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Genre: Role-playing (RPG), Simulator, Strategy, Indie

FreeHolder

FreeHolder Alpha 5 Hotfix 4: Quick Fix

FreeHolder Alpha 5 Hotfix 4: Quick Fix

12.2.2017

Market Glitch
Fixed the game-breaking market glitch that came with the update yesterday. Literally, one line of code being out of place made the entire market unusable. Such are the hilarious frustrations of coding. My apologies. Let this update set the tone for bug-crushing today. These quick fixes will be issued whenever necessary.

Bugfixes
-Fixed game-breaking glitch when Shipping Goods to market

FreeHolder Steam Alpha 5 Hotfix 4

FreeHolder Steam Alpha 5 Hotfix 4

12.1.2017

Advanced Classes: Lowered Level Cap
For this hotfix I've finally decided how classing up works, and it is no longer dependent upon certain skills as the antiquated method. Just get to level 6 with a Gardener, Ranger, Rancher, or Artisan, and you can promote to either advanced class, regardless of whether you can learn the 3rd level skill. Nevermind that. You can learn it the normal way, if you meet the prerequisites. So now, when classing up not only do you get an extra action of your class type every month, but you also get a nice new passive skill to complement or supplement your old one, and it takes effect immediately. Except for those that aren't functioning quite yet. All such skills are now marked with a cheery "COMING SOON!" instead of the rather dystopian "NOT FUNCTIONAL" of previous times. :D

Next Up: Bugfixes
I have a lot of momentum going on these classes, but I will make addressing as many bugs as possible the feature of the next hotfix, which I will have in some form tomorrow. These days I prefer to get something done and put it online rather than sitting on it because I don't think there's "enough" content to warrant it. It took me an entire year to learn that this isn't the way it works. I'll be combing the forums for bugs tonight and tomorrow. Thank you for your reports, and your patience. Your help is crucial as our ability to test the game is extremely limited.


Currently Working On:
Bugs, Bugs, Bugs
More Bugs

Later:
+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

Added Features
-Genius' Grafting skill now speeds development of asparagus by a year

-Innate Skill Whirling Grip added for Nomad (Melee bonus of .5 Ranger ranged bonus)
-Innate Skill Bow Mastery added for Sentinel (2x Ranger ranged bonus with bows)
-Innate Skill Caravan Expert added for Merchant (Can ship 1 extra good per mule when personally shipping)
-Innate Skill Veterinary Surgeon added for Veteranarius (Chance to save animals when they are attacked by wolves)


Balancing
-Class promotion changed to occur at level 6 (with 4 basic classes)
-Class promotion no longer requires specific skills
-Classes now include an additional innate skill to add flavor and function

FreeHolder Steam Alpha 5 Hotfix 3

FreeHolder Steam Alpha 5 Hotfix 3

11.29.2017

Hired Laborers
Hired laborers were never totally functional because they required a large amount of coding that I had not gotten around to. This has been done. For the sake of balance and preserving the early game challenge, I intend to close the labor guild until mid-game at some point, but for now see what use you can make of them. The Guildmaster Artisan advanced class will be able to get discounts and elite workers and other advantages from this guild.


Currently Working On:
+Muse's Song skill for Guildmaster (requires addition of art objects)
+Ore Sampling skill for Engineer (requires addition of gems and iron)
+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

Added Features
-Hired Laborers now actually functional. They do not remain month to month.

Bugfixes
-Fixed various sound and music volume issues caused by Unity version upgrade

-Sickles and scythe tools now consume uses and function properly when harvesting
-Axes now consume uses and function properly when chopping timber
-Shovel now consumes uses and functions properly when gathering clay

-Gardener threshing bonuses to harvest now apply properly to whole party

-Sodden lockbox tile bonus no longer provides old non-functioning tools

Balancing
-Stone hammer bonus reduced to 1 stone

Graphical Updates
-Advanced class art for male main 4 core classes added

Character Art and Upcoming Hotfix



Hi all. I've been making some of the character art for the advanced classes. Right now I only have the male main character, so I still need roughly 24 more to get the advanced domestic classes done. Then there's two for the agent and warrior, and the three advanced magic classes I have planned, so you can see there are a large amount of these to get done. Fortunately, they're fairly quick and enjoyable to make, and I think I hit the archetypes well enough.

I will be releasing a hotfix either later today or tomorrow with a number of bugfixes that people have requested in the interim since the last hotfix, plus whatever other class skills or upgrades I can fit in.

Thanks everyone!

FreeHolder Steam Alpha 5 Hotfix 2

FreeHolder Steam Alpha 5 Hotfix 2

11.25.2017

Use Items and Equipment
Hi, FreeHolders! One system that is close to being reworked for what I believe is the third time is the throwing weapons/ammo/usable items category for battle. It has undergone a number of confusing and not entirely satisfactory permutations and so first of all, in addition to accessories there will be a number of "use item" slots. Use items will include throwing weapon stacks, potions and other single-use items. Quivers will be custom loaded to a max arrow capacity from your stocks before battles. You will then use the quiver when equipped with a bow

To this point, I think that it would save everyone time and hassle (I'm sure this has been proposed, and many of you are thinking it) if before battle you could equip your characters for the battle, totally separately from domestic equipment. You won't ever have to swap between work gear and battle gear, you'll essentially just fill out a separate "battle" loadout (which can be saved) for each battle. Also great if you get into a battle and forgot to equip something.

This then raises the question of whether work hand items are now totally redundant with the current tool system in place. We could easily increase the number of accessory slots to compensate, for example, or create other types of slots. Or just the hand slots and be done with it. I have read some criticisms of the tool system as I reworked it a few months ago, but it saves a huge amount of micromanagement compared to the old days. If there are further improvements that could be made please let me know.

Please weigh in on comments here or in forum. I'll start up a thread for comments and suggestions. Thank you!


Currently Working On:
+Muse's Song skill for Guildmaster (requires addition of art objects)
+Ore Sampling skill for Engineer (requires addition of gems and iron)
+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

Bugfixes
-Fixed one source of game freezing when loading battles
-Removed dev relics (extra skills and resources)
-Fixed glitch where Apply Mulch would appear on tile types other than Farmland

Added Features
-Grafting skill for Genius added
-Animal Whisperer skill for Veteranarius added
-Meteor Shower skill for Warrior added
-Trapping skill for Sentinel added

FreeHolder Steam Alpha 5 Hotfix 1

FreeHolder Steam Alpha 5 Hotfix 1

11.22.2017

Unity Upgrades and Bugs
Hi everyone. I am issuing an immediate fix for the character placement glitch that causes the game to be unplayable. It was due to a change in certain routines from the Unity upgrade that meant that what once was correct code was now wrong. I did not realize this immediately and I apologize, particularly to those that just purchased the game. I will not let these things languish.

Currently Working On:
+Grafting skill for Genius
+Trapping skill for Sentinel
+Animal Whisperer skill for Veteranarius
+Muse's Song skill for Guildmaster
+Meteor Shower skill for Warrior

+Ore Sampling skill for Engineer (requires addition of gems and iron)
+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

Bugfixes
-Fixed gamebreaking bug from Unity version upgrade(!?) that caused characters to not reset properly after action

Added Features
-Shadowrunner skill for Agent added
-Whisperhands skill for Agent added

FreeHolder Steam Alpha 5

FreeHolder Steam Alpha 5

11.22.2017

Announcements

A New Year, A New Life, A New Alpha, and Onwards to 1.0!

Hello, FreeHolder community! I apologize for the utter lack of updates and attention to the game over the last several months, but I have been preparing mentally and situationally for the impending birth of my first child and daughter, due around Valentine's Day. The situational chaos that seemed to have descended upon me and my fiancee is beginning to lift, and a form for the future is taking shape. It is exciting, it is invigorating, and it requires that FreeHolder finally be brought to satisfactory completion for all concerned; quickly, but with superior style. I have been discussing the endgame scenario with Matt and we finally have a framework to understand how this game will be finished.

It is no small task. I will have to save certain far-out features for post 1.0, but a large number of things must be added now, including advanced classes, a few more different resources, vineyards and orchards, politics, diplomacy, the merchant's and thief's guilds, a few additional towns, and the final conflict/event chain of Caesar's invasion. I will be revamping the mid-game to flow more naturally from the earlier game, making the upgrading of your factions citadel via missions and building projects the central focus, just like your own villa.

The missions will be clarified and brought into line with the player's understanding of advancing through the mid-game. Faction battles will be fixed, faction armies and statistics will be simplified and clarified, and the general difficulty will be increased to absorb the power of advanced classes and items, but this difficulty will not simply be engendered by the never-ending presence of factions on your land, but structural. Might will not be the only option to deal with the situation.

I have made a start of introducing the advanced classes. I have the 8 that flow from the 4 basic classes: Ranger, Rancher, Artisan, and Gardener. There will be 7 more based on the magic, combat and stealth classes. I will revamp the levels so that players can class up around level 5 or 6 once more advanced skills are available, but right now it functions as a sort of preview at level 8. At the moment you need to have learned a particular advanced skill to change to the advanced class (essentially you upgrade the skill to the "expert" level, which classes you up at the same time) and the advanced class receives an additional typed action each month. The needed skill for classing is noted in the skill description.

I only have the "signature" skill for a few of the advanced classes functioning right now. It is my intention over this holiday to implement as many new skills as possible, and maybe start doing up some character art for the new classes. It is a quite a bit of work but it is very enjoyable to me, and I feel like the addition of new art, however primitive, will freshen up the aesthetic a little bit and make the advanced classes seem like more of an achievement. I know that coding the game up is the main priority right now. And if you don't like my character art style you couldn't probably care less. :D

I know there are plenty of glitches and issues need to be addressed and adding new classes doesn't help with that, but they excite the hell out of me and once I get into this I'll start rolling in bug fixes like Katamari on a rampage. I want to do another skill hotfix by turkey time tomorrow, and one or two more from Friday-Sunday.

Thank you for your patience. And thank you for your belief and support in FreeHolder. In truth, it has gotten me through some difficult times and moments of grave doubt. My endless gratitude to you all.

-Chris

Currently Working On:
+Grafting skill for Genius
+Trapping skill for Sentinel
+Animal Whisperer skill for Veteranarius
+Muse's Song skill for Guildmaster
+Ore Sampling skill for Engineer
+Meteor Shower skill for Warrior
+Whisperhands skill for Agent
+Shadowrunner skill for Agent

+More advanced classes and class skills
?Advanced class character art


Added Features
-Preview: 8 new advanced classes, 2 choices per basic class.
-Ranger: Sentinel, Nomad
-Gardener: Villein, Genius
-Rancher: Merchant, Veteranarius
-Artisan: Engineer, Guildmaster

-Harvest Tide skill for Villein added
-Trackless Steps skill for Nomad added
-Blast Processing skill for Merchant added
-Splicing (renamed Seedbank) skill for Gardener added
-Mastercraft skill for Artisan added
-Fine Artistry skill for Artisan added
-Homesteading skill for Rancher now functioning

Bugfixes
-Levels are now capped at 8 for advanced classes, 7 for basic.
-Fixed one source of item duplication problems
-Game no longer freezes when clicking on faction tiles before revealed
-Watering rig is now available immediately

FreeHolder Steam Alpha 4 Hotfix 1

FreeHolder Steam Alpha 4 Hotfix 1

9.8.2017

Announcements

Save Fix
Saves were not working after the upgrade to Unity 5. This has been addressed.

Weekend Updates
I should have time this weekend to address some of the bugs that have cropped up on the forums. Thank you for your patience.


Bugfixes
-Fixed saving variable references that did not survive the upgrade to Unity 5
-Removed long-standing willow glitch where willow woods would not save and load properly

FreeHolder Steam Alpha 4

FreeHolder Steam Alpha 4

9.2.2017

Announcements

Alpha 4
With the upgrade to Unity 5, and the inclusion of the new Mac build, I'm comfortable saying that we have alpha'd up. Alpha 4 is simply a springboard for finishing off the mid-game, adding advanced classes and enemies, and just generally getting FreeHolder done, which is what you all have been patiently waiting for.

Upgrade to Unity 5
I've finally transferred FreeHolder into Unity 5 Pro, so look forward to smoother gameplay and nifty features I will be taking advantage of in the future.

Mac OSX Version Now Available!
At long last, those with Macs can now FreeHold alongside their PC brethren. Excelsior!

Upcoming Announcements
A substantial status update with visions of the future is coming soon. My fiancee broke her foot three days ago and, on an unrelated note, I'll be living in a military-style frame tent for the foreseeable future. And that's just the beginning of the saga. Truly it would appear that FreeHolder itself has fed back into my life and I find myself reduced to increasingly rustic circumstances, though internet and electricity persist, of course. Thank you for your patience. This is a truly weird narrative.


Bugfixes
-Miscellaneous adaptation to Unity 5 changes and upgrades
-Particle physics of "cone" type changed due to Unity 5 upgrade

A Perfect Storm of Bull-ish

Hello, FreeHolders! The RogueWare HQ has had to relocate suddenly, severely, and under some duress. It turns out that, for several years, my fiance and I have been living in a house where the pipes don’t go anywhere. They just dump sewage under the house.

After recovering from our initial shock and horror, and our sense of being well taken advantage of, we fled to my fiance's parent’s house, where we began a mad campaign of finding a new dwelling. Within several days, I’m pleased to say, we locked down a new location where we will be living for at least a year, and the move-in date is the 15th. I have had intermittent and sometimes no access to computational hardware or the internet, which is why throughout the sale nothing happened to the game. No Alpha 4, no mac release, nada. Instead of a triumphant yearly return to the release of the game with a spanking new Alpha 4, ignominy and confusion reigned throughout my birthday week. And this week it continues.

Due to various circumstances too complicated to go into, I am now alone, for five days, at the old sewer house tasked with packing up the entire house, an Augean endeavor to be sure. My time is still severely limited, and it may not be possible to update the game until I have made the move and settled into our new offices, as it were.

Oh, to be a large strong company with many employees, a location where you do not live to work, and the ability to absorb blows of destiny like these! Unfortunately for all of us, this tiny little operation called RogueWare is subject to the mean vicissitudes of life right now. I must again ask your patience and understanding, for what must be the thousandth time, while your humble coder fixes the situation. I have to debug my life right now, as it were.

My apologies for the lack of support and feedback during these last few weeks. FreeHolder is still my number one priority. Once I have a roof over my head. Oh, and happy belated 4th of July!

Chris