Most importantly, I put all the Panama assets into the default assets folder for easier modding. Also, I added a challenge map for the Panama DLC. And I fixed a bug that screwed over Neuro Demons using Fearomone on the player even when he's already confused. I don't know when I fucked that one up, but it's fixed now. Here's a complete list of changes.
EDIT: Also, please let me know if you think the SQUIRREL story is too easy. I had an AI bug at the last minute but I think it's fixed. It could be a little harder, though, I think.
DOUBLE EDIT: Thank you to No Deep for the track: http://soundcloud.com/no-deep.
Complete list of changes:
SOURCE CODE: -Improved instructions in F1 editor mode.
SCRIPTS: -Made default scripts easier to mod with. -Fixed bug where Bone Blast wouldn't affect skeletons (now it kills them instantly). -Fixed bug from a couple updates ago where neuro demons constantly use Fearomone even when player is already confused. -Made skeletons aquatic (they can breathe underwater). -(SQUIRREL) New scripts in SQUIRREL assets folder.
RESOURCES: -Moved all PANAMA assets into the DEFAULT assets folder to simplify modding. -Removed some redundant assets. -Updated Player's Manual. -New music: Squirrel.mp3. -(SQUIRREL) New assets in SQUIRREL assets folder.
STORY FILES: (requires starting a new game) -(SQUIRREL) New story file, SQUIRREL.
Upcoming Shit
I'm bored, so I have some upcoming shit planned for the Panama expansion. It's gonna be a single-map challenge story like Fortress, where you just have to survive/defend. Originally it was just a marketing scheme, but now I wanna make it good, so give me about a week. Then I'll keep working on my next project.
It will be set before the Panama story, just one map.
Version 6.7, Final Final Update
Just fixed some script bugs, so you don't have to start a new game. Player can now get an extra 6 points for taking the Toxic Caves route. Neuro demons used to start attacking each other if the SIMDA relay gets destroyed, but they deal ionize damage and are completely immune to ionize damage so now they don't. Also, destroying wooden barrels in Panama would make nearby tripwires disappear. Only special barrels should do that.
EDIT: Of course if there is any good user-made content I will help promote the shit out of it.
SCRIPTS: -Added 6 extra skill points if player takes the Toxic Caves route in Ch. 2 (more balanced). -Neuro demons automatically stop targeting each other after relays are destroyed (immune to damage). -Fixed bug in which nearby tripwires would disappear after destroying a wooden barrel. -Fixed a couple typos.
RESOURCES: -(COMMUNITY) Added new concept art to Extras folder.
Next Sexy Project
Just to let you cucks know that I am still working on something. It's not Brigand, but it's something. There will be more Brigand updates but that will be in the distant future.
The player now loses the compass in Chapter 9 (find another one). Also, there is a RAR file in the Community Pack of my dev notes for the Panama DLC. It is full of spoilers, dialogue, and ideas that never happened. This is mostly to buy me another couple weeks before I post anything about my next project.
Version 6.6
As all good parents know, there comes a time when you have to throw your baby in the dumpster and wish it all the best. Obviously, if another huge bug comes up that I was unaware of, I'll do a 6.6B.
There is one bug reported by 3 people that I just couldn't fix because it never happens on my computer. Their teammates turn into obtainable objects, I believe when they reload the save? The first time it was reported I thought the person was using the world editor and just fucking with me, then it was reported 2 more times. I've looked at the save files and I have no idea why that happens. But at least you can fix it with the world editor. Target the weird obtainable teammate, press F2, and type "type=sentient". No idea wtf is going on with this one.
I'm gonna focus 100% on my next project now, but I think in maybe a year or so I will do a Gold version with all content plus an extra challenge map, dev notes, and source code for $10.
I found and fixed a dumb-ass bug where if you turn off sound, hostile/annoyed/suspicious characters wouldn't turn to look at your footstep sounds.
List of fixes below.
SOURCE CODE: -Fixed bug where turning off menu sound would prevent sentient objects from detecting your footsteps. -Fixed crash when menu music is turned off and player views credits.
SCRIPTS: -Carrion demons and diseased hounds now attack each other in AI scripts, even though they are both technically the same faction.
RESOURCES: -Updated Builder's Manual.
STORY FILES: (requires starting a new game) -(PANAMA) Added a hooker to Ciudad del Saber to make the Lady's Man ability more useful.
New Version in 2 weeks
Obviously development is coming to a close because I'm working on another project and a lot of other shit has come up, but there's gonna be a new version in two weeks, I swear.
Version 6.5
Here's another update. I fixed the AI for Chinese dice, a crash bug when getting fried by lightning in the ocean, and added some more respawns.
SOURCE CODE: -If music and sound is turned off in settings, they will no longer be loaded into the game. -Fixed bug with Chinese dice AI where opponent would sometimes guess #0 dice. -Fixed crash when player is electrocuted by lightning in the ocean.
SCRIPTS: -Lowered Software requirement for Polyphonic storage from 10 to 5. -Added more Kalfu Pirate respawns in Loma Larga. -(PANAMA) Added more baddie respawns in the Rekindled Tunnels.
STORY FILES: (requires starting a new game) -(PANAMA) Made walls thicker on farm house so player can't use bed through the wall.
Some Free Code Shit
This is the source code for an unnamed DarkBASIC Pro Steampunk project I was working on and abandoned. I'm giving out the source code to anyone who wants to use it. It's a party-based RPG/RTS pixel art game, and you can scroll around the map and hit space to pause and give commands.
I have switched to App Game Kit because it works on Linux and Android (fuck Apple), and I've also switched my next project to a historical setting and trying to make it more edumicational, but the gameplay will be the same.
Minor update. I improved some of the readings and dialogue to make objectives more clear. New ASK options, etc. I noticed on Youtube there were a lot of people getting lost and not knowing where to go. I just put in a lot more hints.
But I'm gonna take a break for a while to start on a new project just for my own mental sanity. You know I'm fuckin losing it when I say "mental sanity" because I don't think there's any other kind. Not sure.