Friday 8 May 2015

Build 0.101 - Lazarus Edition

Now, where were we?

New hosting system, this should make thing way better and easier to upload stuff, now I have it working. Click here for the games new page at itch.io, which will host the most up to date build of the game from now on. Or just click on the download link in the side bar, that will work too. This is the combined pack for Windows, Mac and Linux builds. It looks like Renp'y can now make Android builds too - would anyone be interested in that?

Itch.io seems pretty amazing, but I am new to it, so let me know if I have messed anything up or there are any other problems with it.

Ahh, it is good to be back. Alright, new build stuff! There is a veritable shit load of changed things, so much that I recommend just diving in and having an explore before reading on.

EDIT  - at least one person is having issues with the itch.io download not starting, so here's an alternate download.


Okay then, here we go.

It is possible I might have missed some out, I am not always the greatest at keeping notes. What I know we has is -

 * New look! - The game now has a black and red colour scheme, partly to bring it in line with the style of the blog and wiki and all, and partly to make it easy to tel if any bug reports are coming from one of the older and now obsolete versions. "Is the screen black or green?" is easier to quickly check on than getting someone to check the version number. There's also a few little graphical bits, like an onscreen indicator of how much the red weed has grown. This could use some fine tuning, it really needs some more variations as it seems to "jump up" a lot at the moment, but the basic thing is there.

* Streamlined menus! - You should now no longer have to click to make menus appear! This is something I have to put in manually at every menu, so I have probably missed some, so let me know if there's any menus you still have to click at.

*Option to design a custom character instead of using the preset ones - this is probably going to need a lot of balancing, so please experiment with different character builds and tell me if you can make any unfairly powered chars or anything.

*Battle enhancements - Damage messages in battle telling you how much damage you have taken, with armour reductions and all. Also, the extra options in the battle system are now sorted into their own menu, there's some more options, and thrown weapons should now be more useful, because -

*New Skill - success of thrown weapons is now calculated using the new AIM skill. Also, in training, DARTS now increase your AIM and you want BOXING GLOVES to increase your SKILL.

*New weapons - a saucepan lid, and a special water pistol available from one of the new stores. Note - It is only effective against certain enemy types, you will have to work out which ones are immune yourself.

*Training now costs more the more you advance. Also, ALL training items are now consumable.

*There's some money stealing enemies, and you can leave your cash at home. This should make money more valuable, hopefully.

*You can get cash/food rewards from defeating some enemies.  

*Starting to put in a thing so that enemies remember if you've met them before, only a few enemies have it so far, and it just effects their "greeting" text.

*Store upgrades and expansion - New shops in Conflass and the Village Green, and expansion on the Jokeshop at the Sea Front - you should now be able to work out when the clown girl is going to be cheap or expensive, if you pay attention. (Note - this only takes effect from your second visit to the Joke Shop onwards)

*You can now drop off food at your base and then go out scavenging again, if there is still time left in the day. Masturbating at home can be done through the day too, but uses up a "time unit".

*Descriptions of the weird scavenged food your character is eating for his nightly meals, because stuff like that amuses me.

*Infection warnings when your infection gets too high.

*The supplies in each area are now variable, set at the start of each game. This will probably need some tweaking, let me know if things are seeming over tough/easy.

*You can now open hatches from the sewer to Conflass and your base, allowing you to navigate using the sewers instead of the streets. You need to find a Screwdriver and Spanner to open them, you can get them from the Conflass store after a while, from the new store in the Village Green straight away if you have enough money on you, or find them by scavenging in Riverside.

*Couple new enemies and defeats and npcs and stuff, Old Harry at the new conflass store, who has a bit of a story line, Emily, a mechanic girl in the new village green store, and possibly a wandering German trader, but I might have forgotten to activate him.

 What there *isn't* much of yet is new smut. There's a few little scenes you might see in Harry's store, a defeat for the Pale Girl (the one who eventually becomes the dismorph) and a *long* (perhaps too long) scene with Emily. I'm still getting back into the swing of this, and wanted to do some none saucy stuff first. I think I'm getting my sea legs back though. For next big update, I plan to finish the Labratory stuff with Dr. Nooncaster, add defeats to enemies who don't have them, and stick a few new enemies in the sewers.

There's probably a crap load of bugs, let me know those or any suggestions or comments about what you like or hate about the changes here please! Will try for a small update by the end of the weekend!

12 comments:

Anonymous said...

Awesome!

Anonymous said...

Thank you!

Kingmich said...

oi tell fen ( form COC and TITS) your back alot people think u died man o.o if u tell him he can make a post about u being alive and u get 500 more fans back to support you

SeldomPie said...

I've been hanging round in Fenchat a bit since my emergence from the grave, but haven't managed to catch Fenoxo yet! Fenchat is as lovely and friendily as ever though. <3

Anonymous said...

Welcome back Pie!!!

Anonymous said...

@SeldomPie I don't know if this is a bug or not, but I've been playing the game for hours, trying to get the second encounter with Darlene, but it never pops....

SeldomPie said...

Hm, I will have a look. You mean the encounter where you meet here when you are exploring the town, after having met her in the library?

Anonymous said...

@SeldomPie Correct. Already did the first encounter in the library. It was early in the game, since I customized a character to have the stats to break down the library door. I'm at Day 26 on a second playthrough (Was on Day 46 on the first and didn't find her then). So far, I do the explore and scavenge options, but I haven't found her yet.

SeldomPie said...

Okay, thanks. I will investigate. I remember turning down her frequency and limiting her to one appearence a day, but she shouldn't have vanished alltogether...

The Kin said...

I want to say thanks for reviving this game. I found it on the ULMF forums and greatly enjoyed playing it. I myself am looking forward to the battle with the snake woman. Keep up the good work and I look forward to future updates. :3

Anonymous said...

Welcome back

Anonymous said...

I would be rather interested in an android version.

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