Since my last post, I have landed a contract filming and editing promotional videos for a local music venue, which is fantastic! (Don’t worry, I have improved since my embarrassing movie maker mod trailers…)
I’ve stayed on top of modding though and have had a good few solid days working away at her. A “change log” of sorts, for anyone who might be interested in such a thing:
>Polished off AI packages to minimize the likelihood of bearpaw residents standing about like zombies (and added a “you aren’t were you should be…” dialogue options that resets their behaviour, fixing any bugs)
>Fixed hefty bugs with the economy features:
- certain menus not updating resource amounts
- miscalculated costs when purchasing upgrades and hiring people
- glitch allowing the player to over-populate the camp with hunters, then being stuck with negative amounts of population capacity until they are fired, killed, or more tents are pitched.
>Rebalanced the cost and sell price of materials in favour of producing your own materials through mining, instead of earning money through mercenary work and buying them in. This makes running some kind of mining operation a more viable investment of money and precious population count.
>Fixed bugs with Military features:
- One of the five teams you can assign soldiers to miscalculating the teams attack power/mercenary value.
- Unit tracking for all teams was at some point re-routed to display Red team data for all teams, i.e if you have three soldiers and one warrior in Red team, menus would report all teams had three soldiers and one warroir. This definitely wasn’t the case at one point, so I must have messed something up! Hope nothing else is broken….
>Recalculated mercenary earnings to make it easier to have the camp remain sustainable without player interaction. The idea is that if you want to take a break from leading the camp and you’ve not left the place under threat, you can hire out some soldiers as mercenaries and set a daily export rate on any surplus food or materials and the camp will be able to sustain itself without the player being there (though there is always a chance that an unexpected attack will go badly…). This means players who want to expand their camp have to watch out for trading opportunities, hand-pick well paying quests, and micromanage their followers and resources, but players who are happy with their camp and just want to reap the benifits of their work can do so without worrying about the place being destroyed.
>Programmed a system to track the players current resources, daily gains/losses, defence and current threat. This will be used for an “assistant” NPC that can offer advice on what to do when the camp is struggling, and also for optional daily updates sent to the player via courier when he is away from camp.
>Redesigned workers and hunters to be more distinct from each other through different clothes.
I realise not much of this will be interesting or even make sense to almost anyone, as the only glimpse of the mod that I’ve shown didn’t even feature game play. I just wanted to show that I’d been working on things though and that every day I’m getting closer! I know if I had found this mod, I’d have stopped following the project long ago and would have declared the mod dead almost every time I visited the site, which I want to change. The way I work, however, is not in clear, objective blocks, so I can never really announce a big change or addition that would be genuinely interesting! Instead I’ve been hopping from one aspect of the mod to another as I spot things that need changing; the progress tracking feature was started 6 months ago, and worked on and tweaked sporadically since then until I finished it the other day!
I am getting frighteningly close to implementing the final features of the mod now though; I have found myself for the first time actively searching for bugs to squash and features to rebalance instead of desperately grabbing handfuls of code and smushing them together trying to keep the mod in one piece, which in my books means I’m read to move on to a new feature to impliment, break, lose track of, and finally fix! All that is left to go until I will be releasing:
>Soldier armour upgrades for improving the camps forge
>Advanced team commands (archer support, infantry support)
>Trading system (a days work that I will clumsily stumble through in a week)
>Procedual quest system (a weeks work that I will throw myself at, because I’ll finally be doing something other than designing menus)
>Assistant and shop keeper NPC’s, and some in-game guide books
>A quest update that points new players to the camp in the beginning
After that, there really shouldn’t be anything left to do: each piece of the mod has been built separately but once these features are finished, it all should click into place by itself in a gigantic, bug ridden unbalanced beautiful mess ready for beta testing!