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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.
#########System#####################
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.)
#########Debug######################
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.
#########System#####################
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。
########系统改进#######################
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。

Public Beta Version 20210817


English
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New weapon: Pipe (procedurally generated with random attributions.)
Increased the chance for homeless and crazed survivors to drop items.
They may also drop beret and pipe now
You can now wait for non-hostile rats to go away instead of directly engage them.
Added the amount of money crazed survivor may have.
#########System#####################
Added an additional confirmation window when select "surrender" in combat to avoid misclick.
简体中文
########内容更新########################
新武器:水管(动态生成,属性随机)
增加了流浪者和发疯的幸存者掉落物品的概率
他们现在也可能掉落贝雷帽和水管
你现在可以让非敌对的老鼠走开而非直接和它们交战
增加了发疯的幸存者身上可能带有的金钱数量。
########系统改进#######################
在战斗中选择投降时现在会有一个额外的确认窗口,以免发生点错。

Public Beta Version 20210816


English
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New item: Baseball Bat.
New item: Dirty Coat
Both items are procedurally generated with randomized attributions. Dirty Coat has some very special attributions.
New drop list for homeless and crazed survivor, they shall now drop scrap/Dirty Coat/Baseball Bat
#########System#####################
The additional item drop rolls will only happen if at least one enemy has been defeated in the battle.
Localized "Initial Hatred" special attribution on equipment and perks.
简体中文
########内容更新########################
新物品:棒球棍
新物品:肮脏的大衣
两件物品都是动态生成带有随机属性。肮脏的大衣还有一些比较特殊的属性。
为流浪汉和发疯的幸存者加入了新的掉落列表。他们将掉落 废料/棒球棍/肮脏的大衣。
########系统改进#######################
额外的物品掉落现在只会在击败了至少一个敌人时才会发生。
本地化了防具和特殊属性上的“初始仇恨”属性

Public Beta Version 20210815


English
#########Content#####################
Moved change character appearance tips a bit to the left in the character create scene (the passport scene).
Added 3 new business suit icons. Newly generated business suits will randomly pick one from the total 4 different variations.
Mannequin now takes less damage from thunder damages as they are plastics. (The change affects both enemy or friendly mannequins, including those who look very human.)
New procedurally generated item: Plastic Shirt. (Dropped by the human-like mannequin in the 3D printing store basement.)
New procedurally generated item: Plastic Pants. (Dropped by the human-like mannequin in the 3D printing store basement.)
简体中文
########内容更新########################
在角色创建的界面中把提示改变角色外形的文字内容向左移动了一下主要防止英文文本部分文字无法显示的问题。
加入了3个新的商务西装图标。新生成的商务西装现在会随机从总共四种不同的图标中选取一个使用。
人体模型现在受到更少的雷电伤害,因为它们是塑料做的。(该改动同时影响敌方和我方的人体模型,包括那些看上去近似人类的。)
新物品:塑料衬衫。(3D打印店地下室里那些看着像是人类的人体模型掉落)
新物品:塑料裤子。(3D打印店地下室里那些看着像是人类的人体模型掉落)