"Let's Play" style, part of a new serie.
Have fun watching me fumbling, bumbling, mumbling and dying.
ALPHA 4.1 CHANGES
- Intel fix.
- Ingame help for new players (advisor, item ui help)
- The Hospital (building, map).
- Grenades (action, item).
- Canned Food (item).
- Civilians tips (AI).
- Hardy (skill).
- Late game ally (actor).
- Order to: build fortifications, report events (follower).
- Initiate trade (action).
- Share flashlight FoV bonus (rules).
- Various AI improvements.
- Redone difficulty computation (options).
- Log file to help bugs fixing.
- Fixed crash and missing minimap on Intel video cards! Hurray!
- Fixed crash when attempting to build fortifications on walls.
- Gangstas raid was never triggered.
- Quit quits.
- Day 28 is Day 28.
- Modified starved zombification chance option appears in post mortem.
- Resized skill table so it always fits the screen.
- Jumpables objects do not block exits for actor who can jump.
- Fixed UI glitch where you could look at your inventory when pointing the mouse out of the map.
- Police Station TPWSNB won't trigger if he/she is sleeping.
- Crossbows won't jam anymore.
- Various bugs related to loading a game within a game (achievements, ghost characters...)
- When you die, doesn't wait for the turn to end to go back to the main menu.
- Reduced average save and load time by 20% to 30%.
Remember that pushing the options too far, especially city and district size, has a significant impact on performance.
- New Unique Maps & building : Hospital.
- Some civilians have stored weapons in their basements (rare).
- New Unique enemy.
- New recruitable late game ally.
- 2 new factions for the new actors.
- New Action : throw grenades - blow up people and objects. Watch out for chain reactions.
- New Action : initiate trade - offer an item to trade.
- New Item : Grenade.
- New Item : Canned Food.
- New Item : Combat Knife.
- New Unique Item.
- Some rare items are unbreakable and never get destroyed.
- Unique items are never destroyed.
- Wooden planks stacking limit up to 4 (was 3).
- Increased chances to heal when on sleeping a couch (5% vs 3%).
- New Skill : Hardy - Sleep can heal anywhere (no bed needed), more chances to heal when sleeping (1% per level).
- New Order : build small/large fortification.
- New Order : report events - which is equivalent to forcing them to tell you their tips.
- New Directive : throw/don't throw grenades - AIs is very cautious when throwing grenades, but you might want another fail-safe :p
- Standing next to someone with a flashlight on gives the same bonus has having one - you "share" the light.
- More complex calculation, with some parameters effects depending on other parameters (eg: nb of civilians vs zombification % and starving).
Hard to predict the % effect of changing an option, but the basic effects make sense.
As reference, min difficulty is 0% (!) and max difficulty 519%.
..And various minor tweaks.
INTERFACE & MANUAL
- In game advisor gives hints to help new players learn the basics - it's on by default.
- Bunch of advisor hints.
- Dying by ranged weapons says "shot" instead of "hit".
- Ranged weapons short description tells how many ammo left (eg: in other people inventory and on the ground).
- Shotgun "shells" not "cartridges".
- Items description in player inventory reminds of special keys or actions (fire, give...).
- Shows a "healing" icon when an actor is healing while sleeping (helpful for new players).
- Updated manual.
- Updated readme to mention the logfile.
GRAPHICS & MUSIC
- New gfx for new stuff.
- New activity icon for NPCs fleeing from explosives (see AI section).
- 3 new musics (total 15 musics).
- New : Show Minimap on/off - special old school 4.0 emulation mode for hardcore Intel people :p
- City Size min:3 max:6.
- Enabled/Disable Advisor.
- Civilians give tips about enemies, items, soldiers or raids they recently saw/heard. Keep your ears open!
- Followers told to not fire weapons will switch to melee weapons (or barehands) - so you can easily set them to melee or ranged fighter role.
- NPCs raising the alarm say which enemy they sighted.
- Leaders can switch place with their Followers - followers AI won't block leaders AI anymore.
- GangAI and CivilianAI followers stay closer to their Leaders.
- Trading AI refuse deals that makes no sense (eg: "my baseball bat for your baseball bat", "my pistol for your pistol ammo").
You'll get a "has no interesting deal to offer." message.
- AI use blue pills more often.
- AI sleep more often.
- Improved sleep behavior for GangAI and SoldierAI.
- SoldierAI use medecines.
- Improved AI inventory management logic with weapons.
- Civilians make room for food items by dropping stuff when needed.
- Improved AI gear preference (doesn't affect trade)
- equip best armor.
- equip ranged weapons over melee weapons.
- melee weapons preference : most damage first, then least STA penalty.
- CivilianAI and SoldierAI run away from primed explosives (eg: grenades).
- CivilianAI and SoldierAI *cautiously* throw grenades when appropriate : hurt group of ennemies, don't hurt friends.
- "CUF" map : once you visit the map, AIs will be able to use the exit/entry stairs - carefully choose when to open the pandora box ;)
KNOWN BUGS AND GLITCHES
- If you have a bug, mail the logfile.
- FoV is asymetric along walls.
- Rare crash at map generation complains about a missing CHAR Office.
- When changing some options the difficulty will go up, then slightly down, then resume up again.
- Long messages can be hard to read, use the Message Log command to read them in fullscreen (default Shift-M).
And remember, die with a smile!
I am. Hope you guys won't need urgent bug fixes.
End of post.