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Version 0.3.2

Pilgrimage
A downloadable simulation for Windows

Version 0.3.2

Okay, so, apparently I made 113 commits since the last version update. I thought I had mostly been messing with balance and infrastructure, but that's clearly nonsense because there is actually quite a bit here O_O

Shiny Creatures :3

  • Shiny creatures now exist, they hav eteh same base odds as Pokemon 1 in 4096
  • Shinies recieve an exploding 1d6 bonus to Tenacity, so a lucky shiny can become completely ridiculous and overpowered
  • Shiny creatures appear in Tenacity Yellow in encounters.
  • They even get unique birth events

Species Now Have Natural Skills (Like in DF)

  • Species now define their own default starting skills in their block files
  • Those skills are applied when an individual creature is created, including the player.
  • Players cannot remove or refund the natural skill levels belonging to their species during character creation.
  • Added these starting skills to nearly the entire creature roster
  • Species should all feel a bit more differnet from each other without me having to add whole new mechanics (yet)
  • Also, leveling costs are based on how many levels you’ve gained, not your starting skill. So if you naturally start with Fighting 2, getting to Fighting 3 still only costs 50 XP, as though level 3 were your first level.

Swimming, falling into water and Drowning

  • Swimming now exists as a skill
  • Creatures can clumsily fall into water in the history sim, and if that happens teh cretaure must mak e aswimming roll to avoid drowning
  • One out of every 6 drowning checks is now substantially harder
  • Also added a bunch of fun event texts for it, including creatures sinking like bricks and ending up in Davy Jones’ locker.
  • This means aquatic creatures and natural swimmers are now distinguished mechaniclaly , swimming is also now used in a bunch of other checks

Plants Now Understand Where They Live

  • Replaced the old binary aquatic plant concept with an actual habitat system. (Yeah for nonbinary concepts :3)
  • Plants can now be aquatic, terrestrial, or amphibious.
  • Land and water encounters now pull from the appropriate plant pools.
  • Amphibious plants can appear in aquatic gameplay when appropriate.
  • The bestiary also now displays a plant’s habitat.
  • Added seven terrestrial plants:
    • Beach grass
    • Bittersweet nightshade
    • Maneater
    • Moss
    • Nightshade
    • River willow
    • Venus flytrap
  • Different regions can now have their own associated terrestrial plants.
  • Historical figures encounter plants much more frequently now that plant encounters are substantially more survivable.
  • Expanded the procedural plant-name generator by a dumbstupid amount.
  • Suffocating plant generation now chooses its associated spheres more intelligently.

Historical Figures Can Now Survive Things

  • Historical creatures can now roll to avoid dying from natural causes.
  • They can escape suffocating plants via rolling foraging tenacity, escape artist, etc.
  • They can overcome starvation through Foraging skill checks.
  • They can survive poisonous plants. (Just like the player)
  • They can fall into water, attempt to swim, and either survive or drown or get killed by some random eldritch plant that lives in the water in that region.
  • Successful escapes and survival rolls now produce their own history events instead of simply causing nothing to happen (And this applys in game too, not just in the sim, so if you starve then get out fo starvation, it is logged as a historical event).
  • Fixed encountered creatures not receiving XP or leveling correctly.
  • Cleaned up my dice roll system so the same systems can work for player-versus-creature, creature-versus-creature, and world-simulation events instead of assuming every roll involves the player.

History Text is Far Less Repetitive

  • Massively increased the variety of pretty much all historical events
  • Combat descriptions now use combanatorial sentance generation, which produces an absurd level of variation
  • Added more mundane combat descriptions so not every fight is a elaborate longwinded paragrpah about the metaphysical concept of tenacity or whatever
  • Added a system for less verbose combat text (which isn't used for players yet, but is stored on events)
  • Fixed several grammar, comma, article, repetition, and event-ordering problems.

New Sapient Species

  • Added the Silkfolk 
    • They are an extremely long-lived sapient species whose long lives encourage insane skill growth. (I wanted my freiren style  depressed, bored,  elves who master everything gioven enough time) 
  • Added the "Tenacious Ones" as a kind of distorted mirror to the Silkfolk.
    • Tenacious Ones are ancient, long lived, bloodless shapeshifters who lack empathy and patience but can relentlessly pursue a goal until they master it, which, with 1000 yea rlives can get quite insurmountable.
  • Added more detail and mechanical identities to the existing sapient species.
  • Gods now start with extremely powerful skills, but not such ridiculous ones that mortals have absolutely no hope of killing them.
  • Added additional possible historical names, including Mara, Ringo, Dante, and Nibbles (hehe).

Under-the-Hood Sim Work

  • Added the first version of my probability-collapse/wavefunction collapse resolver system.
  • The resolver can take weighted possibilities, collapse them into a concrete fact, apply already-established truths, and then permanently materialize the result into the world save.
  • Creature creation is now using this shared resolution flow.
  • Shininess is the first real application of it, but the system is intended to eventually handle unresolved historical and world details without contradicting things the game has already established, so i can do more on the fly procedural genration when you interact with things (The world state need not be fully decided on world gen), this will also allow me to optimize save file size and do crazy detaield pot-hoc world/history generation.
  • Added an initial truth/constraint system, which right now supports facts such as a creature already being known to have been born on a particular date, before they are generated.
  • Consolidated several previously separate creature-generation paths.
  • Simplified plant, region, and block getters and shit ton of duplicate code.
  • Removed redundant hardcoded nonsense
  • Added a verbosity-controlled debug logger and converted a number of miscellaneous debug prints to use it.

Misc Changes

  • More spots use the cleaner tooltip style that was previously only used in Kings Sea III mode
  • Added tooltips explaining the available game modes.
  • Added King’s Wilds to the interaction screen as a disabled upcoming mode.
  • Added initial support for POIs
  • Fixed several character reroll and skill-reset issues.
  • Reduced noisy debug output and added a controllable verbosity system to the game.
  • Fixed the Canon Viewer producing noisy errors while loading.
  • Fixed aquatic and terrestrial plant lists being mixed up.
  • Fixed several plant retrieval and habitat-selection bugs.
  • Fixed historical figures failing to level after encounters.
  • Fixed assorted commas, duplicate phrases, bookkeeping errors, reversed conditions, and other little acts of violence I had committed against the codebase.
  • Fixed indefinite articles around words such as “one.”
  • Fixed several newly added survival events using species names instead of individual names.
  • Various bug fixes i probably forgot

So, this update adds shinies, species-specific starting skills, swimming and drowning, plant habitats, terrestrial plants, two new sapient species, more fleshed out creatures, new historical events that can also trigger on the player, a vastly expanded text generator, and the beginning of an entire wavefunction-collapse system.

That last bit is especially exciting to me. Because instead of generating every single detail about the world upfront, the game can now leave something unresolved in a superstate until it actually becomes relevant to the player or simulation. It can then collapse the available possibilities into one permanent answer while respecting everything history has already established. 

Right now, shininess/creatures are the first real use of this system, but eventually it could determine things like what is inside a cave, whether a town built a statue of a historical figure, or other details that nobody had any reason to know until the player or sim encountered them. The world can essentially fill itself in as it is observed without contradicting its own past. Which is extremely cool. I think :3

I will say, a lot of this stuff is not very up front to the player. So playing now won't feel substantially differnet from playing it before this release, unless you not being able to throw well as a tenacity jelly was bothering you :3. There is just more, more stuff happening beneath the surface, more detailed simulation and better text, and occasional new rare cool things and more cretaures. 

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