Hi, guys!
Today’s news is devoted to the development of the AR RPG over the last month, and some info about the upcoming TFoG app release. Since many of you found my hard sci-fi lore materials quite interesting (according to Reddit and statistics), I’d like to share some more of that as well.

PATCH NOTES #020716
FIXES:
Interface:
• GUI and fonts are non-scalable now (like in Fallout Tactics).
Mechanics:
• Character movement speed fixed.
• Bonuses from STATs now affect character’s parameters correctly.
FEATURES & CHANGES:
Interface:
• Main Menu and Character Creation designs and fonts are revised to be non-scalable (like in Fallout Tactics).
• All icons for Character Creation GUI added.
Mechanics:
• Encumbrance Mechanics added.
• Ability to throw away items from the Inventory added.
Other:
• Vixin drug added.

IMPORTANT NOTES
1. One of the most important features/changes we did for the patch was the unification/standardization of the game fonts and an interface revision for the non-scalable variant. Now GUI (main menu, char creation, in-game GUI, etc.) looks the same way on any resolution. Fonts and GUI styles and sizes are the same and are a bit larger than
Fallout Tactics HD now. I also filled the gap in GUI design by creating and embedding missing icons for all paces of character creation.
Feel free to check character creation process in the current build and share your feedback. What you can see now there matches 90% of the prologue’s final release.
2. As you can see now we also fixed the amount of skills activation so that it matches the SACPIC mechanics The basic number of manual activation per day for skills is equal to 3 at 1st level and it raises +1 each 4 levels (4, 8, 12, 16, 20). So despite almost any of your successful in-game actions brings your character some XP, you should be prudent about using your skills. Some areas (like the Gyes bunker) do not allow you to rest and replenish your skills the classic way. However, there are drugs (
Vixin) and other consumables (such as coffee) that can replenish this resource.
3. Carrying Capacity and Encumbrance mechanics we added determines how many weight and space character has for armor, weapons, equipment and other stuff to carry. Encumbrance indicates the effect that the weight of gear that a character is carrying has on his movement rate.
There are 4 levels of encumbrance:
- None - The character can run and walk at full speed.
- Light - The character cannot run, but can walk at full speed.
- Heavy - The character cannot run, the character walks at 50% normal speed.
- Overloaded - The character cannot move.
The amount of weight corresponding to threshold between levels of encumbrance is dependent on strength. The table is repeated on our Advanced Player’s Guide
relevant page.
4. We’ve also made some important strides in container mechanics. That mechanics should include lootable containers system, dropping system and quantity selection system. Though, as it happens, we encountered a bunch of decent bugs today (right after the update release). Thus I had to edit the news and exclude “container mechanics added” from today’s report as well as to switch off ability to loot containers for tests. With that, you can still check dropping loot from your inventory and creation of loot piles under your character’s feet. As far as I can see quantity UI works as well.
You can check these parts of related mechanics embedded by throwing items from your inventory. When you conduct throwing items, it should check if there is a “trash pile” container around you. If there is no such PC drop container, than it should create one. If the container already exists near to you, that it should work with it. All items you drop should move into a “trash pile” container.
Based on that the rodmap for the next update is updated:
- it will take about a week to revise all containers-inventory mechanics (just from coding/architecture point of view) to mark everything related with inventory/apparel/loot/containers as “completed”;
- than it will take 3 days for the Quest system;
- and the rest time we’ll devote to Dialogues mechanics embedding.
THE FALL OF GYES APPLICATION

If you follow our monthly progress you probably already know about our side project,
The Fall of Gyes graphic novel, which is a prequel to the game’s events at Gyes bunker. You might also know that the successful completion and delivery of all physical and digital rewards (though with some inevitable delays, I should admit), and has had its content reworked and used for the testing of programming candidates for the game.
On January 8th the most effective candidate finally completed and published it free to play (with ability to back us on AppStore if people like it): http://itunes.apple.com/us/app/id1057013775. Feel free to check it on your iPhone/iPad. According to our tradition of transparency I’ll share the results, statistics and experience with you in the next news post.
You might remember from our backers report about our development strategy that I talked about expanding the knowledge of the hard sci-fi
After Reset setting through other related channels. Some might love it, some might not – but the more people that know about it the better. Thus during the January I also managed to rework
TFoG as a kinetic novel for PC/MAC/LIN (supporting all this 3 platforms equally is our credo) and successfully put it through Greenlight: http://steamcommunity.com/sharedfiles/filedetails/?id=564347828. Thanks for your support, votes, and social forwarding in this new endeavor.
The
Fall of Gyes kinetic novel will appear on Steam by the next news update. Keep in mind that it is not a PDF, but a kinetic novel with sounds, music, and dialogue (though it is linear). It will be available as a separate application. If you already have the AR RPG DLC “The Fall of Gyes” (as PDF graphic novel), this new application will appear in you DLC folder FOR FREE and will automatically update once it goes live. I’m trying to combine everything about
After Reset in the one big main bundle and provide most benefits to our early backers.
* * *
Well, that is all for todays news. We’re heading back to work.
The prologue’s completion is already starting to take shape, and we can’t wait to finish it!
Feel free to leave a comment, and don’t miss the XCOM2 this month! :)
Sincerely,
Richard.
Add us on Steam Early Access.
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Join After Reset RPG official website.
[ 2016-02-08 08:39:54 CET ] [ Original post ]