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HoneyCorn

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A member registered Feb 09, 2023 · View creator page →

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(3 edits)

Saves should be under Users/<Username>/AppData/Roaming/Dapplecap for the Windows version, and in your web cache for the HTML player.

I've checked and the code for finding resources is indeed identifying the log pile as a tree because it contains wood!

Hmm... I might have the player character have WSAD movement controls and ENTER to interact with resources as per your suggestion, it'd help set them apart from the other inhabitants.

I get what your saying about the slimes. I'll modify their mimic script to account for the filters.

Ah, thanks for catching that. The houses are supposed to support 2 inhabitants of the correct species each (I should add that information to their tooltip!) so I'll need to check that the slots are filling correctly.

(1 edit)

Found a bug? 

Have something to suggest or request is included in the game?

Let me know here! I can't promise I'll get it fixed / added quickly (as I've quite a bit planned already) but it'll bring it to my attention.

Getting Started

Upon opening the game you’ll be greeted with a build area littered with resources. Your first step will be building the Chief’s Hut, a combined resource and housing structure that spawns a unique customisable player character upon placement.

Siting of this hut can significantly affect early gameplay, so locating it near to resources required for your planned strategy / play style can make a big difference.

Once your hut and player character are on the field, you’ll then need to assign a job to the character. This is done by selecting the character by clicking on them, which will bring up the inhabitant menu. From here you can select a job from the buttons on the left side. Bear in mind that a character will only work if their skill level is high enough, there are nearby resources in season, and they have stamina remaining.

If all your inhabitants’ stamina is depleted (or if you just want to move time along), you can end the day with a button in the right side settlement menu. You can return to this menu by closing all other menus.


Resources and Jobs

There are 5 resources and corresponding gathering jobs available in the game:

  • Food is consumed by all your inhabitants (including the player), and inhabitants will leave if there isn’t enough. As early game food sources are seasonal, it’s recommended to prioritise gathering them if your foragers have the skill to do so.
  • Wood is consumed by both inhabitants and structures, and is often the resource in highest demand. Fortunately it isn’t seasonal and new resource nodes are fairly common, though some woodcutting skill is required to maximise extraction.
  • Stone forms the basis of most early structures, and is typically required for their upkeep. Due to the scarcity of nodes (particularly those in your miner’s skill range), they are one of the main factors that influence successful base location.
  • Metal can be used for weapon crafting and buildings. As it requires investment in the mining skill, it won’t be immediately available at the start of the game.
  • Gems are much like metal in that they require a bit of mining skill to extract and are used in crafting and building. They can also be used as currency for trading.

In addition to the gathering job, there is also the Warrior job. Warriors gain combat stats at the end of the day if they have some remaining stamina. They can also be randomly selected for the player party in battles.


Combat

If you have warriors with stamina available, you can start a fight using the random battle button.

This will take you to the combat screen, where a turn based battle will occur.

On the far right is the turn order, where you can see who’s turn is coming up.

During one of your party member’s turns you can select an action for them. Most actions will then require you to click on a target to set the target.

The goal of combat is to defeat or recruit (using the player character’s special recruit action, which has an increasing chance of success the weaker the opponent) all of the opposing party. If this looks like it might be a challenge, you can also withdraw individual party members to keep them from harm. If all of your party are withdrawn or defeated, you will lose the battle and a handful of resource.

Winning a battle grants a small amount of resources and the option to confirm the recruitment of certain foes. If you choose to recruit an enemy, they will join your inhabitants in the settlement.


Stats and Skills

Inhabitants have two types of stats; combat and work.

Combat stats are, as the name suggests, used in the battles They are as follows:

  • Attack – The base damage a character deals
  • Defence – Reduces incoming damage by this much. Damage reduction caps at 1, so attacks will always do a little bit.
  • Speed – Determines turn frequency.
  • Resist – Helps a warrior ignore status effects.
  • Aim – Increases the chances of successfully landing an attack or ability
  • Evade – Decreases the likelihood a hostile action will hit the character
  • Health – Maximum Health Points in battle.
  • Actions – Maximum Action Points available in battle.

Work stats operate a little differently. Instead of providing a numerical advantage to work actions, they unlock certain skills at certain levels.

  • Foraging unlocks new food sources and farming at higher levels.
  • Woodcutting allows you to harvest more wood resources, and unlocks tree planting at higher levels.
  • Mining allows the extraction of advanced resources (metal and gems) and access to large deposits at higher levels.

Maxing out any of the work skills rewards a bonus stamina point. With all

The inhabitant menu has buttons to view each type of stat, along with current relationships, for the selected inhabitant on the right side of the screen.


Socialisation and Happiness

Inhabitants can form relationships with one another based around 4 socialisation types: Friendship, Humor, Love, and Lust. While they often socialise on their own, the “Player Interaction” button allows the player character to perform specific interactions with a selected inhabitant, provided the player still has stamina. Some interactions are only available once a certain relationship level is reached.

Socialisation plays a role in inhabitant happiness, which is also affected by resource availability and decoration structures. High happiness can give a bonus stamina point, while low happiness losses a point.