It's time for another release. Terrain destruction has been added- when the fighting gets too intense, the scenery might start getting wrecked. The resulting fires will burn any mecha passing through that area, and smoke limits line of sight.
In addition, there are now unique random artifacts... or at the very least, unique random melee weapons. More types of random items will be included in future releases.
Here's the complete list of changes:
Added random artifact generator Added mystery missions Fire and smoke may result when terrain is damaged Attacks may cause damage to terrain Added AreaEnchantments Fixed bug with random MissionText Scenario builder automatically adds QOL reporter to cities Added message log
GearHead Caramel v0.976: Pirate's Point Perfected
It's been a while but the next release is here! Thank you for your patience.
The biggest change this time around is the fact that the Raid on Pirate's Point scenario is finally complete. The districts of the city have been detailed and many now feature unique quests. There are five different endings, each of which can vary slightly depending on your actions during the campaign. The ending you get has consequences that will carry forward to future scenarios.
Speaking of future scenarios, I'm calling Raid on Pirate's Point the last scenario of GHC Season One. What does that mean? When I start releasing the next bunch of scenarios- Plastic Island Panic, Shopper's Paradise, Summer Dolce- I will probably raise the price of the game from $10 to $15. It was either that or release them as DLC. If you have already bought the game, then great! You will get all the new adventures for free! If you have not yet bought the game, you have until I finish Plastic Island Panic to buy it at its current low price!
Other changes include better random names, revamped screen scaling code, mutually exclusive merit badges, new mecha and content, bug fixes and quality of life improvements. Here's the complete list:
Fixed a bug in the containers unit!
Merit badges may have contra badges which get removed if badge earned
Removed unusued and not working android import from pbge; if android support added later, will need to rewrite anyhow
Added config troubleshooting option to disable scaling altogether
Reworked screen scaling; can now manually set fullscreen resolution
Fixed error causing jobless NPCs
Faction based reaction modifier has been adjusted
Fixed bug with conversation visualizer when NPC has reaction score of -100
Rewrote name generator for hopefully more readable results
Configured nuitka build, in case I ever need to change packager again
Added ending to Raid on Pirate's Point
Added relay plots
Lancemate hire cost is at least $10,000
Loading a dynamic plot now correctly sends an UPDATE trigger
If changing team in world map war, player may become enemy of previous faction
Fixed problems with factionless shops
Fixed bug with text editor widget
Added more quests to Raid on Pirate's Point
Columns decor should not overwrite waypoint terrain
Fixed bug with non-singleton city tags in bugs
PC should now automatically reject most missions against favorable factions
Automatic area invocations can be invoked with "accept" key or clicking icon
Automatic area targeters no longer need to be targeted
Fixed prev_invo invoker UI bug
Added cruise movemode
Fixed SimpleMonologueDisplay grammar error
Destroyed sound fx now based on material
Added slash anim for melee attacks
Fixed bug with mecha being excluded from missions due to movement modes
Added civilian ship megaprop
Added Doom Buggy mecha
v0.975: The Action Master Release
It's new GHC release day! Probably the most exciting change this time around is the addition of bonus actions- I've had a lot of players ask when they'll be able to use more than two actions per turn. I guess giving the action clock four quarters was a bit of a giveaway? Anyhow, I have added the bonus action system: you can spend stamina to get extra actions. The more bonus actions you take in one turn, the higher the price gets. Stamina is also needed for defense; once you run out you are extremely vulnerable. I think this is an interesting trade-off and I hope you enjoy it.
To go along with bonus actions, there are new mecha systems to make them easier to get. Dynamic Mecha Control and Reflex Control cockpits both reduce the cost of bonus actions. High output engines and high performance engines from GearHead 2 have been added. Finally, you can give your mecha an advanced gyroscope, which provides multiple bonuses but is a more fragile system than the default gyro.
Missions which do not receive a proper description will now randomly generate their own description based on the enemy faction, allied faction, and mission objectives. This should cut down on the number of rivals who say things like "I am here to defeat you, and in order to defeat you I will defeat you!", though I will admit that I do love bad procedurally generated text.
There are also some new missions, factions, and bugfixes. As usual try it out and let me know what you think.
Here's the complete list of changes:
Updated the Allied Armor bookshelf
Enchantments do not continue to update on dead/destroyed combatants
Biotech mecha get a +2 action bonus
Characters and mecha can spend stamina to get extra actions
Added different cockpit control types
Added High Output Engine, High Performance Engine
Added Advanced Gyroscope; Gyroscopes are no longer Integral by default
Fixed sound effect repeat bug
Fixed dungeon branch naming bug
A biotech torso can only install a biotech engine; non-biotech mecha may not use biotech engines
Added Ravagers faction
Biotech mecha can only mount biotech modules; non-biotech mecha may not mount biotech modules
Reduced Stamina loss from cyberware
Rebalanced monster dodge skill
Corporate factions now have allies and enemies
FieldHQ name buttons now use labels and can resize text if name is too long
New MissionText generated if no MissionGrammar provided to BuildAMissionSeed
Random MissionText added
Streaming Now?
Watch me play GearHead Caramel and probably die doing it.
Trying To Stream
Hello fellow kids? I am going to stream GearHead Caramel for your amusement. Come see Gowan and his lance of ne'er do wells possibly die in an ancient biotechnological dungeon.
GearHead Caramel v0.974: The Road of No Return
I have just released GearHead Caramel v0.974. There's a new quest in DeadZone Drifter- the Road of No Return. Whole convoys have been disappearing along the highway. There have been no distress calls, no wreckage found, and no survivors. It's up to you to search the area, find the cause of these disappearances, and put a stop to them once and for all.
You'll need to start a new campaign of DZD for the quest to appear. There are also some bugfixes and the FieldHQ has been sorted. Try it out and let me know what you think.
Added "Road of No Return" quest to DeadZone Drifter
Fixed unloadable save file if PC killed during combat bug
Incapacitated PCs may need lifesaving cybersurgery
FieldHQ contents are sorted now
Scenes without a defined parent scene should get added as root scenes
Most missions names now include faction being fought
v0.973: Fixed the Windows Crash
I have fixed the crash on Windows computers, and also fixed the problem with the cyberware interface. Thank you for your patience and bug reports.
v0.972: Quick Label Fix
Quick fix for a label widget bug
GearHead Caramel v0.971: Shopper's Paradise
It's time for a new GearHead Caramel update! This time, the shopping interface has been completely overhauled. You can switch to different lancemates and access your inventory without leaving the shop. Also, there are a bunch of new personal scale items for sale and you can load up on spare ammo clips before heading to the dungeon. In addition several bugs have been fixed and the dialogue generator has been improved. As usual, try it out and let me know what you think.
You can now access your inventory from the shop interface
You can now switch characters in shop interface
Added named boss monsters
Room deploy method should not delete contents due to lack of space
Can now reload guns and chemthrowers from the backpack interface
Added SelectGearDataGatherer interface
Guns and ChemThrowers have a reload option in combat if player has appropriate ammo in inventory
Caption AnimObs may now have sound effects
Invocations may now request additional data
Can now purchase spare ammo clips and chem tanks in shops
Refactored the shopping UI to use WidgetMenu
Added WidgetMenu widget type
Meat cannot be eaten in the middle of combat
Added on_enter, on_leave properties for all widgets
Fixed some errors in the [CHALLENGE] grammar tag
Fixed blocking counter bug
Fixed overlapping rooms bug
Fixed some issues with Python 3.12
Dialogue replies should more closely match context
v0.970: Balance, Bugfixes, and Furniture
I have updated GearHead Caramel with some balance improvements, bug fixes, and scenery for many of the indoor locations that were previously just empty rooms.
In combat, NPCs now weigh their options differently when selecting a target. The hit modifier for being overwhelmed has been changed from 3 to 4. The bug that happens when you press the alt key during combat has been fixed, the field HQ display updates after training, and the altitude property works as intended.
Counters have been added to shops so that it should be easier to pick out the storekeeper when several NPCs are present. Also, many shops now have individual decorations.
That's about all for now. Sorry for the long delay between updates, but such is the life of the solo gamedev. I'm hoping to get another release ready soon.