Rendezvous (Beta)
[h2]Heyho, handsomes! π[/h2]
In preparation for the big bang on December 28th, a preview build has just been pushed to the Public Beta Branch. Everything from Steam Stats to Achievements and Save Games should be fully compatible.
In other words: you can already get your hands on the Steam Inventory Items by launching ANARCHY's Beta Branch via Steam. The biggest changes have already been covered in the previous announcement, though you can also find a more comprehensive list in the changelog below.
If you run into any issues β even down to less than optimal performance β please leave a message after the beep in this thread.
[h3]Major[/h3]
Field Battles
General
Big huggies to whoever scrolled through all of this. π
much love
nory
In preparation for the big bang on December 28th, a preview build has just been pushed to the Public Beta Branch. Everything from Steam Stats to Achievements and Save Games should be fully compatible.
In other words: you can already get your hands on the Steam Inventory Items by launching ANARCHY's Beta Branch via Steam. The biggest changes have already been covered in the previous announcement, though you can also find a more comprehensive list in the changelog below.
If you run into any issues β even down to less than optimal performance β please leave a message after the beep in this thread.
ANARCHY 0.1.4
[h3]Major[/h3]
Field Battles
- ADDED Combatant Spawners that dynamically spawn enemies, effectively replacing Field Impostors. Respawns are still triggered via Monolith activation.
- ADDED Auto Starting Battles firing whenever you approach an enemy. Combatants from either faction within a certain range automatically join the battle.
- ADDED a Field Grid spanning the entire map so combat can happen anywhere.
- ADDED Dynamic Deployment that allows spawning in Group Members in a range of two cells around Lorna at Battle Start.
- ADDED Steam Inventory Items (Princess, #801e1e, Erinys) as a requirement to equip variations.
- ADDED Variation Equipment Slots unique to each character. These display all available Variations, regardless of whether you fulfil the requirements to equip them.
General
- ADDED GameState "Conversation" to disable the "Combat" Submenu.
- ADDED Achievement "Paratrooper", awarded for winning a battle in ParAdise.
- ADJUSTED Main Menu BGM from "New Horizon" to "Strength".
- ADJUSTED Dialogue Lines throughout ANARCHY.
- FIXED VariAtion inconsistencies regarding Fragments.
- FIXED MenuScreen (including Save- & LoadMenu) States to properly close when the Menu Button is pressed or the scene is changed.
- ADDED Ladders as interactable objects to ascend/descend Hills.
- ADDED a SignPost as interactable object to receive the Quest "OrientAtion".
- REWORKED Trees & Houses & (Lamp)Posts into Game Objects to solve sprite layering issues and improve collision.
- REWORKED Collider behaviour in battles to fully Ignore Collisions between objects on the Combatant and Obstacle Layer.
- REWORKED Pathfinding into a coroutine running on the individual combatant to reduce unexpected behaviour when dialogue is being skipped.
- ADJUSTED Auto Save to occur whenever a game is started, a battle / Fragment ends or a monolith was triggered instead of blindly saving whenever the scene is loaded.
- ADJUSTED Lorna's ImmigrAtion sprite from her 1918 version to a new set of 1913 sprites.
- ADJUSTED the QuestBoard Interaction HUD message from generic ("Examine") to "ToDo".
- ADJUSTED Water Hue to be a bit more blue.
- DEBUG Fragment Objects are placed close to the Spawn Point for a more convenient testing experience.
Big huggies to whoever scrolled through all of this. π
much love
nory








Ten years before the events of 







Marche was a first attempt to tie a patch together thematically. It was born out of necessity due to extraordinary day-job commitments forcing me into isolated development sprints. For all intents and purposes, it was the first time since February that I felt even remotely disconnected from TRACHI.

AUTONOMY-friends recognize the place. In 1913, Lorna, her sister and a close friend of the family are about to start a new life. And we'll be right there! We'll get to witness them settle and adapt to a space they'll call home for the next 5-6 years. You can imagine that there's a lot of excitement, but a fair share of anxiety too.

Experimental abilities are ideally prototyped in a safe environment. And since I was planning on reintroducing a very important character anyway β I wanted to give you a little peek at something cool. It's a while off, but there's definite plans to celebrate 0.2 next February by adding an extra chapter to ExcommunicAtion. In ExtrapolAtion, you'll get to join team ATLAS and teach both Ganymede and Daph a couple of good reasons not to play with fire. π₯












