Combat Menu Bug The bug that caused the game to stop providing action menus after resolving a combat has been removed.
Bugfixes -Action menus now remains usable after completing a combat
FreeHolder Alpha 5 Hotfix 7: Quick Fix #3
FreeHolder Alpha 5 Hotfix 7 Quick Fix #3
12.22.2017
More Updates Soon Hi everyone. I apologize that the updates have slowed from my breakneck speed. Constant inspections, remediations, and renovations are happening at our new place and I am the prime overseer, as it were. Plus the holidays. I want to get something a little bit more substantial and with some bugfixes to you tomorrow. I may be able to squeak an update in on Christmas Eve depending on how things go. Thank you for your patience. Next major overhaul will be equipment including combat equipment, arrows, throwables, and more.
Villa Attack Bug The bug that caused the attack option to not show up on villa tiles has been fixed.
Bugfixes -Villa Attack action now properly available
Graphical Updates -Sprites for advanced classes for female main character added
Forthcoming Hotfix and New Character Art
Hi everyone. We're getting ready to move again in preparation for the baby so I haven't quite had the time I'd like to keep cranking the hotfixes, but I will get one to you today this evening, probably consisting of a mixture of bugfixes and a few small added features. Plus the character art for the female main character. Now I just need to do Kaius and Lydia. O_o
Thanks for your reports and commentary, everyone. I'm so excited about what the future of this game could be. I'll get back to you tonight.
FreeHolder Alpha 5 Hotfix 7: Quick Fix #2
FreeHolder Alpha 5 Hotfix 7: Quick Fix #2
12.10.2017
Market Bug Fixed Bug that caused menus to be disabled after using the market screen has been removed.
Bugfixes -Removed bug that caused camera layers not to reset after leaving market screen
-Laborers now survey tiles properly
FreeHolder Alpha 5 Hotfix 7
FreeHolder Alpha 5 Hotfix 7
12.10.2017
New Action Menu and Tools System The new action menu divides everything into categories, putting all available actions at your fingertips. All wild or neutral actions, including overwork, will be available in the central section along with the ability to swap characters mid-choice in the next iteration. If you wish to use the relevant tool to assist with an action you simply click its icon just under the action you wish to perform. The durability of the tool is shown. This, as you will see, is much better and faster than the old ways. I will also add a tool ledger section so you can examine your collection at leisure in the next build. For now, try it out and please let me know about bugs or other features you'd like to see. The code is fresh in my mind, so this is the time to weigh in. Thank you!
New Music I added a new track, Atlantean Legacy, which will serve as a theme of sorts for the Caemani faction. It's just in the regular rotation right now. It's sort of a cross between Crono Trigger's Millenial Fair and Legacy of the Wizard. I hope you agree it will serve the game's aesthetic.
Now Debugging (? = Haven't replicated)
Still there are occasionally accessory shift (walking stick become skinning knife)
Tavern visitors not loading properly (fanatic/orator every time)
?End turn button not properly enabling after finishing certain actions on town screen0.
?Frostbite chance not displaying properly with certain heat values
?Can't control character after donating for favors
Now Coding (! = Major feature)
Finish action/tool system (character switch, tool list/ledger)
Muse's Song skill for Guildmaster (requires addition of art objects)
!Inventory overhaul (use items, battle only equipment, ranged fixes)
Dark Gadgetry for Agent (requires addition/reworking of Use Items)
Journeyman Smith for Warrior (requires additional items and iron)
More advanced classes and class skills
Remove studio action
Second factorium size upgrade
Changes -Gather now changed to various other words in actions to add flavor (dig clay, mine ore, etc.)
-Changed position of text display to overlap screen top
Added Features -Actions and Tools systems/gui overhaul. All actions appear onscreen sorted into categories, including neutral actions, each with relevant tools and their durabilities displayed underneath for easy use.
Bugfixes -Further tweaked volume settings and adjusted wrong volume levels from options menu
Music -Added track "Atlantean Legacy"
Impending Menu Upgrade
Hi all,
I've had no time whatsoever today as of yet to make the final adjustments to the menu system in order to update it. It is possible but unlikely that I will have time this evening to get it working. I certainly have sufficient time tomorrow and I'll be posting it up sometime before the afternoon. Thanks for your patience!
Tools and Actions Upgrade
Hi all, with the feedback from all of you over several months, I am currently upgrading the action interface to make everything simpler and the use of tools straightforward. I will have at least the first iteration of this system in your hands sometime tomorrow I should think, or maybe tonight with some luck. What it may lack right away will be the ability to switch characters after selecting a tile, and an entry in the ledger to inventory your tools, but functionally the tools will all be available and you will be able to use them or not at will, and see their durability as you play, and collect multiple tools of the same type. It's going to be a lot better all around. Tools will be easier and more fun to use, so hopefully people will make and use them more.
Stay tuned.
FreeHolder Alpha 5 Hotfix 6
FreeHolder Alpha 5 Hotfix 6
12.6.2017
Iron, Smelting, Jewels and Skills I added some planned features and some of the class skills related to them. Primarily I'm talking about iron mines and jewels. I also added the first studio upgrade, the Ironworks, which allows the smelting of iron and can be upgraded from the Smelter. It requires charcoal to smelt into iron bars, which at this point can only be reliably obtained by slashing and burning. Occassionally it can be bought at the market. I once considered adding a studio that allows conversion of firewood into charcoal - this is historically accurate and could be useful for those that need charcoal in quantity. But I prefer to keep it rarer and in the province of specific character abilities - one of the Reaper skills I haven't added yet is harvesting charcoal from marshes (peat cutting). A blacksmith resident or traveling smith could also hook you up from time to time. This iron availability will now let me add in a bunch of advanced equipment that requires iron to craft, including some of the Warrior's special blueprints.
Now Debugging (? = Haven't replicated)
Still there are occasionally accessory shift (walking stick become skinning knife)
Tavern visitors not loading properly (fanatic/orator every time)
?End turn button not properly enabling after finishing certain actions on town screen0.
?Frostbite chance not displaying properly with certain heat values
?Can't control character after donating for favors
Now Coding (! = Major feature)
Muse's Song skill for Guildmaster (requires addition of art objects)
!Inventory overhaul (use items, battle only equipment, ranged fixes)
Dark Gadgetry for Agent (requires addition/reworking of Use Items)
Journeyman Smith for Warrior (requires additional items and iron)
!Action overhaul (use of tools, laborers, reduce clicks)
More advanced classes and class skills
Remove studio action
Second factorium size upgrade
Changes -Villein class name changed to Reaper
-Reaper passive skill changed to Wheatcraft (receive firewood/reed when harvesting Wheat)
Added Features -Iron ore mining added. Iron is found exclusively in mountains and is three times more likely than copper to appear there.
-Ironworks added. This upgrade to the Smelter allows the processing of iron ore into iron, with charcoal.
-Jewel Find added. When mining copper or iron ore there is a small chance to find a jewel. Each find reduces the next find chance.
-Gnomic Insight skill for Engineer added
-Mining Techniques innate Skill for Engineer added
-Gemcutter innate skill for Guildmaster added
-Wheatcraft innate skill for Reaper added
-Composting innate skill for Genius added
Bugfixes -Corrected bug where laborers would pay an extra action for certain activities
-Smelt Copper Ore action information now appears properly when mousing over in Use Studio menu
-Fixed bug where copper or iron resource gain would be pictured as timber
-Fixed one source of market quests loading incorrectly
-Garlic can now be added to combo recipes
FreeHolder Alpha 5 Hotfix 5
FreeHolder Alpha 5 Hotfix 5
12.4.2017
Bugfixes! Hi all. I fixed some bugs I gathered from recent postings. I'll try to get in significant bugfixes every other update if I can, at least until we squash the persistent and most problematic ones, which will probably take a while. Thanks for your help everyone! I have to spend most of my time developing and not testing or the game will never get done. Keep those bug reports coming. I will get to them all. Eventually. :D
Currently Working On: ?Tavern visitors not loading properly (fanatic/orator every time)
?Examine market quests upon loading and completion
?End turn button not properly enabling after finishing certain actions on town screen
+Composting Skill for Genius
+Muse's Song skill for Guildmaster (requires addition of art objects)
+Gem Sense Skill for Guildmaster (requires gems)
+Gnomic Insight skill for Engineer (requires addition of gems and iron)
+Mining Techniques Skill for Engineer(requires iron)
+Harvest Baron Skill for Villein (requires levys)
+Journeyman Smith for Warrior (requires additional items)
+Dark Gadgetry for Agent (requires addition/reworking of Use Items)
+More advanced classes and class skills
?Advanced class character art
+Inventory overhaul (use items, battle only equipment, ranged fixes)
Bugfixes -Fixed glitch where found sickle would be put in timbercraft rather than harvesting category
-Removed reward of obsolete heavy scythe tool from treasure cache quest
-Fixed glitch where characters would not use typed actions properly (Gardener harvesting, for example)
-Fixed bug where right-clicking out of labor registry caused text issues
-Greatmauls now rewarded properly after relevant combats
-Laborers can now build stone pits
-Fixed glitch where bandit concentration would accrue past the maximum causing battle freezes
-Fixed glitch where weather icons would be loaded multiple times
Weekend Time Vortex
Hi everyone. My time this weekend has been heavily taxed by other obligations. I've already made a start of squashing some recent bugs. It is conceivable that I will be able to post a hotfix tonight, failing that sometime tomorrow during the day, and I'll try to add a few extra features if I can. Rest assured, FreeHolder is never far from my thoughts.