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Update to v0.20.68a (Cave Cricket)

It's been some time since I've provided you all an update and, for that, I humbly apologize! Steady progress is being made, however, an October release is just not going to happen. I would love to get this puppy out the door and into all of your loving, testing hands, but it's just not there yet. However, I do have a slew of updates to share with you all as we move into v0.20.68a!

[h3]v0.15.44a (Cave Cricket) --> v.0.20.68a (Cave Cricket)[/h3]

Features
  • A NEW Adventure Log has been added to the Book UI! Now you'll be able to look back on all your hero's past accomplishments and missteps!
  • Added Treasure Chests and filled them with loot! Each dungeon level has a chance to have a handful of treasure chests!
  • Added a new 'Quest' System! Now you'll have a goal vs just aimlessly adventuring around!
  • Changed 'buildable' system to a stationary 'blueprint/quest' system. Honestly, the buildable system was just a headache. Basically, I took away the ability for player's to dictate where major buildings will go when built. Yes, I know, I'm a damn animal.
  • Added Foraging! Hungry? Well, find yourself a bush!
Changes
  • Made it so NPC's turn to Right/Left depending on where Hero is when conversation is originated.
  • Added new Adventure Log entry types
  • Replaced old torchlight with a better/smoother looking one
  • Added new path sprite leading into the settlement area.
  • Added new dialogue options for Calvin and programmed in a dialogue tree to make it easier to do the same for other NPCs
  • Added 'Fire/Encampment!' Quest
  • Added flowers!
  • Added Overworld Water Tiles!
  • Started to add trees to fill out the Overland map
  • Added 'Food!' Quest
  • Added bedroll for Calvin
  • Added blueberries and barberries
Fixes
  • Made sure NPC Shoppe slots are reset to -1 when closed/exited. This was causing an issue where items were not re-appearing on subsequent shopping trips.
  • Unset 'Sold By' variable on newly created items to fix them appearing in NPC Shoppes accidentally.
  • Tweaked door so it doesn't ragdoll on destruction
  • Set hero's previous x and y as soon as entering dungeon to avoid pinging off into space
  • Error in Enemy AI (I used a greater than vs a lesser than when calculating next tile)
  • Fix error where chests were spawning ANY item vs ones tagged 'findable'
  • Page number inconsistencies/links not working as they should
  • Added +1 to mod to array.width that controls Traits to make sure only avail. traits appear and no new traits can be picked if all have been picked
  • Added stat_base value to hero to fix addition when adding stat_mod values
  • Fixed blood splatters to be more badass when enemies die
  • Fixed stick spawns to only be south of trees
  • Added blueberries and barberries
  • Fixed quest system to deal appropriately with stackable items

Anyway, I'm going to get back to it! Make sure you check out my Patreon page (if you haven't already)!

Hugs and Smooches,

Sam