Posted August 03, 2022 by QuentinWH
This version adds quite a number of new things. Let's go through them one by one.
I added two new maps into the game. Go up on the crossroads north of Riverstone. This is just a part of road leading towards one of the future three new settlements, so there is not that much here. Or is there?
Bandits have been improved slightly. They won't attack you if you have 3+ party members and if you pay them, they will stay on the map instead of dissappearing like they did before.
I got a feedback that movement speed is pretty slow and there is no way to increase it. I was working on adding mounts / vehicles for this version, but that would require new sprites and quite a bit of coding, if I wanted to make the entire system look atleast a bit decent. As a stop gap, I decided to add speed potions and slightly slower speed boost for fully mutated characters.
Drinking the potion will give you a speed buff for one entire day. Pressing "W" will toggle between high and normal speed so you are not locked to the top speed all the time. Cutscenes will make you slow down, but pressing "W" again after they end will make you go fast again.
The same applies to characters with all major mutations. This boost is slightly weaker than the potion, but it lasts forever and doesn't dissappear after one day.
You can buy these potions for Tadeas after day 65. You can find the recipe to make them your self but only before this date.
Trade inventory for Mr. White got overhauled. Now he sells plenty of ammunition and some of the strongest and rarest items in the game. He will also buy everything and has insane amount of money.
He will also sell some of the items that I added, but have no place in the game yet (Questline for them is not finished, location is missing, etc.) Which brings me to:
I added quite a nice number of new weapons and one piece of armor. All of these can be bought from Mr. White for now, but I will be placing them in the world as quest rewards, craftables or secrets as I add more locations and NPCs. These are: heavy axe, anti-tank rifle, flanged mace, halberd, hand cannon, sabre, katana, lucerne hammer, MTs255, dragunov, scrap smg and armored uniform.
This NPC appears in the new location, but you will have to do "something" before he appears. He will also act differently if you are a member of certain faction.
I also added the basis for weapons giving you skills if you have them equiped. This will be used mainly for weapons you get for advancing in the church faction. You can't get these weapons right now, but I should be able to make obtainable by the end of the month once I add one new location.
I also changed some things to remove some minor / major exploits. For example, olaf had no training cap, which allowed you to train under him pretty much forever. There was also a immortal wyvern that never despawned once defeated, allowing you to farm 30k weapon exp as long as you wanted. Ghouls also had no mood penalty and final dungeon chests would give different rewards if you kept saving and opening them.
Just to clarify something, I don't plan to make the game completely unbreakable. Trying to break games is quite fun for most people, my self included. I will only try to remove the most overpowered exploits that don't require much thought or efford to get insane bonuses. That's why I changed final dungeon chests to generate their loot when you enter the dungeon instead of when you open them, but I left lesser chests to work like they did before and why I limited Olaf's training limit, but not Mr. White's training.
There are more things I would like to fix, but the solutions I have in mind will require more time. For example, you can walk around and kill hundreds of bandits and mutants every day and there is no downside to this after a while. I will fix this later by adding some kind of sanity and reputation system. If you kill dozens of humans every day, your sanity will decrease, giving you halucinations and even making your character do things you don't really want her to do. NPCs will start avoiding you and they might even send strong assassins after you since they will be scared of you.
However, you getting strong very fast by killing is a part of the game and well intended. There is a lore reason for that and there is also a reason why other NPCs might fear you if you end up killing everything you see, even when you don't try to hurt them.
Main quest line will have multiple ways to solve it. One of them will be to pretty much to do what I described above. Kill everything you see, become insanely powerful through mutations, cybernetic enhancements and "other" ways and become insane in the process, so killing everything you see is perfectly fine way to play the game.
Next, I added skill prerequisites for learning certain skills. For example, if you want to learn Plant Knowledge II, you need to learn Plant Knowledge I first. Only few skills have this for now, but I will be adding this to more of them later.
I also changed most of the UI sounds. Again, these are not final, I just wanted to add something to make the game sound differently from the default RPG maker project.
And lastly, I went through more windows and fixed formating in them.
Full changelog:
That should be all. I will release another patch before end of the month containing hangout options for one NPC and basic trapping.
As alway, if you find any bugs, report them here. Can't fix them if I don't know about them.