As usual it's taken longer to release the update than I was expecting, but, honestly, who thinks my guestimates are accurate by now?
Over the past week or so the hub has been moved from High Forest to Fisher Farms, or Fisher Kingdom, as requested by our project manager. Later on it will be possible to participate in a tournament and event to gain control of Fisher Kingdom, and become baron of it, allowing the player to start their own personalized kingdom from scratch. Given the importance of the location, it does make sense to have the tutorial and hub located there instead.
The area is now present in the game, although it doesn't have quite all of the content that we have planned. Right now it acts as a shopkeep/downkeep area, and a slight extension to the original tutorial. We're going to be adding a few small quests to the area, and an item storage mechanic, over the next week or two. Hopefully what is present will be thematic and amusing enough to tide you over a short while longer.
While the new hub bits don't make for a lot of interactable new content, the game systems are much farther along than they were. With the systems in place, we've been presented with the problem of simply moving data from Game Maker over to Unity. With this in mind, we recruited an assistant programmer (data entry specialist AKA grunt work code monkey), Beefpie. The dude has been a considerable help, plugging away at items, monsters, and abilities to a concerning extent. This means that we'll have everything in place for Kobold Princess, except for the art, which shouldn't take too long to updated to 3d. Provided the writers can be whipped enough the writing will be parsed as well. All things considered, it should not take long to get Kobold Princess readded, and the proper demo will then be released.
Stay tuned!
PS: Overmap navigation is not final, we're aware that needs more work.
Here's the patch notes-
0.503
Non-essential dungeons can be exited at their first room
The party can now be moved around the overmap
Pathfinding shows how many weeks are expected to arrive at the destination
The territory info screen is working
You can now enter dungeons from the Overmap (actual dungeon levels and text locations)
Basic overmap info (party movement, target, position, camera, etc.) is saved
When loading to the overmap, and no dungeon, the game will no longer try to also load to a null dungeon
The dialogue panel can grow to a large size and/or fade out the background
The parser has added functions pertaining to the dialogue panel
Item and BBOS popups now appear over most other UI layers
Added a parser function for deleting existing NPC's
Added another parser function for deleting NPC's if certain quest criteria are matched
Dungeons can have parser functions plugged into them and ran on being loaded
Enemies can use most abilities now
Super sekret new content is being added
Item prefixes/suffixes/quality are loaded and saved correctly
Trash item quality can apply to most equipment
Cutscenes have been added to the game again
Encounters/battles can now have special defeat conditions and effects
Doorways can now be disabled until a chosen quest reaches a particular stage
The overmap underground toggle has been readded
The overmap territory search function has been readded
Rewrote a bunch of the parser- conditions can now be set/used-with any parser function
Conditionals also now work with dialogue options/choices
Added an 'if game week' conditional to the parser
Added a 'shop' function to the parser for opening shops
When showing a tooltip, and a second tooltip of an equipped item, the two will no longer overlap
Unequiped items can now increase the stack size of an existing item, rather than only making a new stack
Emotes are now mostly working. We also, as you might have guessed, added a parser function for emotes
Item suffixes are somewhat working
Narrator text now appears correctly during the dialogue typewriter animation
Shops are readded and fully functional!
Ending the turn is no longer possible while dialogue, a shop, or a cutscene is active
Base accuracy has been increased to 95% (from 90%)
When returning to dialogue, from a shop, the black background now no longer needs to fade back in
Shops can now operate on BOOZE instead of currency
Darkened the dialogue box to make text show up better in bright areas
Flags are now definitely saved and loaded
Fixed weapon tooltips to show the correct addition/subtraction terms for the average damage result
Clipping through colliders and falling through geometry should occur much less frequently if at all. Similarly Ser can no longer* fall off the map when changing rooms.
Tutorial popups have been added to the tavern- they now more thoroughly explain how to do stuff and should also be more legible than before
Multiple conditionals can be added in front of a parser function now. Awww yea.
Added several more parser functions for moving NPC's around, setting their alpha, unfading them, and adding items to the inventory. I should really stop adding these to the patch notes.
Did some more work on cinnematics
Added EVEN MORE parser functions for playing around with the background music
The transition cutscene from the tavern to the hub has been finished
Got conditionals working with 'start dungeon' code
Player gold and silver is now saved
NPC's with no avatar will no longer show the last-used NPC avatar during dialogue
Modified the Ale Knight and Wine Knight intro conversation to give more agency to the player
Pressing escape now closes out of the current menu, rather than opening the pause menu over everything
You can now left click to skip the dialogue animation or go to the next dialogue slide
Item, Quest, and BBOS popups are now hidden while the game is paused
There is now a half second cooldown to crouching and uncrouching
Narration text now also has SFX for when the typewriter animation is ongoing and writing text
Added a context help banner at the top of the screen when needing to perform a choice with the UI
When toggled off, the 'battle camera movement' option will stay off when opening the options menu
Buffs now tick while outside of a battle
Wound Dressing, Sterile Wound Dressing, and the colored Serums have been added back into the game
Health Potions, Ley Potions, Greater Poultices, and Minor Poultices have been added to the game
Damage/restore/mana/etc. floats can once again appear in dungeons over ser, when an item is used outside of a battle
You can now back out from Origin selection at the start of the game and choose a different class
Items in dungeons can be clicked on and looted once again
Locations floats have made a comeback
Added a parser function for LOCATION FLOATS, AHAHAHAHAH
Forge Knight can now upgrade items to a higher quality
The 'Apprentice' ser origin allows the player to upgrade items themself from their own inventory
The poster in the tavern downstairs is now stealable
Fixed shops not working in the built version
Key/important items should no longer be sellable
Ser can no longer be able to move during dialogue or trading
Fixed an issue with closing out of a shop then playing incorrect dialogue
Clicking through the 'Set Destination' button is no longer possible
Fully* functional** Old Kingston hub
Chivalric Games
2019-07-17 20:10:36 +0000 UTCSaryx
2019-07-17 02:22:02 +0000 UTC