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[Neolithic]To the End News

Update, Version 20220702


English
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Added some withered trees near the Unlucky-13 Motel. They are attackable.
Added one more variation of the Possessed enemies near the Unlucky-13 Motel.
New location: The Inner Chamber of Queensmouth Church
[Sins of the Father]Story continues a bit. (Variable changed from 515 to 520)
简体中文
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在厄运13旅馆附近加入了一些树木。可以攻击。
在厄运13旅馆加入了一种新的被附体之人的变体。
新地点:王后镇教堂的内部房间。
【父辈的原罪】故事小幅推进。(剧情变量从515变更到了520)

DD# 76 The 18th Anniversary

Hi, everyone. Welcome to another week's developer's diary.
The game will become an adult next Monday. XD
So, let's start with an anniversary video.
English version:
[previewyoutube][/previewyoutube]
Chinese version:
[previewyoutube][/previewyoutube]

The anniversary video is usually about the most important things that happened during the development of this year. Last year's video is about the history and releasing the game on steam for the first time.
This year, I think it will be quite important that we stand with Ukraine for as long as it takes.
Although what happens in real life may usually just be a background inside our game most of the time, the two worlds are intertwined. After all, it's a modern-day RPG with endless updates. Sometimes, life just unfolds the stories of the game for us. Everything we are experiencing will be a memory of the future.

Since the game arrived on Steam, we got:
More than 410 updates. (If I am not too busy with real-life stuff, I always try to push out daily updates.)
560KB of update logs. (Not even including the week's developer's diary.)
A colorful build heat map. https://steamdb.info/app/1519140/patchnotes/
A new wiki I just start to fill content in. https://neolithia.fandom.com/wiki/NEOLITHIA_Wiki
The game has an average time played of 3 hours 28 minutes on Steam from all players while I personally tested more than 70 hours on Steam. (That's just the play time, development time is not included.)
So, I'd consider it goes quite well.
It will continue just like this.

Now, let's go down to something that happened this week.
When memories go down deep inside us, they will have memetic impacts on us in some powerful ways.

It almost makes you say "Hail Hydra!" even if it's just a quote.
Well, there is no Hydra in the game, at least not just yet. This is a new quest about a lot of booby traps.

Next,

It's Latin. But, if we have the memory of a certain show on TV, it may well as an easter egg.
The area south of Queensmouth is now accessible. You will find a motel in a very hot environment.

There are much more. We got some UI improvements in 3D printing. We got new enemies, furniture, and tileset. We got an alternative solution for the first part of the Wrong Side of the History mission. We got some bugs fixed. We got some system optimized.

Overall, it's just another normal week in NEOLITHIC like any of those weeks in our past.
Yet, it's the combination of all our past defining who we are today.
So, here we are, in an ancient RMXP game that is still updating to this day.

For the bonus part, everyone who starts the game on July 4th gets a Steam achievement. (Previously, it was the 17th-anniversary exclusive achievement.)

Next week, I will work on two big lawsuits as part of my lawyer job in addition to being the system admin of the entire law firm. It's going to be intensive. But, we will see how it goes. There will always be some interesting updates await.

Today's changelog:
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New enemy type: Possessed (Near the Unlucky-13 Motel.)
A previously blocked area near the Unlucky-13 Motel is now accessible.
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Added new ways to setup dynamic enemies.
$sys_special_enemy_inital_code can now accept String, Array, or a Hashtable of Arrays. The last option is weird. But I think it's the most flexible.

Update, Version 20220630


English
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Expanded Queensmouth Pathway to the south a bit.
Added zombies in the new part of this area.
Converted all trees in this area to be attackable.
Some configuration code of Queensmouth Pathway will now execute before the map is fully loaded so that there will no longer be one frame delay before you can see all the zombies and trees.
Changed Queensmouth Junkyard's battle background.
New location: The Unlucky-13 Motel (It's south of the Queensmouth Pathway. the Butterfly Wings can be used in this area.)
The shade will now use shade touch more often.
New battlefield environment: Hot. (Reduce strength and endurance. Skills cost more MP.)
You will get a warning message about the hot temperature when getting near Unlucky-13 Motel for the first time.
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Optimized how enemies calculate if they have enough MP to use skills.
Unified the skill mp cost calculation.
Optimized battle environment effect calculation, the negative effect from the environment on characters shall display immediately instead of at the start of the next turn.
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Fixed a bug that sometimes enemies do not use their skills even with enough MP.
简体中文
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王后镇通路的地图向南扩展了一点。
在新扩展的区域加入了僵尸。
此区域所有的树木现在都可以被攻击。
王后镇通路的部分初始代码现在会在地图加载完成前就执行,于是僵尸和树木的刷新不会再有一帧的延迟。
更换了王后镇垃圾场的战斗背景图片。
新地点:厄运13旅馆(在王后镇通路的南边。蝴蝶之翼可用。)
暗影现在会更倾向于使用暗影之触
新的战场环境影响:高温。(降低力量和耐力。技能消耗更多MP。)
你在首次来到厄运13旅馆附近区域的时候会收到一条关于高温的警告。
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优化了敌人判断自身是否有足够的MP来使用技能的方式。
统一了技能MP消耗的计算函数。
优化了战场环境影响的计算方式,战场环境影响导致的负面状态现在会立刻显示在角色的状态栏上,而非等到下个回合开始再刷新。
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修复了一个造成敌人有时有足够的MP也不用技能的BUG。

Update, Version 20220629


English
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New tileset: Hell in Reality. (It can be used in your pocket dimension.)
New furniture: Investigation Board (It's sold by the officer in the warehouse of Liu's PSB. 3x1 size. Only for decoration only for now.)
The white board in Officer Lim's office is now an investigation board.
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[Crafting]Changed the way to display the second selection window on the 3D-Printing UI.
The goal is to make the text clear even though it's still aesthetically not ideally.
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Fixed a missing text on the set of a spirit lamp and some flasks in Simplified Chinese localization.
简体中文
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新的地图图块:侵入现实的地狱。(可以在口袋空间中使用。)
新家具:调查板(疁城公安局仓库里的警官那里有售。3x1大小。目前仅用于装饰。)
林警官办公室里的白板现在换成了一块调查板。
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【物品制造】改变了3D打印界面上第二个选择窗口的显示方式。
目标是确保文字能更清晰的显示。当然,这个界面依旧缺乏美感。
###########DEBUG#################
修复了简体中文中缺失酒精灯和烧瓶的文本的bug。

Update, Version 20220628


English
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[Crafting]The number of required materials the group currently has is now displayed on the UI. (It's fun to code this with function pointers in Ruby. :D)
[Sins of the Father]As the story progresses, the Illuminati forces in the airport shall almost all go to the secret tunnel and the priest's house. (Only the doctor leaves behind.)
[Sins of the Father]The zombies shall appear near the airport right after the Illuminati leaves.
[Sins of the Father]Added a new dialog option to the Illuminati Doctor after everyone else leaves the airport.
简体中文
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【物品制造】现在队伍当前所拥有的所需的制造原料数量会显示在界面上。(在Ruby里使用函数指针的欢乐产物。:D)
【父辈的原罪】根据剧情的发展,光照派的部队会全部从机场转移到秘密通道和牧师的小屋。(只有医生还留在机场指挥室内。)
【父辈的原罪】僵尸会在光照派人员离开机场后在机场附近的区域出现。
【父辈的原罪】在光照派几乎所有人都离开机场后,仍然留在机场的医生会多出一个对话选项。