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Towergirls
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Unity Port: Update 6c - Old Kingston Strikes Back

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

Unity Port: Update 6c - Old Kingston Strikes Back

Comments

Once you leave the starting Hub, you should be able to select the little Ser Knight helmet and right click a destination, and then bash space to end the turn. Once the party arrives to the new location you can click on it, and then go to one of the sublocations in that new window. Right now there's only a bit of High Forest and Glacier Fields, until we re-add the locations from the GMS version. We're working on getting Glacier Fields + Glacier Keep readded right now.

Chivalric Games

can someone tell me how to enter a dungeon or any other destination on the map please?

Saryx


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