Timed Update #1: The 11th Build: "Double 6, 55, Double 4..."


Copied from the Readme file:

   Remember when I said the day/night cycle was going to be expanded soon? It's ready already. Remember when I said there was going to be twice as many time zone subdivisions? Well, I did indeed double the amount of longitudinal and latitudinal divisions on the map, but then I ended up doing it once more. In other words, the day/night diagram now has four times as many rows and columns in it, meaning that twilight zone curves are up to 16x smoother now. Uh, that's not all. There are now four times as many different terminator patterns over the in-game year. Whereas the engine previously used one pattern for each in-game season, they now cycle every in-game month in a smooth progression along with four extra patterns representing the two equinoxes and solstices, which remain active for a few in-game days until the next month begins. These terminator curves were all traced from actual daylight maps as they look at the start of a month and during an equinox or solstice. On the back-end, all code dealing with the day and night cycle was refactored, removing long-running inconsistencies dating to the old system, such as city lights on the overworld and the moon icon on the HUD lighting up or turning off when they weren't supposed to. Surprisingly (for me), all of this didn't take too long to implement. Planning beforehand is indeed getting half the work done.
      Now that months have some gameplay significance, the top-right HUD element and its corresponding tooltip now display information about the current in-game month.
      Highlighting the interface on the top-left of the overworld screen while in Look mode now highlights the time zone mentioned by its tooltip.
      Added a longitude and latitude display to the overworld debug overlay (F11).
   Weather Report: ONLINE. Climate mechanics are now supported by the engine. "Planning beforehand is indeed...". The system works just as it had been previously conceptualized on the "Reference - Weather" document, with a minor update or two. It's not an 1:1 real-time copy of the Earth's weather patterns. You may see a drizzle in not-Sahara a few days too many every year. You may find that the in-game analogue to your location has more or less rain or shine than it does in real life. Still, this system does its job as yet another cog on an expanding simulation; a minimal seedling of a ruleset that blooms into a humble reflection of lifelike phenomena; worldbuilding and gameplay seeping into each other. Sun, moon, seasons, climate. Resources, wildlife, inhabitants. The 18-28-38-48 setting is more like its own little world coming to life, bit by bit, byte by byte, every day...
   "Closing walls and ticking clocks"... player order is no longer static. On the Customization screen, you may shuffle or manually assign a turn order for the teams in play, regardless of their display order (to which activity time was irrevocably tied to). Also, while no events so far may change each team's assigned time (more planning on how teams will be affected when traveling between timezones -- jet lag! -- is required), the engine already supports dynamic player order on the technical side. The interface on the top-left side of the world map now shows colored stripes that represent the current activity order of the teams on the field, which are now refreshed every new in-game day.
      The default clock mode is now the 12-hour clock. You may toggle between 12-hour and 24-hour clocks from the Customization screen or by clicking the top-left button on the world map interface.
      Added other new interfaces and small visual improvements to the Customization screen.
   "Turn flow" rewritten! This is big. After all, it is the very spine of the battle system! Previously, battle actions and the events at the beginning and the end of a turn were positioned on predetermined nodes along a timeline, each triggering after about a second or sometimes skipping ahead prematurely. Now, actions aren't tied to a timeline at all, but to a dynamic checklist that has the capacity to edit itself on the fly and call intervals of varying lengths between in-battle events. A detailed report of changes associated with this rewrite:
      Escape mechanics now work as they were always supposed to! The placeholder system that always aborted the battle when choosing to Run or Surrender is no longer active, meaning that escape attempts have a chance to fail. Surrendering now properly fails if you can't communicate with the enemy troop. This takes the totality of the team's communication skills and the entire troop's communication requirements into consideration. The more creatures your party can communicate with on the opposing team, the higher is the chance of a surrender attempt succeeding, culminating at a guaranteed success when the entire troop can be communicated with. Running is more likely the faster the player team is in relation to the enemy troop. Failed escape attempts boost the success rate of future attempts. Additionally, enemy troops may also Run; mechanics mostly mirror those used by the party, with a major exception. Which brings us to...
         ...the first semblance of AI has been finally added to creatures! With mechanics mediated by the new "Watch" Command, some animals will remain neutral to the party until attacked or until the player refuses to retreat, at which point they may counter, brace themselves or start fleeing the party, all depending on their species. All other units of the same species (referred to as "cohort") will copy the behavior. Creatures escape one at a time, unlike the player's party. Now, only a handful of animals retain aggro behavior similar to that of monsters, which begin attacking immediately and never try escaping at all. No more crazy rabbit packs attacking your team on sight and fighting to the death! This sets the precedent for a monster AI that does more than declare the default attack on a random party member. As the development of the engine's mechanics advances to an acceptable degree and work shifts primarily to design and balancing, deeper foe AI is expected to go online in no time.
         As in resource and treasure discovery, the player may freely leave encounters with creatures if all of them are currently non-aggressive, even those that will automatically turn aggressive only on the following turn. As long as this condition applies, the Run and Surrender commands become inaccessible.
      AoE skills, including multi-hit ST skills, now hit one target at a time in very quick intervals, giving their use a more polished look and fixing for good the brief but perceptible lag previously seen when casting them.
      Polished visual glitches when an actor with a declared action was to be skipped over due to having fallen.
   Started work on Quest Module functionality, for real. You may have noticed the new "Quests" folder sitting right above this text file. That will be the new home for side story NPCs, their unique Manifestations and any add-on dungeon maps that may be added in the future. Of course, customizable questlines are expected to go there too. Future iterations of this system may offer support for other database elements, such as inventory components and entities. Let's not succumb to scope creep yet!
   Updated world map. All 169 manageable settlements in the world can now be reached by gondola! :DDD
      World map tiling system was also rewritten. Undesirable behavior affecting the cursor and interfaces when crossing the poles or the International Date Line has been eliminated forever!
   Current biome and weather are now displayed inside the engagement screen.
   Added font color contrast to team's names on the relevant tooltips.
   Improved battle log indentation behavior!
   Improved skillset routines last tested in v0.0.5.5.
      The engine now supports the extended learnset of creatures that are storyline NPCs and/or monsters with a true identity.
      Adding EXP to a party member through the F10 command line should now give them the skills they normally gain when leveling up.
   Skills incompatible with Magic Dispersion no longer display a preview of how their cost, power and range would be affected on their tooltips.
   Fixed an elusive bug in which dealing no damage with a damaging action would not generate a damage popup or a battle log entry, making it seem like the user's action was skipped. This issue is now confirmed to have originated all the way back in v0.0.5.5.
   Fixed a previously unattested issue where, after an action changed targets due to the original target having fallen, the battle log would still reference the original target by its name.
   Fixed another previously unattested bug causing inconsistent day and night cycle behavior when loading a saved game under some circumstances.
   Fixed it being possible to interact with certain interface elements on the Customization screen by clicking with the right button, an unintended behavior.
   Fixed Talents of dismissed monsters being able to pass onto monsters with unnamed Talents when the latter were newly added to the party.
   Fixed inconsistencies affecting a given team's map token while theirs or other players' Gondolier pass was active.
   Fixed certain interface elements on the Engagement screen remaining active during the "turn flow".
   Fixed the animals' Evasion not appropriately proccing against Magic skills.
   New appearance for one of the FUDOs!
   I apologize, but the high number of more pressing fixes or implementations and the short development cycle left me no opportunity to work on multi-PVP issues, unlike I had predicted I'd soon be able to on the log for v0.1.1.6. The same family of scripts that deal with multi-PvP is also behind the visual glitches you might sometimes witness when escaped creatures are removed from the troop in between turns. "Please understand."

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