Hopefully the 2nd to last demo before I start working on the full game. Once all the basics are finished, pumping out the story will be easy. Complete list of fixes:
-Improved bow accuracy. -Improved party dialogue. -Improved militia soldier patrol AI. -Game now prompts you if you want to overwrite a save with the same name. -Fixed problem in Lockdell Docks where one seastar is inaccessible (behind southern building). -Fixed bug where bird animations would be fucked up when they reappear in the morning. -"If_objNear" script commands now return 0 if failed to pick an object. -Fixed music tracks in Tuskwood Heights and Bandit Camp scripts. -Made 3 doorways in Lockdell Market double-wide.
Version 10.0
Fucking guy found a bunch of ways to jump up cliffs and skip over chapters. Here's the update.
SOURCE CODE: -Fixed slope sliding problem that let player jump over walls that shouldn't be jumped (maybe). -Added new script command: "disableRegroup" to disable auto team regrouping (reset automatically when map changes).
SCRIPTS: -Automatic team regroup is disabled in Pochulta Warehouses before Ch. 4 (to prevent teleporting into the city). -Blocked shortcut back to Topo Tracks from Jungle Ruins with a boulder starting in Ch. 8. -Angela's death now cancels 2 objectives. -Improved some dialogue (Cooper and Maria).
RESOURCES: -Added a new unused object for modders: buildBlock (along with 10 skins).
STORY FILES: (requires starting a new game) -Fixed some cliffs outside Pochutla Market and South of Pochutla maps.
EDIT: Also, there's a bug where you can shortcut over the wall outside Pochutla North Gate on your old saves. So just don't do that. It's fixed on new games.
I still haven't played through the whole demo without cheating. There's too much shit. Smithing ability now lets you repair weapons.
Complete List of Changes:
-Fixed problems with shopping window. -Fixed Backstab ability direction check. -Fixed Aimed Shot ability (now 100% chance to hit). -Improved Smithing ability, allowed repairing weapons. -Fixed bug where dead enemies spawned items at wrong location. -Fixed bug where "objHEMaxUp" command wouldn't work with obtainable items. -Fixed bug in which party members without a non-weapon equipped screws up attack. -Fixed script bug from recent update which forbade anyone from reading texts (Education too low). -Fixed bug where butterfly animations would get fucked up after reappearing at sunrise. -Added new script boolean: "if_objItmType" to test for type of obtainable item. -Using beds to rest now requires party to be gathered together. -Forgot to change "Lurkwood" to "Tuskwood" in some scripts. -Added labels for demo and world editor on main menu. -Decreased the darkness levels at night. -Smoother weather transitions. -Improved some more dialogue.
-Fire, explosions, and other effect objects are no longer affected by map shading. -Larger animals now have a small chance of dropping bones (also sinew). -Status effects that increase over time (like disease and hunger) now only do so to party members. -Raised crocodiles' max health from 20 to 40 and made them 50% resistant to melee damage. -Balanced a few abilities.
I was gonna do some more work, but I had to do a release on Hitler-Blowing-His-Brains-Out Day.
List of changes:
-Disabled AI item use if character is in party. -Decreased bandit ear requirement from 10 to 5 to pass first quest. -Fixed problem with walking on caltrops, causing victim to target random glimmer objects. -Fixed problem where ESC while in Targeting Mode would enter Editor Mode. -Fixed transition arrow from Tuskwood to Chirping Meadows. -Fixed unarmed attacks with non-weapon item equipped. -Fixed dead frame for dogs, rabbits, and rats. -Expanded longest object name label PNG. -Improved Nordus's dialogue.
-Status effects with move speed penalties no longer stack, stopped walk animation if completely immobile. -Stealth now works for non-party members (invisible unless spotting or within 5 paces). -Stealing items while concealed and out of sight now works without repercussions. -Fixed characters attacking you for attacking neutral animals. -Fixed stealth mechanics directions. -Improved ocean wave splash sounds. -Implemented credits sequence.
-Fixed problem with opening dialogue windows in editor mode. -Added an iron fence blocking Tuskwood Heights until bandit ear quest is done. -Hunger damage has been slowed down, and max Hunger has been increased from 200 to 300. -Added dialogue window if all factions are hostile, explaining that the story has been failed. -Added new script commands: "objHEMaxUp" and "objMEMaxUp" to increase/decrease max health and meta. -Added new script boolean: "if_failed" to test if story has been failed. -Added new item: Croc Tooth Necklace and gave it to Gorbo.
Version 9.9B
You probably already noticed the changes in some sound effects thanks to Sonic Kitchen (https://soundcloud.com/messages/20522848:381814475). There were some sounds in there that may have been copyrighted. Fixed a couple script problems, like Ballistic disappearing in Isla Darien in Ch. 5. Increased the voice volume of Officer Cortez by 50%. Also updated the Brigand Demo.
I'm almost finished with the Warlordocracy Demo final version, at which point I will move along with the full storyline. There are a couple more basics I have to work on first.
Baddie AI can now use food, potions, and bombs, as well as switch to better weapons in their inventories when they got nothing. Added potions and finished the Alchemy and Naturalism abilities (I think). Naturalism now requires you to target a campfire or cauldron, and fuck you, yes I spelled "cauldron" wrong before. You can now bandage your entire party with rags at a campfire with the Naturalism ability, and forage for food or herbs.
Grammar is now fucked up with player choices if you have less than 2 EDU (Ruffian class). Also, I added potions to the Alchemy ability, but none in the world yet.
-Mobile AI (not in party) can now use food, potions, and bombs. -Mobile AI (not in party) now switches to weapon with most damage when unarmed or out of ammo. -Added new script boolean: "if_objNearTarget" to test distance between current mobile and its target. -Added potions: healing, recharge, curing, speed, berserk, and rejuvination. -Changed "couldron" to "cauldron" because I studied some English last weekend. -If character has less than 2 EDU, grammar in player choices now fucked up. -Naturalism ability now works, but requires a campfire or cauldron target. -Spotting status now works for AI characters (but not yet implemented). -Fixed status effect bonuses and penalties to stats. -Improved initial Ralo dialogue.
Added the Thief player class, as well as the Prowling, Backstab, and Mechanics abilities. You can now use the drinking well to recharge Meta and fill up empty bottles to recharge meta later. Also, other changes.
DEMO 28: -Concealment status effect now works, depending on distance and mobile direction. -Added new player class: Thief, who has Prowling, Backstab, and Mechanics abilities. -Finished abilities: Prowling, Backstab. -Started working on ability: Mechanics (crafting lockpicks and caltrops). -Drinking wells are now usable and let you recharge or fill empty bottles. -Changed one of the buildings in Lockdell to Barracks so player can sleep. -AI mobiles now automatically rotate randomly 90 degrees in the code. -Resting in beds now increases hunger by 5 for everyone in party. -Fixed holding shift while selecting party members on the map. -Added a couple of bags of caltrops to the world.