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[Beta/Default v.8.b_3] 2023 Summer Sprint 2 Patch Notes

This update applied to both the default (stable?) branch and the beta branch, since stable was more balanced but less bug-free, so I decided that it would be more 'stable' to be updated. Known Problems: Balance of mass fights is out of whack due to overarching changes to combatant level power scaling. Node Town Features and other Combat Town Features need yet another quality pass, especially now that the new currency system has smaller values for money. This build used a different upload method than prior windows builds. If you haven't been keeping up with the beta updates, the last few patch notes have some major changes- but don't worry if you don't have time to read them, the goal of the last month or two has been to get the game in gear for a full, major, version .8 update, which should have a more coherent list of changes, after all the changes finish happening enough to comment on them. From the last beta, in no particular order:

  • The tutorial has been migrated from the 'tutorial text' after each feature to a small blurb when you enter a feature type for the first time. This only applies in QuickStart and if you choose to not disable the tutorial in SlowStart. Old tutorial is mostly used to indicate the type of a place, which may be helpful if a shop calls itself "'A Cut Above'" instead of "Weapons Store".
  • Saveable display options! You'll see a bit more about these below. The coolest stuff doesn't work in the graphical yet (and likely won't until the engine swap), but if you're playing text-only mode, these will be very interesting. Even the non-interesting ones add a bit of configuration to how the game presents itself, which can be nice.
  • Level scaling has changed to be on 'effective level'. You can imagine that level 0 is now level 10, and levels are 10x less impactful stat wise, for most purposes. This mostly means a level 2 person is only 1.2x the baseline instead of 2x from level 1. (Note that, in this explanation, level 1 is 1.1x the baseline.)
  • Some 'non-personable' semi-personable creatures can now shout insults at you and collect money. Only fully 'personable' creatures can loot equipment, and ALL creatures, including wolves, bears, and other beasts can loot aether- but this new class of creature can collect coins/notes.
  • The Highest Contribution battlescore (which was never viewable without a closer look) has been updated to be the deviation from the expected instead of a number is independent of what the expected average should be. Basically, it now tells you that 'hey, this weapon has one attack is twice as important as if they were all equal' instead of 'there is an attack that contributes 66% of damage'- the latter of which is a lot less concerning if the weapon has 2 attacks, but a bit more concerning if it has 3.
  • Potion brewing text and internal behavior got cleaned up, along with some other services. Mostly just cleaning house (as covers a lot of the 'fluff' text I write in the updates, there were a lot of maintainability changes and some minor behavior fixes/tweaks, but nothing to write home about, so I don't go too in depth.) Most of the other services changes are minor, but the Witch Hut change came with an expansion of Potions to allow npcs to buy (which was bugged for most of the update) and use the potions, with some funny text if they accidentally let loose BEEEEES.
Here are the promised pictures of the new display text styles.
'None', which the graphical uses, since it displays most of the new special data in colors of text. Uses only alphanumeric text besides underscore and percent. Note that some text elsewhere uses tildes, which the old graphical doesn't handle the best, but does display.
'Narrator', the default non-graphical, to ease use with a screen reader, ideally. Uses only ASCII characters that a narration tool will likely read fine.
'Visual', a style meant to be easily viewed as a replacement for graphical coloring. Uses only ASCII characters.
'Unicode', a sample of what could be. The new graphical will likely use something like this but full on sprites instead of unicode. The old graphical could do this, but it is unlikely to receive that legacy support. These styles add better parity between the graphical's coloring and the terminal's text-only, especially in regards to health. The graphical does still show more information, but that's in a gradient. The other major deviation is how it displays people before you fight them, when asking you if you really want to do battle, although right now that information is mostly cosmetic. 'Visited' color has also been converted into text in both instances, with 'new!', '!', etc to help clear up confusion in node features and when exploring across towns. There are also some options to reduce flavor and indicator text:
  • 'Flavor Text', covering random town flavor events, 'first arrival' flavor describing towns, and random taunting/boasting. All of these have no mechanical impact.
  • 'Travel Text', which is mostly used to help signal how getting ambushed when traveling works. If you understand that fully, this is a reminder of what town you're going to and not much else.
  • 'Locational Text' includes the current town and date. If you turn both this and Travel Text off, there won't be any indicators of the current town besides the contents and the option you selected to get there. Dates currently don't do much, but later there might be holidays.
  • 'Own Name', which makes the game display 'You' whenever it would display your character's name. This lowers confusion on who you are (although one of the messages will now read 'You are you' instead of 'You are Jane'), but is often really grammatically incorrect.
  • 'Other Combat Text', which just removes most combat text that doesn't include you directly. This makes mass fights a bit more restrained, but people will die and you won't be told. It is the most mechanically impactful of the display options, because there aren't other ways to get this information.
Also, in either this beta or the prior beta, legacy conversion code made the old 'there is no completed sprite for this, so display nothing to show it's not done' behavior display the closest sprite instead. Lizardfolk are now mermaids, elves are orcs, bats are wolves, etc etc. And finally, BEEEEEEEEEs have been bottled. Now you can carry bees with you everywhere instead of having to find them in the wild! Dragon uncorks her potion, but only angry bees pour out! You uncork your potion as well, but it was also filled with BEEEEEEEEEEES!!!


[ 2023-08-23 03:23:27 CET ] [ Original post ]



Trawel
realDragon
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  • realDragon
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  • 2019-06-19
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  • RPG Singleplayer EA
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    Explore a open world full of different locations, fighting various enemies while continuously looting them for better equipment.
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