll just leave the changelog below.
As always,
Minotauros
CHANGELOG #12
* SYSTEM: Started work on travelogue mode (zoomed out overworld map)
* SYSTEM: Scaled everything up a bit in size (world generation and tactics)
* SYSTEM: Added base system for boons (quests and achievements)
* SYSTEM: Added long-term resting (incomplete)
* SYSTEM: Added individual reputation stat for Critters (incomplete)
* SYSTEM: Added system for dynamic nicknames (incomplete)
* SYSTEM: Placeholder system for experience and shtick acquisition (temporary)
* SYSTEM: Disabled sprinting (temporary)
* SYSTEM: Drop/pickup now works on adjacent tiles
* SYSTEM: Give items by dropping them onto an adjacent NPC
* SYSTEM: Replaced wound system with a flat "grit" meter of bruises/injuries
* SYSTEM: Interrupted attacks not blocked, but always graze/go wild
* SYSTEM: Increased inventory space
* SYSTEM: Flumadiddling (inventory handling) now counts as a free action
* SYSTEM: Flumadiddling with cocked guns can be dangerous
* SYSTEM: Better support for instantaneous events
* SYSTEM: Perks and skills merged to one category, shticks
* SYSTEM: Character generation changed to reflect new shtick system
* SYSTEM: (testing) Set all shtick costs to 1 point in character generation
* SYSTEM: Kits for unarmed combat moddable (like prefixed guns etc.)
* CONTENT: Start game in Arken Town, a small settlement
* CONTENT: Basic bounty: Bring a wanted bandit to justice
* CONTENT: Changed intro text to reflect sample, soft "win condition"
* CONTENT: Simple rivers and mountains added as climate types
* CONTENT: Added some props: [redacted] and more
* CONTENT: New shticks: Muster, Circle blow, The breathing way, Leatherbrain
* CONTENT: Made bricks stackable and gave them stats as thrown weapons
* CONTENT: Derringers and pepperbox guns are now two separate types
* CONTENT: Changed effect of adrenaline syringe to: heal all bruises
* CONTENT: Changed effect of bleeding to: inflict all bruises as wounds
* CONTENT: Changed feel no pain to: always heal for 3 turns
* CONTENT: Changed war wound to: increase chance of wounds healing badly
* CONTENT: Changed tough as nails to: decrease chance of healing badly
* CONTENT: Removed Swordfighter career, added Barber instead
* UI: Started to implement mouse support (incomplete)
* UI: Configuration wizard for first-time players
* UI: Message log now oriented to center of the menu
* UI: Message log not flushed between turns
* UI: Added option to cancel character creation mid-process
* UI: Replaced dual-button system with main button (experimental)
* UI: Separate shortcut keys for inventory (default [F1-F10])
* UI: Shortcut [G] and [,] to get/give/drop command
* UI: Commands to zoom in/out on map
* UI: Menus reorganized to put option 0 on top
* UI: Scrolling menus are still ugly and buggy, but less buggy
* UI: Distinct animation for grazes and several other events/effects
* UI: Support for onomatopoeta (sound effects) on tactical map
* UI: Added colored messages (signals pleased/annoyed status)
* UI: Speech scrolls now take a few seconds to fade out when dismissed
* UI: Removed all non-free fonts from the game
* UI: Modified font (Linux Biolinum) for better unicode support
* UI: Redid the in-game character sheet a bit
* UI: Disabled player survey (at least for now)
* UI: Removed obsolete manual (temporarily)
* UI: (debug) print_me() to log/stdout when looking at beings slightly prettier
* UI: (debug) Game now makes a backup log when the game crashes
* WORLD GENERATION: Place templates can contain player's starting position
* WORLD GENERATION: Merged Region and Climate classes
* WORLD GENERATION: Added Superregion class (named region on the map)
* WORLD GENERATION: Region name generation takes climate etc. into account
* WORLD GENERATION: Lots(!) of small and big changes to how the world is built
* AI: States can be pure switches
* AI: State machine can remember several distinct targets at once
* AI: Can prompt the player to choose an alternative and react accordingly
* AI: Can test (simple) scripted conditions directly from the data files
* AI: Some tactical changes to reflect new combat systems (incomplete)
* BUG: Time system with simultaneous actions wasn't simultaneous
* BUG: Shtick descriptions weren't displayed during character generation
* BUG: Sometimes crashed when critter ai had no target
* BUG: Game crashed with manually inputed world seeds
* BUG: Trying to draw off screen crashed (hopefully fixed)
* BUG: Various other small bugs that would crash for no reason
* BUG: Post mortem "screensaver mode" sometimes hung
* BUG: Impossible to demolish house walls
* BUG: Certain places didn't spawn at all
* BUG: Savescumming may have been buggy, should now be more fool proof
* BUG: Help screen didn't print command keys properly
* BUG: Game window sometimes started maximized when it should not
* BUG: Reset some attributes when patching beings with certain kits
* BUG: Some speech scrolls were rendered twice (fixed, but reappeared )-:
* BUG: Some speech scrolls didn't get painted to the map
* BUG: Speech scrolls flickered for a split second between turns
* BUG: Sprites disappear when several gets drawn to the same hex
* BUG: Certain "steppable" objects, like thorns, didn't work properly
* BUG: Random characters always started with "animal friend" shtick
* BUG: Character sheet listed inventory's kit names instead of prop titles
* BUG: Typo in /kits/desert_life/brains.yug made tool wielders unable to attack
* BUG: Dilettante sometimes got same skill twice
* BUG: Attack forms without crit effects did no damage on crit hit
* BUG: Typos: "pilarist", "omniscinet", "likelyhood", and a few more ...