Timed Update #2: 90 km/h (that is, 56 mph): "Gotta Go Fast!"


Copied from the Readme file:

   Three new features adding more speed to the game:
      Added an option to skip the dice roll animation.
      Added an option to increase battle speed. This implementation is not final, but expect animations to progress at least twice as fast in the current build.
      Added Turbo mode. During battle, when activated, it will automatically issue and confirm the Auto battle option until the battle ends or the Stop button is clicked.
   And also faster than everyone had anticipated, the quest system has taken off... event handling code has been completely redesigned and the main quest has been at last 100% migrated to external text files! The next step is to make the engine offer official support for customizable Quest Modules, which, I'm proud to announce, will mark the formal endpoint for v0.6. Check out the "Reference" document contained within the Quests folder for a primer on how the system currently works and what are the resources you'll need in order to later mod your own storylines into the 18-28-38-48 sandbox.
      Existing events have received small tweaks. For example, special dialogue is now triggered when you visit the inn for the first time right after having liberated a settlement. More effects will be triggered under similar circumstances in the future.
      The Gondolier pass is now received by each player after they reach Level 2 and progress the event instead of being unlocked right from the start.
      All interaction with interfaces and all tooltips are now disabled while an event call is in progress.
   Further improved the behavior of the Auto button in PvP from its v0.0.7.6 iteration.
   Increased the character limit for team and character names to 20, up from 16.
   Fixed a bug, introduced by the previous build, where the game would crash when starting a new session with less than 4 teams deployed after having shuffled the turn order in the Customization screen at least once.
   Fixed another bug introduced by v0.1.3.6 in which the training of certain characters would be wiped under unintended circumstances at the start of an engagement, preventing them from ever accumulating training points.
   Fixed misaligned header text between menu screens, a fairly conspicuous graphics bug present since v0.1.1.6.
   Due to REASONS, when editing a new session, the Customization menu will default to one deployed team until further notice. Of course, you are still free to change this number before starting the session as you see fit. The Quick Start option will still boot up new sessions with four deployed teams.
   Once more shall I apologize, for in addition to all of the attested and unknown bugs already in the project, this build of the engine is shipping with a few known issues discovered late in the development cycle. These behaviors are under investigation and are expected to be solved in the near future:
      Anomalous behavior when hitting Esc to quit to the title screen from the world map.
         The game may randomly throw an error during this process and crash.
         Once back on the title screen, trying to start a new session may resume the previously loaded game instead. This is an old issue that appears to come and go irregularly. Data integrity is not guaranteed when continuing to play the savestate loaded by this process.
         Existing saved data is not compromised by the two aforementioned bugs. Rebooting the executable when you get the error will allow you to proceed normally.
      Irregular behavior is attested when loading an Autosave that was created while an engagement resumption popup was visible. Other than wasting an in-game day, limited tests seem to indicate that you may continue to play without further issue, but players are advised to avoid loading Autosaves created in this fashion.
      The remade quest system currently doesn't support the hidden cancel option accessed by right-clicking when presented with a choice. In previous versions, this was used exclusively to access the "augmented Adventurer" route when choosing your class at Lv. 2, a gameplay element which yet requires balancing. This option will remain unavailable until further notice, but nothing integral to the experience is being lost.
   As you may have noticed from the inclusion of a "Locale" folder inside the main engine directory, preliminary testing for a modular localization system is underway... stay tuned.

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