v0.1.9d


Tons of work on get things fleshed out, more on mechanics and background stuff, still not much focus on narrative/plot/gameflow yet. Even so, there are some pretty big additions, though some are less visible to the user than others.

There's still an unfathomable amount of work to do before I even consider an "open alpha", but it's slowly getting there.

The big changes here are: 

  • offline progress and save export/import! You get whatever resources your workers would have gathered in the time away. (maximum limits notwithstanding). You can also export your save to a text file, and copy-paste import it. Tested it by "transferring" my save from Chrome to Firefox and it seemed to work. Also a good way to backup your save file if desired.
  • adding a lot of behind-the-scenes depth to combat - weapon and armour weight, speed, equipment proficiencies and attribute factors for weapons, enemy resistances and weaknesses, weapons with multi-damage types (e.g. doing both fire and slashing in a single attack), armours with resistances, and more. 
  • You can now finally get character points when you level up, and allocate them to skills - which should make learning combat skills a lot faster. This applies to the player, adventurers AND workers.
  • The other big addition is finally adding animals, and associated resources such as leather and various foods like eggs and meat. You get a bull early on and later can find cows in the woods, and once you have 1+1 they breed and grow on their own. Slaughtering cows provides leather for more armours, and meat for food. But keeping them provides a trickle of milk , for food.  
  • Water and Food resource: a new resource: water, gained early on, enabling bread much earlier in the game. Food items are added to a universal "food" total which is used in place of wheat for things like certain upgrades and exploration. Food is special in that rather than costing specific resources, something simply costs "100 food" and is taken out of your food pool automatically.


Full list of updates

Tweaks:

  • Shocking twist - main character death! Winter will be more serious now!
    • As a result, your main method of getting money will be gone for the rest of the prototype. You generally shouldn't need much more money around this point anyhow.
    • On the upside, you will be able to start depositing 1 wheat at a time since you aren't trying to get a minimum of 1 copper per deposit at that point. That's something, at least.
    • If you run low on cash ( < 100 copper p. ) talk to someone, they may help.
  • After Winter, you don't lose 100% of your resources anymore, but rather a random % from 50% to 100% of max.
  • Game flow: you now unlock Water as a gatherable resource early on, as well as bread
  • Bread now costs a specific amount of water instead of just requiring a well.
  • Scythe and axe upgrades removed. (will become part of tool crafting instead later)
  • Dungeon/enemies difficultly tweaked, making the dungeons a lot more manageble now
  • Toughness skill now grants a bonus to Max HP (+1 per skill lv)
  • Monster loot now fully integrated into the game. There's nothing to actually do with all that slime, but hey, it's there!
  • High CST values (above 18) provide a little bit of natural dmg reduction for a character
  • All Skill XP requirements quadrupled. Player and Adventurers get 4x the XP. But workers, while they don't require 4x as much XP and now have the same XP requirements as everyone else, they effectively gain XP 1/4th the speed. This makes it easier to tweak future requirements and progression, and growth, to balance higher level skills more, and the opportunity to later grant more meaningful XP-gain rate bonuses via upgrades, etc.
  • Character sheet pop up menus now show lv, XP/next, and equipped weapon/armour and speed.
  • When gathering something with a minimum skill level requirement, bonuses gained from skill level is adjusted based on that minimum level requirement. In other words, "higher level" resources require even higher levels of the relevant skill to get an actual bonus. 
  • Gathering "lower level" resources nets less and less skill XP as your relevant skill level gets higher (minimum of 1xp). This goes for passive workers and adventurers, as well as the player.
  • Statistics screen improved, to show a Skills subsection, including a counter and % of skills discovered. Also a monster discovered counter with %, and a win:loss ratio
  • turns out CSS3 has a "shadow-box" property, meaning I didn't need to mess around with manually created "shadow" divs all that time!
  • [X] buttons added to various menus for convenience
  • New Game Plus frameworks added. You can gain points and start over, but the benefits aren't actually implemented yet.
  • Various other formatting refinements

Resources

  • Cows! You gain a bull early on and later can find cows randomly in the forest and bring them back to the farm. 
    • Once you have a bull and at least one cow, there is a chance every 4 minutes that they'll make a baby cow. After a certain amount of time, the baby cow will become a fully-grown cow. (the timing will be heavily tweaked later)
    • (fully-grown) Cows can be turned into leather (20), or raw meat (30). Naturally the process destroys the cow, so it's advisable to keep at least one cow alive for breeding. 
    • For now the bull can't be slaughtered. This is for your own good since you have no current means to get another one, should it die.
  •  Chickens! You can also find chickens in the forest in the same manner as cows. Unlike cows, "Chickens" is a general counter that includes roosters and chickens, so as long as there are 2+ they breed and lay eggs. They can of course also be harvested for their sweet, sweet meat.
  • Food! Raw and cooked meat, eggs and milk added to the game. 
    • Raw meat does not count as food, but can be "crafted" into Cooked Meat by cooking 2 raw meats. One cooked meat is worth 4 food.
    • Cows are periodically available for milking, which nets you 1 milk per cow in the barn. Milk is worth 1 food.
    • Chickens periodically lay eggs, which need to be collected. Eggs are worth 1 food.
  • Exploring and searching the woods now requires food instead of wheat. The requirements for some things are scaled down to about 1/4th, so e.g. instead of 100 wheat to explore the woods you now need 25 food.  Exploration requirements however are still the same.
  • Some upgrades now cost Food instead of wheat.
  • Searching the Woods now trains a new skill, "Exploration", as you reach higher levels you can find bonus resources in the forest.
  • Exploring caves and dungeons percentage gets a bonus from the Exploration skill.
  • Framework for Buildings added to the game, first building is the Well (replacing the old upgrade). Buildings automatically gather resources. Depending on the building you can build one or multiple copies. Upgrades will later enhance building's effects.
  • Later there will be a well upgrade to improve the rate at which the well supplies water, max capacity, etc.

Combat and Equipment

Some pretty nice depth added here, all behind the scenes but it gives combat a lot of potential for future complexity. 

  • Players are now icons instead of faces. 
  • HP bars size is calculated a little different, so that small HPs early game dont cause the numbers to "float" outside of the HP bar.
  • A shadow underneath the character highlights on their turn, instead of the blue border.
  • "Attack" command now shows an icon of the actual weapon you have equipped (unless you are unarmed)
  • Abilities related to weapon proficiency are now in a second sub-menu that unlocks once you have at least one relevant ability. [abilities themselves are not yet usable though]
  • When attacking, the damage text includes a link, clicking it gives a detailed breakdown of your damage roll and bonus/penalties.
  • The way damage is calculated is more logical now. 
    • It starts with the weapon instead of your STR, factoring damage type (e.g. elemental dmg), then applying any attribute effects (default -+50% of STR), and then checking any relevant proficiency to see "how hard you hit". 
    • Enemy resistances or weaknesses are then modifying this. 
    • Next a variance of +/-20% is applied, to get your final "damage roll"
    • At the end any enemy damage reduction is subtracted. 
  • As above, enemies can now have resistances to damage types, such as "fire" or "slashing" damage. Any resistances are deducted from applicable damage types. 
  • Enemies can also have "weaknesses" made by simply setting their resistance to inverse values.
  • Unarmed attacking and skill properly integrated into the game. 
  • 2-handed weapons added, this requires an extra proficiency in addition to the standard weapon-type and combat proficiencies, to use effectively. 2-handed weapons are strong, but come with a weight/speed penalty.
  • Speed is now a derived stat, and now based on AGL x 2 (before it was just AGL x 1). All monster speeds have been doubled to match. 
  • Weapons and armour can now have a "weight" property, conferring a penalty to speed
  • Proficiency for Heavy armour now confers a speed penalty for unskilled characters. The greater the difference between the armour's "level" and the character's skill level, the greater the speed penalty! Be careful!
  • Speed can be viewed on the character's sheet. Clicking the number shows any modifiers affecting their spd.
  • As above, weapons can now have multiple damage types (default is based on weapon type), such as Heat, Cold, Elec, etc.
  • Weapons can have varying and multiple "attribute" factors:
    • By default, for weapon attacks, 50% of your strength is added to the base dmg. 
    • If "atr" is set, however, you can manually set the attribute factors as percents, it accepts basically all numbers:
      • 0-100 uses 0-100% of that attribute. E.g. STR:20 adds 20% of your strength to wpn attacks
      • Numbers above 100 basically then multiply your attribute. E.g. STR:200 would add double your STR to attacks
      • Numbers below 0 give a penalty based on your attribute. E.g. STR:-200 would double your STR as a penalty
    • You can set multiple attributes, e.g. STR:20, AGL:70 for fast weapons, or INT:300 for magic weapons, etc
  • Leather armours added to the game. 
  • Armour can can have resistances, reducing different types of dmgs
  • Medium armours (i.e. leather) tend to reduce slashing dmg, while heavy armours reduce both slashing and piercing dmg. Cloth armour generally has no physical resistances. 
  • Heavy armours, with their high dmg reduction and high resistances are pretty powerful now, but they are expensive to make and have large speed penalties due to their weight
  • Also, of course, enemies' attacks are now of a certain dmg type
  • When you levelup, now you get character points, based on the avg. of your INT and WIS scores. You can allocate the points at any time to various stats, including unlearned ones (below lv. 0). You have to at least have tried the relevant action to get the skill to appear on your list. Later though, there will be a "buy" mechanism for skills that you have not even tried to perform. 
  • Although non-combatants, workers can also gain XP for performing work actions and level up now, and thus also invest character points into their skills.
  • Tooltips for weapons and armour now automatically show properties like dmg rating, def, weight, value, etc. 
  • Monsters are now only available in the Encyclopedia after being at least killed once.
  • After someone dies in battle, they turn into a pile of bones and their HP bar disappears.

Traits

  • 2-handed skill added, applies to weapon attacks when using 2-handed weapons. Like most skills, confers a penalty when untrained.
  • "Self-sufficient" trait added. This prevents special NPCs from dying in case of famine (later, workers will require regular food)

Code:

  • Bug: Encyclopedia could show skills before anyone had learnt them - fixed
  • Bug: Removing armour of Adventurers error - fixed
  • Bug: Cost increases for multi-tiered Upgrades now correctly displayed and applied

Various trivial functions to make life easier including: 

  • Character.getSpd() - calculates a character's speed and returns either the value or a text breakdown, as requested
  • dopercent() - takes two numbers and turns them into a percent. default rounding to integer, can set decimal places. Rounding can be set to round of floor. Also handles division by 0 cases for me.
  • setRange() - takes two numbers and ensures they are inside a range, maximising or minimising them as needed. Great for stuff like making HP never go below 0 or above its max. By default minimum is 0. I previously always had to manually code "if number < 0, set it to 0" type deal. 
  • dialogue() - more options added, can set to type 8 or 9 to give different text highlights for messages. Previously I manually coded a "<span class='highlight'>" into each dialogue function call. Now its so much cleaner
  • Skils.getDiscovered - figures out how many skills are known in the game by Player, adventurers and/or Workers and returns an array. The array.count is used for a quick tally of how many skills you've found so far
  • PopulateEncyclopedia - automatically adds monsters to the encyclopedia. If the relevant monster entry has been manually coded, it simply adds the default monster description to whatever description I manually wrote, so that both can be used.
  • setInventory() - automatically handles adding standard properties like id, weapon/armour type, relevant skills etc making adding new inventory items way faster and easier
  • updateobjects function updates the player and adventurer arrays now, keeping old characters compatible with new game updates (maybe)
  • loottable(lv) - chance to drop a random loot item of specified level
  • a bunch others that do formatting and stuff for me

All really simple. But so much cleaner.

General Content:

A bunch of new weapons added, including some wood, to get started with, and lots of copper and bronze to so that there is a decent progression and a few more powerful weapons that will make the dungeons more beatable. Also the addition of more variety like axes and spears.

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