4 May 2017

Released: LoSt #11 (Mercury Bubblegum)

Catch of the day
This is an interim release, preceding a hefty rewrite of some of the systems. I wanted to start refactoring from a clean cut, so to speak, so I'm publishing what I have to date.

In other words, LoSt is still in alpha. Compared to #10, this version contains some bug fixes and a bit of content. The most spectacular feature is perhaps that you can now gain followers by choosing the "Populist" shtick.

I'm about to redesign big chunks of the world generation algorithm, in part to fix problems which have become apparent in testing, in part to accomodate plans I have for bounties (quests) and other features. Bounties will also be tied up to a system for the passage of time (including healing and skill advancement), so there may be some exciting prospects on the horizon, even though I as a developer will have to do some untangling to get there.

Comments are always appreciated, on appropriate forum threads, per email, or you can fill out the in-game survey that I added as an experimental feature in this version. It'll be interesting to see whether that garners any response, and if I can use it to guide and motivate further development.

As always,


BUG: Couldn't pick up lead slugs when pockets were full
BUG: Buggy inventory interface if pockets were empty
BUG: Critters turned invisible when spending props
BUG: Could see through walls at certain angles
BUG: (Serious) bug that made game pick invalid kits
BUG: Bug that printed nonexisting plants and obstacles
BUG: Spitting bush had forgot how to spit
BUG: Some instances of NPCs getting stuck repeating one action
BUG: Crashed because game tried to draw outside the screen
GAME: Player can now start with up to two shticks
GAME: Some props can be used directly from inventory (experimental)
GAME: Prompt to abort extended actions when hostiles enter line of sight
GAME: Commandline options to set world seed
GAME: Scrollable menus (needs polish, but should work ;)
GAME: Cleaned up the log area a bit
GAME: Can save multiple characters in the same world
GAME: Default field of vision now set to 11
CONTENT: Renamed "derringer" as "pepperbox gun"
CONTENT: Fleshed out animal species a bit
CONTENT: Weapon prefixes
CONTENT: Added some skills, props, places and critters
CONTENT: Backstory generator now spits out terser texts
AI: Added more bias switches: annoy, please, exalt
AI: Action calculation for fields of battle plants should be quicker
AI: Gain followers (experimental)
AI: Most beings now set to stay at home or roam their native region
AI: Toolwielders now better at choosing their weapon
VAR: Added an in-game survey
VAR: Various tweaks and fixes

No comments:

Post a Comment