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DD#112 Perversions of Ideals of Science

Hi, everyone! Welcome to another week's developer's diary fed by waves of science (or system improvements.)

Continuing from last week's pet fusion, we now have fused machine pets known as the Evangerions.

They are capable of equipping all the latest machine modules as another monster created from both machine and biological materials.

Skills can now have cooldowns in battle. Thus, it allows better balance for some skills. For example, many healing spells no longer cost that much MP anymore. Instead, they use cooldown to prevent spawning those skills mindlessly. It brings more tactical thinking on when is the best time to use such skills with cooldowns.

Items can now have their effect-applying chance set separately with a parameter. That makes a major improvement in the Alchemy system possible. You can now make potions with a chance modifier attached to them. If you are a skilled alchemist, with the right ingredients, maybe you can be a master of chemical warfare even in a supernatural world. A bit more tech details: each alchemy material has certain elements attached to them. Previously if the value of one effect element goes beyond one, the effect will appear on the final product of the potion you just created. Now we go beyond the binary rule of 0 and 1. If the value is larger than 1, it may provide a positive chance modifier to said effect. A such modifier can be further improved by your alchemy skill. As a result, you may create a potion that can a deadly potion that can poison the most resilient targets, make them sick, make them slow, make them drunk, make them burn, and make them suffer from every single nasty thing you so generously put into your great work for them. Nurgle will be pleased. :D
"Flow over no man’s land, a poisonous nightmare."

By talking about no man's land, I am totally not talking about the previously quite empty Desert of the Trapped in another world. Because it now has more creatures out there. From shaded slaves to sandworms.

They all walk in a desert under Aten's black sun. It may look like a horror movie to common people. But, to a supernatural adventurer like you, you may find ways to take advantage of the situation. You can turn sandworms into pets or collect their acid to create deadly potions in the enhanced alchemy system mentioned above. It comes with acid as a new element and acid burn as a new effect. An excellent alternative to raw poison. They eat away their victims' defense while also causing damage each turn.

Meanwhile, a supervillain certainly requires more minions.
Thus, you can now customize your character or your customized teammates into the appearance of Ancient Egypt Slaves or Crazed Workers.

But, here is also an easter egg, a fella just sneaked into your character customization files.

NAFO expansion is unnegotiable. Thus, you can now also make customized fellas as teammates. You can also edit existing customized teammates to be fellas or the other way around. The system shall automatically recognize if you have a fella teammate or a normally customized teammate.

That basically covers all the major changes of this week. There is likely something else I didn't mention. Such as this:

But, maybe it's a good idea to leave them unmentioned which shall provide more fun for you to explore and enjoy the joy of discovery.

History fact: Behind the title of this week's developer's diary is a tale of a couple of talented chemists. The lost words of an alienated wife to a Nobel Prize winner who became the father of chemical warfare.

His story is history. But how will you use the power of alchemy with this week's updates?


Today's changelog:
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[Relationship]Added the relationship display of Dark Cloud Cyber Cafe. (To the veterans of the "Internet Addiction War." It unlocks when you get into that cyber cafe for the first time.)
[Abandoned House]Sandworms may now appear in the random rooms in this location.
[Abandoned House]Reduced the chance of generating an empty room.

Update, Version 20230309


English
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Bad news: File corruption happened, and something in the art pipeline died.
Good news: I took some time, and upgraded some ancient tools to some new ones. Still, some things need to be rebuilt. But we will get there.
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[NAFO]Added combat art assets for the NAFO ambassador. (I was trying to verify if the new art pipeline restored some functions of the damaged one. But, things start to get a bit wild. See below.)
[NAFO]When making customized teammates, you can now make fellas. (For story reasons, you cannot use fella art assets on your main character for now.)
[NAFO]You can now also edit your customized teammates to fellas. You now can also edit fellas to non-fellas.
[NAFO]Fellas have a relatively higher emotional damage resistance.
[Item/Alchemy]New item: Acid (This kind of acid is not very strong. But, it can be used in alchemy to make even stronger acid.)
[Enemy]Sandworms may now drop acid.
简体中文
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坏消息:电脑故障,一些美术资源开发流程上的工具受损。
好消息:我顺便把一些古老的美术开发用的软件升级到了更新的版本。还有一部分需要重建,不过我们会一路上解决这些问题的。
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【NAFO】加入了北大西洋柴犬组织大使的战斗美术资源。(我原本只是计划去验证新的美术流水线是否有旧流水线中被损坏的一些功能。结果,事情朝着奇怪的方向发展了。见下方。)
【NAFO】当创建自定义的队友的时候,你现在可以创建Fella队友了。(由于剧情的缘故,你暂时还不能把主角变成Fella外观。)
【NAFO】在你编辑自定义队友的时候,你可以把普通的队友转化成Fella队友了。反之也可以。
【NAFO】Fella有较高的情感伤害抗性。
【物品/炼金】新物品:酸液 (这种酸液的腐蚀性不是很强。但是,可以通过炼金制作更强大的酸液。)
【敌人】沙漠蠕虫现在可能掉落酸液。

Update, Version 20230308


English
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[Item]When you make Molotov, different liquids you add to the bottle can now also adjust the chance to cause burning. (Oil-type liquid is usually more likely cause burning than alcohol)
[Item]Items that cannot be used in battle will no longer display when you select a character to use an item during the battle.
[Item]Stones can now be used in battle. You can throw them at enemies to cause a little damage.
[Item]Item help window now automatically displays which effects the item applies and which effects the item removes.
[Item]Certain items will hide their effects in the help window. Such as you may not know whether an expired life potion can cause poison.
[Alchemy]Newly created alchemy potions no longer use additional customized tooltips to tell which effects the item applies and which effects the item removes. (Existing potions may feel a bit weird as duplicated descriptions exist. But, they will slowly phase out as consumables.)
[Food]Wheat and potato no longer remove the "Spicy Food" effect.
[Alchemy]Ingredines with overflowing state effect value will now provide additional success chances to apply such state effect. The success chance can further be increased by the alchemist's alchemy skills.
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[Effects]Each effect source can now set its effect and apply chance for each effect separately in a hash table. (Previously, it was just a numeric. The new system is compatible with the old one.)
[Item]Items can now have parameters to adjust their effect apply chance. (Either in a hash table or use a numeric.)
[Item]Items can now have parameters to hide the effects they may actually apply. Such effects will no longer display in the help window.
[Item]Adjusted the item help window's height calculation to make sure text will never be out of the window's boundary.
[Item]Item help window will now also display the effect apply chance modifier of items. (If exists.)
简体中文
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【物品】在制作莫洛托夫鸡尾酒的时候,你在瓶子里加入的不同液体现在也会影响造成燃烧的概率。(油类液体相对酒类液体可能造成燃烧的概率更高。)
【物品】当你在战斗中选择一名角色去使用物品时,不能使用的物品现在不会显示在窗口内。
【物品】石头现在可以在战斗中使用,你可以把它们丢出去砸向敌人造成轻微伤害。
【物品】物品帮助窗口现在会自动显示物品具备何种增加和移除状态属性的效果。
【物品】部分物品会隐藏它们的部分实际效果。比如,你无法知晓一瓶过期的生命药水是否会实际上造成中毒效果。
【炼金】新生成的炼金药剂现在不会再用额外的说明文字显示该物品具备何种增加和移除状态属性的效果。(已经生成的药剂可能暂时会因为说明文字有重复而有点奇怪。但是,作为消耗品,它们会慢慢淡出历史舞台。)
【食物】小麦和土豆现在不再消除【辛辣食品】状态。
【炼金】当素材有溢出的状态附加效果的数值时,现在该部分数值会转化为施加状态的成功率修正值。使用炼金术的人员的炼金技能将会进一步提升这个数值从而进一步提高药剂的状态施加成功率。
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【状态效果】现在所有的状态来源可以对其设置的每个不同状态的几率用一张哈希表做单独的修正。(此前只有一个整数。新的系统和旧系统兼容。)
【物品】物品现在可以通过参数调整它们施加状态效果的几率。(用一张哈希表或用一个数值。)
【物品】物品现在可以有控制变量隐藏部分该物品会实际附加的状态。
【物品】调整了物品帮助窗口的高度算法,确保文字不会绘制出边界。
【物品】物品帮助窗口现在还会显示物品施加某种状态效果成功率的调整值(如果有的话)

Update, Version 20230307


English
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[Pet]New enemy/pet: Sandworm.
[Desert of the Trapped]Added sandworms in the other world version of the Desert of the Trapped.
[Element]New element type: Acid
[Effect]New effect: Acid Burn
[Skill]New skill: Acid Spit
[Wiki]Added all those new stuff to the game's wiki.
简体中文
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【宠物】新敌人/宠物:沙漠蠕虫
【被困者的沙漠】在异世界版本的被困者的沙漠加入了沙漠蠕虫。
【元素】新元素种类:酸
【状态效果】新状态效果:酸液腐蚀
【技能】新技能:酸液喷吐
【维基】上述所有新增内容已经同步到维基。

Update, Version 20230306


English
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[Character]Added the art assets for the shaded version of ancient Egypt slaves.
[Desert of the Trapped]Added new enemy: Shade-Tainted Slave in the other world version of the Desert of the Trapped.
[Desert of the Trapped]Increased the number of enemies in the other world version of the Desert of the Trapped.
[Butterfly]Added "Somewhere in Between" as a teleport target location after you have visited it for the first time. All generic Egypt outdoor locations, the Branched Ancient Tomb, and the other world version of the Desert of the Trapped can teleport to this location.
简体中文
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【角色】加入了暗影化的古埃及奴隶的美术资源。
【被困者的沙漠】在异世界版本的被困者沙漠中加入了新的敌人:被暗影侵蚀的奴隶。
【被困者的沙漠】增加了异世界版本的被困者的沙漠中的敌人数量。
【蝴蝶】在你首次访问了【世界之间的某处】之后,这个地点可以作为传送目标。你可以从普通的埃及室外场景、被闯入的古墓、异世界版本的被困者的沙漠传送到这个地点。