Wednesday, June 30, 2010

Alpha 3.21!


Here it is.

Changes:
ALPHA 3.21 CHANGES
------------------
FIXED BUGS
- Bunch of random player skills upgrade. Nice but not intended.
ALPHA 3.2 CHANGES
-------------------------
Bug/exploits fixes, gameplay and balance, noticeable AI improvements for acceptable CPU cost.


FIXED BUGS
- Crash: Giving stackable items would crash the game in certain situations.
- Crash: CHAR Guard AI attempting Shout action while they weren't allowed to.
- Crash: Attempt to fix DirectX error D3DERR_DEVICELOST. A stab in the dark since I can't test the fix myself, tell me if it works.
- Correct difficulty rating in post mortem and hi scores.
- AI considered only the top item in item stacks.
- AI wasn't switching weapon when out of ammo and no reload available.
- AI now resets directives and orders when has no leader.
- AI sensors memory incorrectly used global game time rather than local map time (this affected simulation only).
- Sleeping now illegal if not enough sleep points spent (fixes exploit).
- Equipping an item with batteries now spend one energy unit as you turn it on (fixes exploit).
- Trackers out of batteries were still working.

GAMEPLAY
Followers
- Choose the upgrading skills for your followers.
- New order : Drop all items.
NPCs
- Civilians & Police have a 75% chance to upgrade on mornings on their own (player followers have 100% chance).
Food
- Food has a best-before date, nutrition value is divided by 3 when expired.
- Eating expired food can cause vomitting.
- Army rations no more stackable, but they last longer that groceries.
Dying
- Dead people don't drop all their items, some can be destroyed.
Items
- Dropping an useless item (tracker or light out of batteries) discard it (destroy it).
- Items with batteries are not automatically equipped.
- Ranged weapons can jam when you fire (insert curses here).
Undeads
- Undeads level progression back to 3.0 rate (faster).
- Invasion event will progressively spawn hi level undeads (if undead evolution option enabled).
- Zombie Lords now assault breakables too (like Neophytes and Disciples already do).
- Zombie Lords and Disciples will not appear before Day 7.
- Scents life time increased A LOT - Zombies will chase living a lot longer.
- Some undeads smell distance increased.
Breaking
- Breaking fences drop planks.
- Breaking stronger objects drop more planks.
Firing
- Firing accuracy penalty is now given if tired (big penalty) or stamina bar not full (light penalty) (was if running).
Other Bad Guys
- Rebalanced "those guys".
- 2 new items carried by "those guys", one of them is very useful against them.
- Can find two special items in CHAR Offices if lucky (one new, one old). Good reason to visit them.
National Guards
- National Guard leaders now bring one special item after a certain time (was previously carried by "those guys").
- National Guard only comes before Day 10 - no National Guard after that.
- National Guard squad size reduced.

INTERFACE & MANUAL
- New actors icon when they have 3h or less left before becoming hungry/sleepy (green icons).
- Expired food has an icon in inventories.
- Removed cheat keys. Sorry guys.
- Changed some messages.
- Updated manual.

GRAPHICS & MUSIC
- A couple of new graphics (items, icons).

OPTIONS
- Increased default Starving Zombification.
- Increased default Max Undeads.
 
AI
- Several specific CivilianAI improvements :
  - New : Close door/window behind them.
  - New : Close doors and barricade windows near them before going to sleep.
  - New : Map exploration. 
  - Mod : Trade only for interesting items, but will still trade anything with the leader.
  - Restricted use of flashlights (again).           
  - Improved Firing logic when in contact with enemy.
- Fleeing AI try to close/barricade door/window between them and the enemy.
- Fleeing followers prefer to flee toward leader.
- NPCs leveling up try to choose usefull skills (they still have to choose from 3 random skills like you).
- AI only interested in ammo items compatible with carried weapons.
- AI only interested in expired food if lacking food.
- AI will use blue pills more often.
- CharGuardAI and SoldierAI now use Fight or Flee logic (less stupid melee deaths).
- Soldiers and Gangs explore the map too.
- All undeads -except Skeletons- explore the map.


Have fun!
And remember, die with a smile!

End of post.

Friday, June 25, 2010

Alpha 3.2 Progress

Urgent bug fixes, balancing and CivilianAI improvements.

AI vs CPU : Fight!
I have to keep the AI code as simple as possible. Better AI often eats more CPU. The game will crawl if I do decent pathfinding and proper planning for all the actors. I want the game playable on low end CPUs such as mine ;)
I can do simple improvements that eat little CPU time, but you shouldn't expect "good" AI from 100+ actors.
I will reserve better AI for unique NPCs and player followers.

Simple AI  improvements
One of the AI improvement in 3.2.
Civilians will try to secure the room they will sleep in, as demonstrated in these screenshots.


Release?
Soon. Bug fixes are urgent, I can't have the game crashing left and right.

End of post.

Saturday, June 19, 2010

Bugs


I hate them. I'll do an Alpha 3.2 to fix those bugs.

Known bugs in Alpha 3.1:
  1. (Crash) AI attempt an illegal Shout action.
  2. (Minor) AI sometimes won't take food while still having an inventory free slot.
  3. (Crash) Giving stackable items sometimes crashes the game.
  4. (Minor) AI doesn't switch weapon when out of ammo and no reload available. 
  5. (Minor) Follower AI keep following directives/orders when fired.
  6. (Minor) Difficulty rating always shown as 100% in post mortem and hiscores. 
  7. (Exploit) Can always sleep for one turn.
  8. (Exploit) Using then unequipping trackers is a free action.
  9. (Minor) Trackers out of batteries are still working. 
  10. (Crash) D3DERR_DEVICELOST exception. 
  11. (Minor) Soldiers/Gangs don't flee when tired.
Report any other you might find, I'll update the post.
It's much better if you can provide a screenshot or a crash log if there is one.


End of post.