New update! Figured I'd get this out there to have something new while I work on NPCs some more--they might be a while.
In addition to the listed features, lots of progress has been made on NPCs.Clean build required, Old saves are obsolete.Features:- Fire has been overhauled:
- Items now have a "burnt" rating, which, depending on their material, will generally steadily increase while they are in fire. This allows a fire to feed off a large item as fuel for a long time. When an item's burnt value reaches three times its volume, it is consumed.
- Fires generally only produce smoke if they are consuming fuel. They may produce a very small amount of smoke if they are out of fuel, but this is harmless; very large fires may continue to produce smoke if they are out of fuel. In practice, this means you can get a cooking fire going, and once it's at a large level, you can use it to cook without fear of asphyxiation.
- Fire will not consume all items instantly; if you stack 20 books in a pile, and set fire to that pile, the fire will slowly burn through them rather than consuming them all simultaneously.
- A fire that has a good fuel source will burn indefinitely (as long as that fuel remains). Bodies are not a good fuel sorce unless the fire is very large; burning bodies will be difficult unless you cover them in gasoline or something.
- Fires without a fuel source will die out much more quickly.
- Fires spread over buildings more slowly.
- Lighters can no longer be used to place fire anywhere; you must light a tile with some flammable items on it.
- A bug was fixed which allowed fires to escape a pit--now, a fire that is in a pit (deep, not shallow) should not be able to escape it. This makes a pit a great place to put a cooking fire, or to create a fire moat.
- A bug was fixed which made fires more likely to expand to the northwest than the southeast.
- FunctionZero's Gentleman Mod merged. Includes several new items such as a suit, top hat, cigars, monocle, rapier, tea, and coffee.
- New construction: Remove Window Pane. Turns an intact window into an empty window frame, and gives you the sheet of glass from it.
- New debug function allows you to instantly kill all active NPCs. No, NPCs are not back in the game yet, but I'm stepping up testing and development of them.
Tweaks:- New characters may not start with stats lower than 4. Increasing a stat beyond 14 costs double points.
- You are no longer limited to 3 positive traits and 3 negative traits; instead, you are limited to 12 points worth of each. This makes low-point-value negative traits more attractive.
- XP increases at morale 0. In fact, if your morale is 0 - 100, you now have a (morale + 20)% chance of +1XP each turn.
- Bashing damage is less astronomical at high skill levels.
- Critical hit calculation overhauled. To score a critical you now need to pass two of three checks: A weapon to-hit bonus check, a skill check, and a dexterity check. See the table at the bottom of this update for how it works, precisely. This makes weapon to-hit bonuses and starting Dexterity more important.
- Dodging is only practiced EITHER if your skill level is lower than the attacking monster's melee skill, OR if you fail the dodge check. This eliminates the "necromancer dance" exploit.
- All constructions that require a hammer can now use a hatchet instead.
- Home-made grenade launcher recipe uses the launcher skill, not the guns skill.
Amigara horrors spawn in groups of 3-5, not 4-10
- Tear gas no longer slows/paralyzes monsters. It makes them stumble, blinds them, and does minor damage (major damage to plant-based monsters)
- Explosion shrapnel is more deadly.
- Flashbang explosions are much quieter--they have the same deafening power, but won't attract a zillion zombies.
- .22 CB and .22 rat-shot weakened.
- MP3 players last much longer.
- Grenades have much more shrapnel.
- You can use the Enter key to select a target when throwing or firing a gun.
Bug Fixes:- Constructions that require more than one tool display them properly.
- You can not build a water purifier using nearby fire as a component.
- Number of save games no longer capped at 16.
- Electrohacks can't open more than one door in a supply bunker.
- Rare crash on consuming items from the player's inventory fixed.
- Consumption of charges from ammo fixed--you'll no longer be left with batteries (0). This also fixes a crash involved with 0-charge ammo.
- Necromancers can only raise zombie corpses.
- Military supply bunkers shouldn't ever have their stairs cut off.
- Bows and grenade launchers cannot be modded.
Critical hit table: At some point I'll make this visible in the game.
Chance of Crit | 6.25% | 12.5% | 25% | 33% | 55.6% | 70.4% | 80.25% |
Weapon to-hit bonus | -3 | -2 | -1 | 0 | 1 | 2 | 3 |
Skill | 0 | 1 | 2 | 3 | 4 | 5 | 6 |
Dexterity | 5 | 6 | 7 | 8 | 9 | 10 | 11 |
You must get a crit in
2 or 3 of these categories in order to benefit from the effects of a critical hit. Each roll is made seperately; with a to-hit of 0, combined skill of 3, and Dexterity of 8, you must make at least two one-in-three chances to score a crit.
"Skill" is your skill in the weapon's category (bashing, cutting, piercing, unarmed), plus your melee skill / 2.5. If the weapon belongs in more than more than one category, your strongest skill is used.
Note that this table is incomplete; Dexterity of less than 5 provides even worse chances, and Dexteirty of greater than 11 even better chances.
This new crit system means that batons are much better than rocks, despite having lower base damage