OK folks, here's the changes I want to put into 1.2.x patches:
Real inventory + changes to equipment purchasing
TOWNS! Little isometric representations of the game's 8 towns that contain NPCs and Services (see screenshot below!)
NPCs: Characters you can talk to, give things to, or get things from
Services: Auction (for obtaining powerful weapons), storage, home (for selecting a place you start your next game from)
Pimikopedia, a help/document interface where you can look at tutorials or unlockable entries
Additional music
Combat updates. I'll give more details on this after the other changes are done.
For everyone that stuck with it so far, thank you for being so patient! The patch will come when it's ready—I'm still working on the tileset/town maps and the NPC scripting so I can't give a precise ETA on the update. It's still a one-person effort, so you'll have to bear with me a bit.
Patch 1.3
Finally! I had some time to put towards updates, and I have some goodies:
Version 1.1.3 adds—you guessed it—a light tutorials system! Tutorials use larger boxes than regular alerts, and the game will automatically turn off tutorials if you've seen them all. It should alleviate almost all of the problems first time players have when they're trying to figure the game out.
If it needs anything added or you'd like more comprehensive ideas for feature updates/improvements, please let me know in the forums!
Other Changes:
Token Shop values are now more generous, so new players are more likely to gain enough to buy a new class on their first or second run-through
A bug with saving unlocks has been stomped. Previously, the unlock routine would tap out and get stuck on a certain index (meaning you needed to buy unlocks in order if you wanted it to save properly) but this is no longer the case~!
In tutorial messages, the game tells you the weight threshold before you get worse encounters.
Patch 1.2
Here we are with Patch 1.2! Most of the changes are dev-related so I won't recall those here, but I'll give you the good news for the player side...
...When you get into a battle, the player window now correctly resets to the location you anchored it before the fight! No more having your window get moved by the battle and having to move it back, because the game does it for you.
Patch 1.1
New in this patch: Windows now have a little cross button on the top right that, when clicked, will close it. When a window is closed, the window at the top of the stack is made into the active window.
Patch 1.0
This patch adds quite a few changes, mostly to the encounters aspect of the game along with a UI upgrade. This is the first major update to the game aside from certain small balance and cosmetic changes in 0.1 and 0.2.
UI CHANGES:
Marketplaces now show the weight of each good per unit.
GAMEPLAY CHANGES:
The first guns are now more expensive
Patching up and sharing meals with traders recovers more HP
Per unit weights for some goods have changed, with high-value goods being universally pretty heavy
Player encumbrance now affects the tenacity of raiders. They'll fight on a lot more readily if you are carrying lots of stuff.
Player encumbrance now affects the chances of a raider attack. After a certain amount of goods are on your person (especially high-value goods) you'll find a markedly higher chance of attacks, roughly a 100% increase.
Stronger raiders show up about halfway through the game. These raiders are better shots and carry better weapons—they're about as strong as mercenaries were in the launch version.
Player encumbrance may affect the composition of raider attacks—if you're a particularly juicy target, you'll have to contend with Mercenaries as part of a raider party. Make sure to buy combat items, and bear in mind that trying to haul 50 surgical kits to Inahunjon to cash in on a boom is way more likely to get you killed now.
Mercenaries are markedly more difficult to kill and deal much more damage, so taking combat items that can disable them is more or less a must.
I've tested the patch to make sure it's actually winnable, and it still is—you're just much more likely to get killed with the "strategy" that made the late game so easy on launch. Buy combat items and get those DR upgrades in during the early game so that you stand a fighting chance with late game encounters when you're hauling like 100 units of encumbrance worth of stuff around.
Patch 0.2
The game's been patched to 1.0.2!
There are some more minor balance fixes, along with a brand new set of shiny graphics for Ruho, with more differentiation between classes:
Love mist now has a blanket 70% chance to succeed on ALL targets. Previously it was 80% with Raiders and Traders and 30% on mercs, but the rebalance makes this rare item a little more powerful.
The trader will no longer refuse lunch if you have no reputation for brutality.
All three of the normal, grr grr, and education skins have received new graphics
The game now attempts to quicksave preferences/tokens on exit, to make sure that you've received your tokens if you decide to close the game when you win (let me know if this breaks further!!)
This will probably be the last minor patch until an actual content update, though if quality of life fixes are REALLY BADLY needed, I'll patch those in as soon as possible!
Patch 0.1
In response to balance issues, I've made some quick changes for today's patch:
Mercenaries are a bit harder to kill
The high end weapons cost more and the assault rifle deals slightly less damage per hit
The game end message now reflects other conditions that may have changed in response to your victory (hint: there's more to encounters than shooting things)
Love Mist now causes your reputation for charity to rise, instead of raising brutality
Minor release delay!
Release will be delayed 1~2 weeks as the final features get completed and tested. Right now the only work left is finishing up encounters and getting them into the game (outside of debug tools) and completing the unlocks menu so that you can play all of the classes and change Ruho's skins and other things like that.