****I apologize for the late Patreon Update. They were doing site maintenance so I couldn't post anything****
Hey everyone!
Welp, it's finally update day! Woo! Sorry about it being a little late in the evening, I had class all day and today is one of my longer days. I'm there from eight in the morning to four in the afternewn. Ugh. Anyway, there is a lot to discuss and talk about so I'm gonna go ahead and jump right into it. @_@ So of these I will semi-go into since I've gone into them already in previous progress reports.
Weather System-Night-Day Cycle-Location:
The game officially has a Weather System now, all of which have been described in full in the game's, "Help Guide". You can also semi-test this feature once you reach the "Winding Wood" room. So check it out if you're interested. The idea behind it is that TOD (Time of Day) will change every time you enter a new room, except under special conditions. Here are the previous descriptions of the said systems below---
Clear: Clear Skies. This weather pattern is the easiest one for the player to deal with as it has no detriments to the environment or to vendors/shops or travel encounters. It's the most common weather pattern as well and has a 50% chance of procing.
Cloudy: Cloudy Skies. This weather pattern is the next common and by itself has no detriments to the player or to the environment/vendors/shops/NPCs or travel encounters. However, there is a 50% chance that when this weather pattern is activated that it will rain as well. If rain does proc, then there is a 30% chance that it will stop at turn 100, but if it does not proc then there is a 30% chance that at turn 100 it will proc. Obviously, rain has a 3% chance per turn to make the player adopt a "Cold Status/Condition". Rain will also affect travel as some areas will flood and force the player to detour, otherwise risking there lives/health to push through. Some vendors and travel events will also be cancelled due to rain as well.
Storm: Storming Out. This weather pattern is the least common but most severe and will have several detriments against the player; it affects travel areas causing them to flood and increasing the risk of crossing, player agility will be reduced as well, areas that are not prone to flooding may flood as well and climbing becomes riskier. Some vendors and travel events will also be affected by stormy weather. Stormy weather can also refer to lightning and thunder, as well as snow storms (depending on the player's location).
Location: Location refers to the player's current location, whether "Inside" or "Outside". If the player is Inside a location they aren't likely to be affected by weather conditions, although the descriptions will change as a result of the weather conditions. Outside Locations are likely to be affected by weather conditions.
Day/Night System:
The game also officially has a Night/Day Cycle System now. There are four distinct time of day's now, which will begin affecting the player the moment they exit "The Edge" and begin the "Whispering Thicket" area. All times of the day will affect room descriptions. The time of day's are:
Morning: Early Morning. Most of these are pretty self explanatory, but anytime that the player exits a room (starting in the "Whispering Thicket" area, the time of day will shift/change. It will always move in this typical order: Morning ----> Midday -----> Evening ----> Night -----> Morning. The time of day will affect some travel events, shops/vendors/npcs.
Midday: Afternoon. Self-explanatory. The time of day will affect some travel events, shops/vendors/npcs.
Evening: Evening. Self-explanatory. The time of day will affect some travel events, shops/vendors/npcs.
Night: Night. Night-time will be particularly important to the player. Generally, most shops/vendors will be closed at night and sometimes there will be specific night-time events (but once in a while you'll be able to find certain/specific shops and vendors ONLY at night, so keep an eye out)! Also, I haven't decided if the player will be able to move in the middle of the night, but if so, then I might design it that if you try to travel at night, you'll be moved to a random spot in the area that you are currently exploring. If I go with not allowing the player to move, then the player will need to "rest" in order to make "morning" happen. The player will eventually be able to make fires as well (if they have the supplies to do so) and in colder locations without as fire at night, you're character will adopt a "Cold Status/Condition" which can lead to a "Sick Status/Condition".
Location: As mentioned above, this refers to the player's current location, whether "Inside" or "Outside". If the player is Inside a certain location then night time conditions might not affect them (like getting "cold", for example) and will allow them to move around Inside of that location.
Resist and Max Carry Customization:
Your static "Max Carry" and "Resist" stats are now determined in the Character Creation Process; in short, this means they are no longer fixed in place and can be determined by the player and boosted by the player however they wish. Essentially, this means in one playthrough you might be granted a bigger Resist pool and in others you may have a larger starting "Max Carry". You can also increased Resist in the Quest rewards too. Once implemented, Resting will also give a 15-25% chance to give additional Resist too that way you'll never have to scramble to get it.
Modified Quest Rewards:
Not much is different on this front but as I mentioned above you can now exceed 3 Resist. Choosing this option in the Quest Rewards will also increase the attribute by +2. I believe it's also the same for Max Carry. You'll now receive a +2. I figured this should further help customization of your unique character in the game's world.
Whispering Thicket Concept Map:
In case some of you missed it in the middle of the month or are newcomers to Apocamorphosis, I essentially added a concept map of the next area of the game, which is called the "Whispering Thicket". The player starts off in the Winding Wood which is the very bottom middle square (not the lonely square at the bottom, the one above it). The main area itself will have about 45 rooms; a lot of them will be affected by weather and special random travel events. The entire area is about 150 miles long travel time which should take about 3 days of travel on foot if you can manage to get all the way through without getting lost, rerouted or turned around. The outside areas along the right and the lefts might be separate areas that you can travel into, or will be owned by someone or something lurking about! Eeep! Nevertheless, it should turn out to be an interesting area. You can see it below. Oh as a note, starting from here the Day/Night Cycle will start persisting into every room. I haven't decided if I'm going to track days yet, but if you guys want that to happen it can easily be put into the game. Let me know!
Status Condition Modifications + New Status Condition; "Shocked":
I explained this once before earlier in the month, but there is a new status condition called; "Shocked" which will be activated if you receive certain transformations that more or less shock your character. These include; switching genders, growing fur, having your skin change color, growing wings, a tail, or horns. Each time one of these massive transformations happen, a script will count down from 50 turns or so, and when it hits 1 you will have a 25% chance to lose -2 or more intelligence. As the whole process has left you distracted and frazzled (maybe with your new body part(s)). This Status Condition has been added to the DDI, and to the Western Bookcase transformations in the Study.
I also changed and improved the way the Status Condition's work which has become Status Conditions v1.5. Before, you could only have one status condition at a time and the way it was designed, it would cancel out another status if something happened to you. For example, you couldn't be cold and poisoned. Or healthy and shocked. It would be one or the other. But I went through and completely redesigned everything about it; so now you can have ALL of the status conditions at once and some of them persist until they are cured etc.
I also made minor changes to each of the Status Conditions as well, and reduced penalties:
Poisoned - The poisoned message will now only pop up 5% of the time instead of during every turn. This means roughly every 5, 10 or 15 turns you'll receive a reminder that you're indeed poisoned.
Sick - Instead of losing -5 strength, -5 agility, -10 maximum carry and -3 resist the moment you become sick, you now won't lose these stats unless the Sick Status turns are completed (which is 150 turns I believe). On top of this, I reduce the penalty of these stats as well; -2 strength, - 2 agility, -1 maximum carry, -1 resist and -1 maximum health. So don't let your sickness play all the way through. Don't worry, you can still cure sickness with "Rest" (once implemented) or with a "Cure" (once implemented).
Cold - Cold will now persist indefinitely if you're in a cold place or just get cold in general. Best ways to cure it is by getting someplace warm or resting. If the cold script goes through all 150 turns, you will lose -5 health and then become sick. Keep in mind that -5 health may not seem like much, but if you can't get warm that's -5 health every 150 turns which could mean freezing to death.
In addition to this, I had to remove the Status Condition v1.5 from the player pane, and instead moved it into the player Stats page/button and the player description as well. The DDI and the Help Guide have been updated with all the details as well. Basically though, you can become Healthy/Cold, or Unhealthy/Cold/Sick, or Unhealthy/Poisoned ---- the possibilities are now endless :D
Entice v2.0:
So Entice is officially in the game and on all current characters, they just don't have scripts for them yet (placeholders)! Essentially, this alternative attack will have separate categories to choose from depending on your gender. Listed below---
Female
Butt
Hips
Hair
Muscles
Vagina
Breasts
Face
Male
Butt
Hair
Muscles
Penis
Pecks
Face
And these categories are broken into 3 parts.
-Successful Entice
-Entice With Benefits
-Failed to Entice
They are random chances so you'll never receive a repeated outcome on a single enemy. With that said though, different enemies, even of the same type will have different "preferences" they enjoy on a character. One might like big lips which will help your face-induced entices, and another might like your muscles size which will help your muscle-induced entice. These scripts will effective end in one of the three ways mentioned above.
Successful Entice: You cause physical damage to the enemy after hypnotizing them with your body in some way or fashion.
Entice with Benefits: You physically entice the creature enough to attack you and various sexual outcomes will occur.
Failed to Entice: You try to entice but it doesn't work and causes you damage instead.
So as you can see, Entice isn't to be abused, nor will it easily end all your battles but it's definitely an alternative to physically attacking an enemy unarmed, as if you have particular entice that an enemy really love, you'll cause extra damage to them! Wow! Also, these are "Mood" based, meaning if you are "Serious" or "Sympathy" prominent, then you won't be able to use Entice. On top of that, if you are "Horny" or have a "Lust of 10" you won't be able to pick your Entice, the game will automatically choose for you. There's more info in the Help Guide too.
Apocamorphosis Trailer:
Shortly after the Beta Release on 15JAN17, I decided to use my few days off to mess around with some video making tools since I had never ever done anything like that before and out of it formed the "Trailer" for the game. At first I was going to discard it, but then I thought this might help people who don't feel like reading the Patreon Page or the Blog to find out about the game, a new alternative to do so. After that, I showed it to my Patrons on Skype and they offered a few suggestions (which I am very grateful for). So I tried again with the video and came out with the current release. The trailer is a bit generic in terms of visuals as I had to use a lot of stock footage, but overtime I plan to slowly change it to include a lot more of the game's art and general design. ^_^ For now, that'll do, pig. But anyway, check it out and lemme know what you guys think.
Item Duplication:
Okay! So a lot of head-way has been made on this and only a few errors remain (like for example the waterskin/fresh_water/dirty_water error which is bugging me and the lantern/oil cartridge which is having the same problem. Just today I fixed one error that was happening with Enemy Looting. So yay! Only a few errors remain to completely fix this then you'll be able to carry around tons of items of the same kind/type, which should make traveling and traversing and combat A LOT easier. Once the last few errors are fixed, I'll announce it to everyone :D
Player Attack Scripts; Pale Abomination/Male Minotaur and Male Zombie Fixes:
So the "Pale Abominaton" both regular and noble now have Player Attack Scripts, as does the Male Minotaur. I also went through and double checked the Male Zombie Player Attack Scripts both armed and unarmed and found a couple of minor errors and misspellings that were fixed. Now all these creatures have customized Player Attack Scripts which is completely custom to the creature and the weapon you're using (or not using). For example, try using the Leather Whip against the minotaur, or the Spellbook against the Pale Abomination!
This equated to about 90k words --- which I did in about a week. Ugh. Exhausting. But it definitely took a lot longer than I initially planned. Luckily, they are all done ^_^
Zombie Health and Attack Reduction (Poll Result):
Zombie Poll: Based on all the votes, I have reduced the male and female zombie health by 4, and I have reduced their attack by 1. Keep in mind this only affects zombies that are not participating in the “Zombie Battle Royal.” “Female Zombie’s” now hit for “2” and have a health of “11” (making it possible to one-shot them with a weapon), and “Male Zombie’s” now hit for “3” and have a health of “16”. Let me know how these changes affect things please. It will be a challenge for unarmed players, but this is the tutorial area so I figure having it slightly easier might be in order. They were mostly kept the same other than that since the other half of the poll leaned that way.
New Character Creator Progression:
Here is the final story-line aspect of the new Character Creator 2.0 coming up soon. This will obviously change (if I can do that) based on your dominant "Mood" as the creation process begins, but typically this will be what "Serious" and "Sympathy" Moods will see whereas the other two will be a little less serious :P . But hopefully it gives a little more insight to the state of the world around the player nonetheless in either scenario.
"But perhaps it’s the tallest walls that are the most important because they help define who we are deep down inside, they are struggles and goals that teach us the absolute hardest lesson and require the sum of all our wisdom to overcome. All for the sake of finding a missing piece of ourselves. If fire represents a gateway and the distant echoes fragments of time long spent, then the walls of the future are our struggles; barriers that must be painfully shattered so that we may reach the greatest truth.
There is more to it than that however, the future is also about survival, fortitude and perseverance. And they are needed more than ever. The Planet is dying and our continent, Auvora, is all that remains. At least that’s what some believe. The Void, the manifestation of corruption, lust and darkness has corroded the sea, perverted the land and it’s inhabitants, and now it has brought death to our doorstep. We all stand deep in the hurricane’s eye; one breath in wait as our warriors, knights, wizards and ancient protectors give their lives to hold this terrible evil at bay.
But now the tide has begun to recede and the hour of hopeful wishing has turned dim and despairing. The death stroke to finish us all might have finally been dealt---The Savior, the Muse’s special chosen, the only one who can truly fight back the Void has disappeared from the front. Taking with her our freedom and our futures. At first, this mere whisper only affected the paranoid and the doomsayers but when the whispers of a terrible omen circulated into the mix, even long established businessmen, religious leaders and traders began to flee their homes; each wanting to get as far from the Void and the fighting as possible. As a result, once thriving villages of commerce and trade became abandoned remnants of family dynasties, and ancient traditions.
That’s what happened here. Everyone from this village, save for the elderly who refuse to leave their homes no matter how bad things got, are gone. So I sit here trying to remember how things were when I was a kid. If I can do that and find myself, perhaps these ancient whispers and impassible walls can no longer trap my will and I can journey to the southwest with the others and seek protection in these last days. But who have I become after all this time?"
Choices Will Follow Here.
Lots of Bug Fixes including Save System:
So good news! The Save System is back to working 100% (as far as I have tested) which means you should be able to use your old saves again on this new version. Just make sure you update that save in this version. There were also a myriad of grammatical bugs I found and fixed, some were already stated above with the implementation of the Duplication System, some with the attack scripts and very minor occurrences here and there, so hopefully we are closer toward a better bug-free game! Keep in mind though I already know about the Waterskin problem with the Water and the Lantern with the Oil Cartridge, so no need to report them. I am working on fixing it all as quickly as I can :) You can check the change-log for the rest of the changes.
800,000 words:
Woo~oow! We're at 800,000 words.....................................okay okay fine. We aren't quite there. We're at 799,364 but CLOSE ENOUGH, right!!?? Argh! We'll be there by the next Patron Beta for sure. I know it >.< ! But dayum. Not bad huh? Especially considering this is all 1 area and I removed a lot of Hannah conversation text for the time being, so essentially we ARE at 800,000 if not a little more but I hate technicalities when it's inconvenient LOL. But anyway, I appreciate all of you for pushing me and helping me increase the size of the game and hopefully keeping the level of quality the same. Thank you all of you!
COMING UP:
Moar Bug Fixes obviously, especially with the two items listed above. Entice, Hannah, Cow-Taur TF, Pregnancy Focus. I'll be dedicating at least half or a little more than half the month of the topics above because they need love. After that, more Item remaster and New Rooms leading us into the "Whispering Thicket". As usual Patrons will get 1 or 2 beta releases of all the new content too so I know it's ready to go.
Next Patron Beta: 17FEB17
Next Public Rlse: 01MAR17
Anonynn.
((As a request of an earlier comment, I'll be posting the "Change-Logs" in a slightly bigger font ^_^))
AMS Change-Log v0.9.2C
- Added “Flame”, “Prometheus”, “Drylon3” and “Findf” to the game’s “Thank You” page! Thank you again guys!
- I created the basic concept map of the “Whispering Thicket” which will consist of about 45 rooms; roughly 150 miles of travel, which equates to about 3-4 days of walking and 720 minutes of rest. J You can go backward and forward in it, or cut into other paths, and sometimes the random events will move you to other areas and get you totally lost! MWAHAHAH! When you look on the concept map, circles will indicate weather affected areas, squares represent the rooms that you can go to and the paths that you can leave from, and triangles represent the places where random events will/can occur. I’m thinking four major events per room that fit the location.
- Added the “Shocked” scripts to the “Player Status/Conditions” so they are now ready to go. I have reduced the turns of “Shocked” from 100 down to 50 though. You should receive a message when the transformation first happens, at turn 35 and on the last turn before you settle into the new transformation. You will not become shocked unless it deals with a major transformation like growing wings, a tail, growing horns or changing genders etc. I will be adding these to the game now in the “Study; Western Bookcase”. Changes that happen overtime also won’t make you become “Shocked” but if these kinds of transformations happen to you rapidly or in a quick succession, you could permanently lose -2 “intelligence” or more, especially if the entire script completes. I decided to make the intelligence loss for this a 25% chance, so it isn’t very likely to happen but it CAN happen.
- I’ve decided that the player should be able to have as much resist as they like, so I’ve removed the cap of 3 and increased the max to 100. I’ll have to tweak how the mechanic works a bit, but I think it’ll lead to better character customization. Oh, during quests, instead of recharging your resist, you can increase it by +1, and like always if you fall to 0 “Resist”, you run the risk of transformations affecting your character. As always slow transformations ignore “Resist”. Certain choices in the Creation process will now give you “Resist” but all characters will start with at least 1 “Resist”. The “Help Guide” has been updated accordingly. Being a “Badass Tank” or “Maternal” Specialities will give you a +1 toward your “Resist”, being a “Blacksmith Assistant” or a “Guardsman” will as well. If you are an “Orc-Descended”, “Halfling” or a “Dwarf” you will gain a +1 toward your “Resist”. That’s it for that, for now --- at least until the new Creation Process is released.
- For the new “Resist” I have changed the combined a lot of the older scripts in the Western Bookcase to match whether or not your “Resist” is great than 1 or = to 0. Otherwise, it pretty much works the same.
- I tweaked a few of the “Player Status/Conditions” so that you don’t lose your stats temporarily in the beginning of being “Sick”. If you do happen to get all the way through the sickness though without resting or being cured, the stats that you would have temporarily lost in the beginning: -5 “strength”, -5 “agility”, -10 “maximum carry” and -3 “resist” will be what you lose at the end, only instead they will be vastly reduced; -2 “strength”, - 2 “agility”, -1 “maximum carry”, -1 “resist” and -1 “maximum health”. So don’t let your sickness go all the way through!
- I have redone the “Player Condition/Status” It is now v1.5. The only thing that has changed mechanically in this new version is that you can have multiple ailments at once; meaning ALL of them. Because of this, I also needed to remove it from the main player pane. However, I have added it to the “Stats Button” and the “Player Description” as well for the player’s convenience. I also fixed several grammatical issues with the scripts and made a test item for the public if they want to play around with it. Hope you guys like it! Oh, and the help guide has been updated accordingly (with “Shocked” added as well). The player “Stats” button will now indicate all your current ailments, if any.
- The DDI has been updated with the new conditions and the new format of those conditions.
- When you’re “Poisoned” you will now receive an initial message letting you know that something has poisoned you. You will also receive a message telling you that your status has changed, and then subsequently there is a 5% that every turn you take another message will remind you in case you missed the others. This shouldn’t pop up too frequently, but will be just enough to alert you.
- Began working on the “Entice” Scenes. I have the “Butt Entice” menu ready now. Fixed two major errors with the scripting. I have created all the variables that “males” and “females” will use. Here is the list of them below; the plan for now is to have three different outcomes per category which have a 25% chance of firing. The three categories (with multiple variables) are: success, failure and success with benefits, the latter of which will include a sex scene. I have the female “butt” success option finished. Basically, you have a chance to take away -1 - -3 health from your opponent, but certain variables will provide additional damage; for instance with the “butt” option if you have a heart-shaped butt or larger as a female then you will cause an additional -3 damage, and if you have +5 “Lust” or greater you’ll do an additional -3 damage.
Female
Face
Butt
Hips
Hair
Muscles
Vagina
Breasts
Male
Face
Butt
Hair
Muscles
Penis
Pecks
- I decided to give “Maximum Carry” the “Resist” treatment. By default you get 1 “Maximum Carry” but certain choices in the Character Creation process can give you more. They will be listed here: “Warrior At Heart” or “Fashionable” specialities will grant +1 towards “Maximum Carry”, being an “Explorer” or “Hunter” you get a +1 as well. In addition, “Human”, “Elven”, “Dragon-Descended” or “Gnome” will grant you a +1 “Maximum Carry” as well.
- Created the backbone of the “Inside/Out”, “Weather System” and the “Night/Day Cycle System”. I simplified the scripts of the new “Weather System” and removed all unnecessary components. All elements of these scripts have been added to the “Save/Load System”. The possible combinations of all these systems are: “Weather; clear, cloudy (rain), storming” and the “TOD; morning, midday, evening, night”. Although, at the moment, I’m having some difficulty with the “Night/Day System” so a little more work needs to be done on it. As far as the “Weather System” goes, each weather effect last about 200 turns or so. At the beginning of “Cloudy” there is a 50% chance that it’ll “Rain” as well. At turn 100 of the “Cloud Weather” there will be an additional 30% chance for it to rain too, which will last about 100 turns if it procs. With that all said and done, the “Weather System” is officially in the game and working 100%! You’ll receive messages in the beginning about what “Weather” is currently affecting your surroundings. There’s a 50% chance that the “Weather” will be “Clear”, a 25% chance that it’ll wind up “Cloudy” and if neither of those proc, it’ll become “Stormy”. If it’s “Stormy” every turn you take outside will give you a 3% chance to receive a “Cold Condition/Status”. These effects do not activate until you have reached the “Whispering Thicket” of the game. J I also added that if it’s already raining during “Cloudy Weather” that it’ll have a 30% chance to stop raining at turn 100.
- When you enter “Part 2/Chapter 2” (the title screen) the game will now randomize your starting “Weather” and your starting “Time of Day” --- so you could begin your adventure at any interval.
- Added “Weather”, “Day/Night Cycle” and “Inside/Outside Locations” to the “Stats” button, so now you can check your specific surroundings anytime ^_^ Now I just have to add them to the “Help Guide”; I’ve written the descriptions for the “Outside/Inside Locations”, “Day/Night Cycle” and the “Weather System”. Meaning all of them are now added to the game.
- Rooms that are specified as “Inside Rooms” are now appropriately labeled in the “Stats Loc(ation) System” even in Chapter 1.
- Fixed Error running script: Error compiling expression '"You put away your " + game.pov.equipped.alias + "."': Object reference not set to an instance of an object. This was happening with all the weapons. The correct verbs also display properly now as well.
- Fixed Error running script: Error compiling expression 'gh.tub1.flag=True': Unknown object or variable 'gh' I put a period/dot instead of an underscore. Yippie!
- I changed/modified some description in the game that mentioned “clubbing” or “club dresses” and the mention of a “number (as in telephone number)” in the “Tavern Bouncer” introduction. I appreciate the catches!
- Fixed a missing period on the “cricket” script in the “Waterhole” and modified some of the descriptions.
- Added several pieces of code to the “SaveLoad System” that weren’t previously in there from all the new rooms.
- Began more work on the “Cow-Taur TF” and the “Cursed Necklace” scripts. I have up to turn 220 completely rewritten for better narrative purposes.
- Fixed a few strange errors with the “SaveLoad System” Saves should be back to the testing phase and working properly between saves. Also, the errors that cropped up where the player couldn’t save beyond the “Living Room” should now be fixed. Thanks for the catch, Pix.
- I’ve changed some of the “Quest Rewards” and their descriptions upon receiving different attributes. “Resist” now gives you a +2 if chosen as a reward.
- I added a test description to the “Winding Wood” room dealing with “Day/Night Cycle” and the “Weather” combinations.
- I decided to add a “Facial Entice” option with both male and female characters.
- Fixed a few tag errors with “the Edge” room.
- Began working on an “AMS Trailer” that is now on the Patreon Website. It’s basically finished for the time being. I will end up posting it on Patreon and add to/change it until I feel it’s fully finished.
- I am finally turning off “The Shroud” Halloween Content ^_~
- I have moved the “Special Thanks” and “Libraries from QTA” into a special section of the “Help Guide” as the lists were getting pretty comprehensive. It will always be available for viewing now even in-game.
- Reorganized the “Stat Explanation” in the beginning of the “Character Creation” which includes the changes made to “Resist and Max Carry”.
- Began working on the “Pale Abomination” and “Male Minotaur” getting attacked by the player scripts and vice versa. All of them are finished. They turned out to be around 30k words each with an extra 20k altogether for the unarmed. Now I’m attempting to finish the “unarmed attacks”. All done. Fixed an error with the “Leather Whip” in player attacks against enemies. Fixed minor spelling errors with some of the other player attacks against male and female zombies. They were randomly scattered here and there.
- I edited the scripts for trying on dresses in the “Guest Bedroom, Closet”. You no longer have to be a “Halfling”, “Goblin” or “Dwarf”. All you need to do is pass the “height check” which is 4.2 feet tall or shorter. I also added metric to the measurements.
- All “Height” feet descriptions have had meters added to them.
- Began working on the “Duplication Process” some more. Still needs some testing and fixing. Fixed a few bugs that occurred with implementing duplication. Although now there are a butt-load of errors. I love coding! e_____e Items now appear in the correct order again. There are still problems with the “lantern/oil” and “waterskin/fresh/dirtywater” but mostly items are working as they are supposed to, except for the whole being consumed thing. I fixed the “Soup Mix” and the old water attribute that was still attached with it. You should now be able to properly create soup! Least in theory >.>
- All enemies, including those in “the Shroud” now have all of their respective “Entice” scripts but most of them are placeholders at the moment. More to be added in the next release!
- I added the “Equipment Grid” to the game, although it’s just sitting there for the time being with nothing to do!
- Zombie Poll: Based on all the votes, I have reduced the male and female zombie health by 4, and I have reduced their attack by 1. Keep in mind this only affects zombies that are not participating in the “Zombie Battle Royal.” “Female Zombie’s” now hit for “2” and have a health of “11” (making it possible to one-shot them with a weapon), and “Male Zombie’s” now hit for “3” and have a health of “16”. Let me know how these changes affect things please J
- I changed the current “DDI Code” and the “Undo Code” ^_^ Been a while.
- Fixed a spacing problem in the “Player/Hannah Female Kiss”
- I made some adjustments to the “Night/Day Cycle” --- nothing that will affect the player or what I’ve done, but I have cleaned up the coding a bit and made it more simple. This will reduce any lag the game might have experienced otherwise.