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Brigand: Oaxaca News

Version 17.6

[p]The Blood Vision Voodoo spell now lets you see through walls if you have 50 Voodoo skill, and alcohol now recharges Meta. Stacked with booze's insanity treatment, this makes alcoholic Voodoo builds much more viable (be sure to get Chem Tolerance ability). Also, Man's Best Friend ability now boosts the Hound's Vitality from 5 to 20.[/p][p][/p][p][/p][p]I have received a few saves from frustrated players over the years at the exact same location: taking the Polyphonic bridge in Ch.9. Every time I play their saves, I resort to save-scumming. Getting to the bridge door is doable, but getting vaped by the Cyber Knight's L-Blaster is unfair.[/p][p]I modified the Ch.9 intro script to remove one of the Cyber Knights on the Polyphonic bridge, and replace the other one's laser weapon with a Shorty AR. This is all done with scripts, so you won't have to restart the story unless the Ch.9 intro already happened. The NIGHTMARE setup remains the same. [/p][p]Finally, I got the main menu buttons translated for both Chinese and Russian versions.[/p][p][/p][p][/p][p][/p][p]EDIT: If you had to change settings in your video card settings, you may have to do it again. I updated the EXE one last time just to update the year. In the future I will only have to update the EXE if I add more script commands for modders.[/p][p]EDIT #2: Also, please leave a review if you haven't already.[/p][p][/p][p]Complete list of changes:[/p][p][/p][p]SCRIPTS:[/p][p]-Man's Best Friend ability now increases Hound's Vitality from 5 to 20 and fully heals it.[/p][p]-Blood Vision spell now grants Loavision if caster has 50 Voodoo skill (see through walls).[/p][p]-Alcohol now restores Meta (more with Chem Tolerance ability), to make Voodoo alcoholic builds more viable.[/p][p]-Removed one Cyber Knight from Polyphonic Bridge in Ch.9, replaced the other's laser weapon with Shorty AR.[/p][p]-(BATTLES) Player no longer takes cold damage outside in final BATTLES map if standing near cooking fire.[/p][p][/p][p]RESOURCES:[/p][p]-Updated Player's Manual (Blood Vision).[/p][p]-(CHINESE) Added Chinese main menu buttons for Chinese translation.[/p][p]-(RUSSIAN) Added Russian main menu buttons for Russian translation.[/p][p]-(STEAM) Changed "Mister Fixer" achievement to "Slingblade" (Hardware achieve).[/p][p][/p][p][/p][p]VERSION 17.5B[/p][p][/p][p]SOURCE:[/p][p]-Fixed Launcher not saving plugin font type and size settings when launched (thanks to Hardwater).[/p][p]-You can now set font size to giant2 to giant6 in the INI file if it's too small on your computer.[/p][p][/p][p]STORY FILES: (requires starting a new game)[/p][p]-(CHINESE) Fixed bug with map names in main campaign and NIGHTMARE story files.[/p][p][/p]

Warlordocracy v3.1 to v4.0B

[p]Did another 10 patches for Warlordocracy, officially wrapping up the to-do list for the 5 chapters of the main story. Now I can finally start on Ch.6 (set 25 years later).[/p][p][/p][p]Steam: [dynamiclink][/dynamiclink][/p][p]Most recently I added another 6 spells, as well as pretty icons for all 72 spells in total. Other highlights include giving a slight delay to bombs and artillery and showing a targeting reticule on the tile, giving time for the player to change course. Explosions now knock people backwards.[/p][p]Also added new party AI options, new party dialogue and quests, and fixed a shit ton of bugs. Thank you to everyone reporting bugs.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]VERSION 4.0:[/p][p]-Improved Gemcrack magic menus so info is displayed on root menu instead of hidden in "Information" option.[/p][p]-Added 6 new spells: Invisibility, Spin Webs, Ice Wall, Post Haste, Entanglement, Dream Spores.[/p][p]-Immobile and Slowed status now causes mobile sprite to appear blue (cold and shock effects).[/p][p]-Added another party quest for Oakia in Ch.4 to gather 5 imprinted gemcracks.[/p][p]-Added all 72 spells to the in-game encyclopedia (now 1017 entries).[/p][p]-Increased party tolerance for insanity (making magic more useful).[/p][p]-Added spell icons for all spells in Gemcrack menus.[/p][p]-New object and sprite: iceWall (for new spell).[/p][p]-Increased size of Font #9.[/p][p][/p][p]VERSION 3.9:[/p][p]-Added and improved a TON of dialogue in all chapters, mostly party chime-ins during dialogue.[/p][p]-Fixed bug where some Cheese Cake were just called "Cake" instead, messing up scripts.[/p][p]-Fixed bug where explosions and Power Bash were knocking back non-mobile objects.[/p][p]-Fixed starting items in Justice of the Siliki map in Patron Stories.[/p][p]-Fixed script bug with Mercusia's quests in Ch.4.[/p][p]-Fixed script bug with Quinn's deal in Ch.4.[/p][p][/p][p]VERSION 3.8:[/p][p]-Explosions now knock characters backwards.[/p][p]-Artillery attacks now take much longer to hit the ground.[/p][p]-New script command: "setTarget" (mostly for enemy AI using artillery).[/p][p]-Fixed bug in effect fadeout code where explosion and artillery effects were dealing damage twice.[/p][p]-Fixed bug where targeting weren't resetting, causing object spawns in strange places (thanks to zf13448).[/p][p]-Fixed bugs with catapult attacks and enemy catapult AI in Ch.5.[/p][p]-Updated bed scripts for the Gibbous Glow Inn (rat pheromones).[/p][p]-Izari Officer AI can now use the Leadership ability.[/p][p]-New effect sprite for Inspired status.[/p][p][/p][p]VERSION 3.7:[/p][p]-Bombs now have a short delay before detonation (shorter than artillery).[/p][p]-Added new achievement: Driftwood (swim from Moonshade to Berindal's Refuge).[/p][p]-Status effect messages and visuals don't appear until it rises above statusNoTip level.[/p][p]-Increased efficiency of status effect checks, possibly improving framerate.[/p][p]-Missile sprites like arrows and thrown objects are now shaded correctly.[/p][p]-Fixed bug where pausing game would make all flying missiles disappear.[/p][p]-Artillery and bomb shadow sprites now have highly-visible targets.[/p][p]-Fixed bug where "make" command would reset default object.[/p][p]-Ranged attacks from low ground now deal 25% less damage.[/p][p]-AI now stops advancing briefly when it throws a bomb.[/p][p][/p][p]VERSION 3.6:[/p][p]-Improved map party selection to account for custom selection size (you can now click on heads to select).[/p][p]-Changed the name of all "petrol" objects to "oil" objects, so it can be derived from multiple sources.[/p][p]-Fixed line of sight bug where you could target objects immediately on the other side of walls.[/p][p]-Prevented throwing objects on to blocked tiles, so you can't pick them up later.[/p][p]-"ObjThrow" command now has an optional parameter to bypass blocked tile check.[/p][p]-Throwing stacked objects now switches default object to the thrown object.[/p][p]-New script command: "sync" (used after changing weather during dialogue).[/p][p]-Fixed bug where fog was not rolling in for Ch.3 intro on the ship.[/p][p]-Sharks and jellyfish no longer attack each other in AI scripts.[/p][p]-Prevented birds from using Defecate ability while phased out.[/p][p]-Fixed eastern transition script in The Planks map in Ch.4.[/p][p]-Fixed bug where party got selected after dropping items.[/p][p]-Fixed scripts for bottles of liquid that you can throw.[/p][p][/p][p]VERSION 3.5:[/p][p]-Self-correction for party overlapping now works perfectly, even during combat.[/p][p]-Mid and high-level Cryomancy spells now cause targets to become Immobile briefly.[/p][p]-Updated Ch.3 story file with new Shambler properties (have inventory, no longer beasts).[/p][p]-Updated Player's Manual with Special Settings info (Party AI, Auto-Pause, Easy Mode).[/p][p]-Estate doors in Noble District now close and lock in Ch.2 if Nobles become hostile.[/p][p]-Prevented henchmen from using contracts (only main party is allowed now).[/p][p]-Improved and added some more party dialogue in Ch.4.[/p][p]-Updated Atlas with world name: Occarth.[/p][p][/p][p]VERSION 3.4:[/p][p]-Added another 7 persuasion opportunities to Ch.4+5.[/p][p]-Added quick tutorial messages for common status effects in Ch.1.[/p][p]-Fixed major bug where party members who were not main character could not initiate dialogue.[/p][p]-Fixed major recent bug with "objAttacK" command that caused crash (skipping first couple frames).[/p][p]-Shamblers now absorb arrows shot at them and shoot them back at you.[/p][p]-Fixed bug in Ch.5 sewer maps where some baddies started out Berserk.[/p][p]-Smoke from cauldrons in Ugliest Pony Inn no longer causes blindness.[/p][p]-Fixed Ch.5 Battle of Jadenbury AI script pathfinding.[/p][p][/p][p]VERSION 3.3:[/p][p]-Stringer now asks to play tunes at two scenic locations in Ch.3 for extra karma and relationship boost.[/p][p]-Replaced all references to "grapes" as testicles to "berries" (since everyone uses Meadow Berries for wine).[/p][p]-Added invisible arbalists shooting from windows in Ch.2+5 Noble District until the indoor maps are cleared.[/p][p]-Disabled all AI responses to hidden missile sources ("hidden" species), doesn't count as combat.[/p][p]-Most civilians are now neutral and you will get the Murderer faction if you kill them.[/p][p]-Added more baddies in Ch.4 and Ch.5 major battles based on which factions hate you.[/p][p]-Added a couple extra soldiers to Ch.1 finale, fixed some Ch.1 tiles.[/p][p]-Added more map tile information in world editor.[/p][p]-Dock raid in Ch.1 now doesn't happen till Day 2.[/p][p]-Fixed setting destinations out of map bounds.[/p][p]-Fixed room rental at Broken Spyglass in Ch.2.[/p][p]-Added some extra loot to Ch.4+5.[/p][p][/p][p]VERSION 3.2:[/p][p]-New script Boolean: "if_objMobEvade" (check for mobile's evasion).[/p][p]-New script Boolean: "if_objMobRange" (check for mobile's attack range).[/p][p]-New script Boolean: "if_objMobDamage" (check for mobile's attack damage).[/p][p]-New script Boolean: "if_objMobAim" (check for mobile's ranged attack aiming).[/p][p]-New script Boolean: "if_objDelayAtt" (check for delay after a normal attack).[/p][p]-New script Boolean: "if_objDelay2" (check for number of ticks since last normal attack).[/p][p]-AI script no longer allows using items or abilities immediately after normal attacks (must now wait 20 ticks).[/p][p]-AI script no longer uses Mad Dash or Defensive Stance abilities if mob currently has ranged weapon equipped.[/p][p]-Unarmed attack delay for slow mobs is now 90 ticks instead of 120 (120 for immobile mobs).[/p][p]-Fixed bug where targeting would be blocked if clicking on a head over a blocked tile.[/p][p]-Possibly increased efficiency (framerate) while running scripts.[/p][p]-Party AI now only uses healing items during combat.[/p][p]-Decreased duration of Berserk ability by 5 seconds.[/p][p]-Fixed some blocked and indoor tiles in Ch.1 maps.[/p][p][/p][p]VERSION 3.1:[/p][p]-New Party AI option: "maximum".[/p][p]-Party AI no longer attacks hostiles if they currently have destinations.[/p][p]-Party now only uses Buff abilities automatically if Party AI is set to "maximum".[/p][p]-Party now only switches between melee and ranged automatically if Party AI is set to "maximum".[/p][p]-Fixed bug where red transition arrows in Ch.1 weren't showing explanation dialogue when used.[/p][p]-Fixed bug where you could use the wagon again in Scorched Farms in Ch.1 to waste time.[/p][p]-Game now autosaves whenever you change maps (removed sound effect for autosaves).[/p][p]-Prevented saving games with illegal filename characters like question marks.[/p][p]-Ordius now has Aimed Jab, Woodcraft, and Naturalism abilities.[/p][p]-Crippling Strike now costs 30 Meta instead of 25.[/p][p]-Added "Holiday Havoc" story temporarily.[/p][p][/p]

Chinese Translation Fix

[p]There was apparently a bug in the map names in the Chinese translations of the main campaign and NIGHTMARE. They have now been fixed, thanks to Ez Old Men Ch Localization Team.[/p][p]The bug was causing a softlock in the Shrouded Cove map in NIGHTMARE (CN). You'll have to start a new game if you want it to be fixed in the Chinese translation.[/p][p][/p][p]EDIT (Version 17.5C):[/p][p]In case the font is too small on your computer, you can now set font size to the following in the Settings.ini file (same folder as EXE): giant2, giant3, giant4, giant5, or giant6.[/p][p]Plugin font is much faster than the normal DarkBASIC font, which is why it is used for the HUD only by default. However, plugin font size is different on every computer, which is irritating. If the plugin font is tiny on your computer, you can now open Settings.ini and change it to one of the above options.[/p][p]Also fixed a pretty major bug where plugin font type and size kept getting reset by the game launcher, thanks to Hardwater.[/p]

Haitian Voodoo Mod Contest

[p]Haitian Voodoo is officially the One True Religion in the Brigand universe, not some vague spirituality where everybody is correct. Therefore, the next mod contest will be to make a challenge map related to Haitian Voodoo.[/p][p]The Deadline is 1 February, and first place prize is $60. Runner-ups will get Steam keys (or GOG/Epic keys, you can choose).[/p][p][/p][p][/p][p][/p][p]The challenge map should be Haitian Voodoo-themed, with either the player using Voodoo or fighting Voodoo baddies (or both). Extra points if you script your own Voodoo spells -- a Voodoo doll would make a great addition. Also extra points if you include real Haitian Voodoo lore from in the game or from external research.[/p][p][/p][p]In-game Pantheon of Loa (Patheon of Loa Text):[/p][p]Eleggua, Loa of the Crossroads[/p][p]Ogun, Loa of Metallurgy, Iron, and War[/p][p]Agwe, Loa of Fish and the Sea[/p][p]Ayizan, Loa of the Marketplace and Commerce[/p][p]Loko, Loa of Trees, Plants, and Healing[/p][p]Maman, Skeletal Loa of the Dead[/p][p]Damballa, Loa of Snakes[/p][p]Kalfu, Second Loa of the Crossroads, Counterpart of Eleggua[/p][p][/p][p][/p]

Version 17.5

[p]Thank you to Ez Old Men Ch Localization Team for the Chinese translation of Brigand: Oaxaca and EVERY DLC. I'm releasing the translation early because it's completely done other than the final BATTLES map that was added recently, and I'll patch again when that is finished.[/p][p]Also added a new "charset" command to the beginning of all the story files that changes language automatically, so you don't have to do it in the launcher anymore.[/p][p]Fast travel like the Humvee and Rowboat now take one hour of game time, and the original X filetypes for 3D models have been re-included in the EXTRAS DLC for modders (but not all the alt textures).[/p][p]In about 1 week I'll announce another mod contest.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]Complete list of changes:[/p][p][/p][p]SOURCE:[/p][p]-Added new script command: "charset" (changes charset automatically for translated stories).[/p][p][/p][p]SCRIPTS:[/p][p]-Included "charset" command in all translation scripts so you don't have to set it in launcher manually.[/p][p]-Using the Humvee and rowboat now takes an hour (like normal travelling).[/p][p][/p][p]RESOURCES:[/p][p]-(EXTRAS) Added Chinese script translations for all stories (thanks to EZ Old Men CH Localization Team).[/p][p]-(EXTRAS) Included links to all mod contest submissions in EXTRAS Stuff folder.[/p][p]-(EXTRAS) Re-included all the X object formats in EXTRAS DLC for modders.[/p][p]-Updated Builder's Manual.[/p][p][/p][p]STORY FILES: (requires starting a new game)[/p][p]-Added Chinese story translations for all stories (thanks to EZ Old Men CH Localization Team).[/p]