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[Neolithic]To the End News

Public Beta Version 20210824

It's a quite rough day in the legal business. Thus, I didn't get much time to work on the game.
Nevertheless, those bugs that I received bug reports will not live for more than 24 hours.

English
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Fixed a crash caused by select empty items in a few item selection windows. (Thanks to 7.ti's bug report)
Fixed an old SAPC++ bug in an unported system of TtE (All previous versions of the game is still in maintain and will receive updates. Thanks to 7.ti's bug report)
简体中文
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修复了一处会导致某些情况下在菜单中选择了一个空白物品的报错BUG。(感谢7.ti的bug报告)
修复了一个SAPC++系统中的BUG,该BUG位于一处尚未在TtE中可以被接触到的位置(所有此前的游戏依然在维护状态并可能获得更新。)

Public Beta Version 20210823


English
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Pipes now may have 3 more types of prefixes.
If a pipe has more than 1 prefix, the value will increase.
Added a smelter in the modern-day version of the Queensmouth police station.
Added a new dialogue option on Judy regarding the smelter.
Moved Judy's dialogue option box a bit higher as she has a lot of dialogue options.
简体中文
########内容更新########################
水管现在可能有三种新的前缀了。
如果一根水管有多于1个前缀,那么价值会有所提升。
在现代版本的王后镇警局里加入了一个熔炉
给朱迪加入了一个关于熔炉的对话选项。
朱迪的对话选项框位置向上移动了一点,因为她的对话选项太多了。

Public Beta Version 20210822

English
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Police officers and possessed securities now have their drop list. (They can drop pistol ammo, police baton, and police uniform.)
I cheated a bit in the fast version of the tutorial so that the first combat in the airport will very likely give you at least some procedurally generated equipment.
New item: Police Baton (Procedurally generated, can have prefixes.)
New item: Police Uniform (Procedurally generated, can have prefixes.)
Updated baseball bats so that they may have 4 new prefixes.
New material: Fur. (Dropped by bears. If PETA asks, it is fake. :P)
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The mouse will now be locked inside the game window during FPS mode. (You can alt-tab to break it.)
Procedurally generated items that provide skill will now also have such information also displayed in the item detail window.
Synchronized all current weapon and equipment special attribution in the item detail window.
New generic prefix: Mighty (Increase strength bonus on this item)
New generic prefix: Defender's (Increase physical defense bonus on this item)
New generic prefix: Warding (Increase magical defense bonus on this item)
New generic prefix: Electroshock (Grant skill: Electrical Discharge)
简体中文
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警察和被附身的保安现在有了他们的物品掉落列表。(掉落物包括手枪子弹,警棍,警服)
在快速教程中我作弊了一下,首次在机场的战斗现在基本保证能够掉落一些动态生成的装备。
新物品:警棍(动态生成,可能带前缀)
新物品:警服(动态生成,可能带前缀)
更新了棒球棍,现在它们可能带有四种新的前缀了。
新的制作材料:皮毛(目前在熊身上掉落。如果善待动物协会问起的话,这是仿冒的 :P)
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在第一人称射击模式时现在鼠标将会被锁定在游戏窗口内。(可以Alt-Tab强行解除该限制)
动态生成的带有技能的物品现在会把这段信息作为特殊属性写在显示物品详情的帮助窗口内。
武器和装备的特殊属性描绘文字进行了一次同步。
加入通用前缀:有力的(增加该物品上的力量加值)
加入通用前缀:防御者(增加该物品上的物理防御加值)
加入通用前缀:辟邪(增加该物品上的魔法防御加值)
加入通用前缀:电击(提供技能:电能释放)

DD #30 The Loots and Prefixes

Hello everyone! It's another week's developer's diary.
This week's focus is on making an item generation system that can bring diversity to loots you can get from enemies, chests, shops, and mission rewards.

We already have a system in place that can procedurally generate a lot of different items. However, the configuration can be quite tedious. Thus, a few optimizations in both code and pipeline have been taken to make sure it can be used with more flexibility.

The result is quite good. A few enemies such as the mannequins, the homeless, the crazed survivors, and the corrupted robots all get their own item drop lists that can provide a much wider and wilder range of item drops and variations. There will almost never be two identical baseball bats from the crazed survivors; No two combat robot modules from corrupted robots can be exactly the same. Every weapon or equipment drops from them are almost unique. It's just like everyone who lives in this world is special. You are special.

To push it a bit further, a prefix system is implemented in place to highlight the strengths or sometimes weaknesses for all those unique items. For now, the database is relatively small (it will be further expanded in the future). But, combined with attribution randomization and item procedural generation, there can be a lot of possibilities.


In conclusion, a baseball bat may have its attribution quite different from another baseball bat while it may also have one prefix (in some rarer cases, it may have more) to make it more unique to others.

They are usually limited in a reasonable boundary which people consider normal.
However, what if such boundaries can get broken sometimes? (Maybe genetic mutation, I don't know.) What if you suddenly find a baseball bat that can cut people like a sharp-edged blade and cause bleeding? What if you picked a baseball bat that has magical power? What if there is a baseball bat that can turn you into a vampire? What if it's not a vampiric baseball bat, but a vampiric pipe or vampiric steel chair? Maybe even a vampiric vodka bottle? Maybe it will even automatically register how many creatures you killed with it. (StatTrack weapons. :D )

Welcome to this secret world! All those anomaly items are all possible to exist!
If you are too afraid of them, you can melt them down into basic materials and craft something else.
However, it's more likely that you will find them quite useful to help you fight against powerful enemies that normal civilians can hardly takedown. For example, the weird plastic clothes you can get from those mannequins in a certain basement may just be a solution to defeat an enemy that uses a lot of electronic offense skills.

That's for this week. But, the work will continue.

Today's changelog:
English
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Procedurally generated baseball bats may now have one prefix. In rare cases, they may have two. (Current available prefix for baseball bats: Magical/StatTrack/Strong/Feeble/Anti-human)
Same to the pipes.
Procedurally generated combat robot modules now may have a "lockpicking" prefix.
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New prefix for weapons: Sharp (causing bleeding.)
New prefix for weapons: StatTrack (Basically, it will record how many creatures you have killed.)
New prefix for weapons: Strong (Increase weapon's attack for a percentage.)
New prefix for weapons: Feeble (Decrease weapon's attack for a percentage.)
New prefix for weapons: Anti-human (Increase damage on human targets.)
New generic prefix: Lockpicking (Increase lockpicking skill level.)
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Fixed a bug that the daily supply may have empty items which were supposed to be bobby pins.

Public Beta Version 20210819


English
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New material: Circuitry
New equipment: Module (Currently with 3 variations based on prefix. Those are "bulletproof", "magical", "fireproof", it can only be equipped by combat robots)
Enemy corrupted bots now have a new drop list contains modules, circuitries, and steels.
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Race-limited equipment attribution has been localized and implemented into the game.
The prefix system has been localized and implemented into the game.
简体中文
########内容更新########################
新的制造材料:集成电路板
新装备:模组(目前有三种基于前缀的变种。包括“防弹”“有魔法的”“防火”,该装备目前仅能装备与战斗机器人身上)
敌方被腐蚀的机器人现在有了一个新的掉落表,其中包含了模组,集成电路板和钢铁。
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有种族限定的装备属性被本地化并实装在游戏内。
前缀系统被本地化并实装在游戏内。