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Brigand: Oaxaca News

Version 16.0

Fixed the broken Chinese dice minigame by removing the option to cancel Wild #1s and improving AI decision-making. You can still cancel wilds if you call #1 dice on your first turn, and the game will inform you of this. I just refreshed myself on the rules. Apparently it's called Liar's Dice, not Chinese dice. Everybody in China knows how to play it, though. Should I change the minigame name in the next patch?

Possibly also fixed ultra widescreen colored damage flashes (2560x1440). I don't have the hardware to test it, so please tell me if the red damage flashes cover the entire screen.

Also, the character info screen now allows you to examine items, change party orders, and view the overall level of every character, not just the main player. The main player's level is also affected by money and skill points (but not other characters). This new level feature is only for modders who want to allow players to import their characters from other stories and check if they are overpowered, like lots of NWN1 mods.





Working on a couple more things and there should be another patch later this week. Remember to leave a review if you haven't already. I will stop begging for them when I hit 500. Good night people, and remember, everything is computer.


Complete list of changes:

SOURCE:
-Fixed Chinese Dice AI, Wild #1s can now only be cancelled by picking #1 dice.
-Character info screen now includes option to examine inventory and change party orders.
-Character info screen now displays overall level for all characters, not just main player.
-Possibly fixed colored player damage flashes on 2560x1440 not stretching over entire screen (please test).
-Fixed graphical bug where snow would glitch out every 4 seconds (when weather is set in map script).
-Fixed rare crash when player possessed a rat with Eyes of the Beast and rat died of poison.
-New script boolean: "if_charLvl" to test for current object's overall level score.
-Removed option to turn off auto exam if manually examining object.
-Larger font sizes now have a larger target info window.
-Crosshair arrows are now larger on higher resolutions.

RESOURCES:
-New larger target info window for larger font sizes (top of screen).
-Included snow scripts and textures in the DEFAULT assets folder for modders.
-Updated both manuals.

Nukular Winter Mod Contest ($60 Prize)

Make a short challenge story set in a cold area, using the snow weather effect. Also, make the player take environmental cold damage while outdoors (using the if_outdoors Boolean).



Included a sample map script called tickerSnow.bsl in the assets link in case you aren't too familiar with Brigand Scripting Language. Put that in the mod's scripts folder, along with timePassSnow.bsl (so it always snows). Then set the map's script in game with the command: "mapScript=tickerSnow".

You can make all the edits to the script you want, just make sure the player takes cold damage while outdoors. Remember the command to make it snow is just "snow=99".

Also included in the attachment are some snowy textures for the terrain and the pine tree model (see screenshot). You can put all these into your mod's textures folder for now, but eventually I will include them in the DEFAULT assets with the next patch.

Brigand Snow Assets:
https://mega.nz/file/169CWCrZ#W94GIOQ__CFPJftiumOvATWTvmRzipn2x7G2aHkAwBw


Bonus points if you include extra survival mechanics like starting a fire.

The prize is $60 for 1st place, and a handful of Steam keys for 2nd place. Deadline is June 1st.


Warlordocracy Early v20.1 to 21.5


Here's all the progress on Warlordocracy since New Years. There are now catapults, dragons and other baddies, new weapons and magic, fog of war in dungeons, new Patron Stories, improved framerate, tons of bug fixes, and more.

Chapter 5 will be released early this summer, finishing the main story. I'll spend all summer playtesting and leave Early Access in August, probably. Then I'll start work on Chapter 6, set 25 years later, which will be finished by New Years, along with an unrelated mobile game, probably. Then I'll get back to doing 3D stuff.

https://www.youtube.com/watch?v=b9t8Xsc6tA0
https://www.youtube.com/watch?v=UqtB2-spOw0
https://www.youtube.com/watch?v=9pPDPHLyUfk
https://www.youtube.com/watch?v=IQIL5SyZQmU


EARLY ACCESS 21.5:

-New monster: Imp (larger versions of Vampire Bats, nocturnal).
-New monster: Golem (extremely powerful constructs, slow tanks).
-New monster: Gazer (floating eyes that blast targets with mind damage).
-New monster: Mind Consumer (causes sleep and confusion, summons gazers).
-New monster: Zap Jellyfish (hides in water, flies into air when disturbed, electric).
-New monster: Nox Jellyfish (hides in water, flies into air when disturbed, poisonous).
-New monster: Wisp (ethereal wisps of light, teleport, powerful elemental spells, nocturnal).
-New monster: Wyrm (extremely large and dangerous flying lizard, breathes fire, regenerates).
-Defending status now boosts Melee Resistance and Parry (not Pierce Resistance), drains Meta.
-Fixed some blocked and water tiles and placed some jellyfish in Chapters 3 and 4.
-Updated manuals.


EARLY ACCESS 21.4:

-Improved music track for Jadenbury Foreign District (Painted Sword by Sonic Kitchen).
-Improved achievement icons: Warlord Butcher and Horror on Fortune Isle.
-Fixed major bug from when status effects were rearranged recently.
-Made spotting checks more efficient for performance purposes.
-Mobile movement animation is now last priority before idle.
-Fixed sprite when mobiles are submerged beneath water.
-Fixed using "objCooldown" command in attack scripts.
-Snallygasters now regenerate like Trogs.


EARLY ACCESS 21.3:

-System sounds no longer overlap (fail, select, etc.).
-Added skill description info to character creation window when upgrading skills.
-Fixed dead party members dropping pets (dropAll function now sets targeting coordinates).
-Heal command works again on dead/destroyed objects (fixing recent tutorial death bug).
-Mobiles now lose all status effects when they die (in case they are resurrected).
-New mobiles sub-folder for Culians.


EARLY ACCESS 21.2:

-Finished Patron Story #5: A Feast of Bones (including new achievement).
-Finished timer button and spike scripts (currently only for Patron Story #5).
-Spawning objects with "make" command now checks for collision (so spawning spikes hurts you).
-New object: Mealbug Nest (for Patron Stories).
-Updated Builder's Manual.


EARLY ACCESS 21.1:

-Added unexplored blackness objects to dungeons in all chapters.
-New command: "phaseAllName" to phase in/out all objects of given name.
-New parameter option for "objDrawPri" ("top") to draw object over everything else.
-New parameter option for "objEditMode" command to make object invisible in editor mode.
-New objects: unexplored (black rectangles that disappear when entered, like fog of war).
-Fixed bug with running collision script on passable objects with large dimensions.
-Altered draw depth numbers a bit to accommodate for "top" draw priority objects.
-Crafting boom bombs and cannon balls now requires 3 bottles of boomdust each.
-Party collision checks now happen every time new game or map is loaded.
-Improved AI kicking player out of forbidden maps in Ch.2, fixed glitch.
-Possibly improved framerate slightly by streamlining tooltip function.
-Fixed Sira Beroni's faction in Ch.2.


EARLY ACCESS 21.0:

-Included catapults and big stones in Chapter 4.
-Fire Cleric and other reinforcements now spawn in Iquizzu during fight with Admiral Kelstev in Ch.4.
-Ice Cleric now spawns during finale of Ch.4, causing a temporary blizzard that damages party.
-Fixed bug with "if_objCount" Boolean, so it no longer counts dead/destroyed objects.
-Fixed game messages when commanding party to attack ground (nearby baddie name).
-Caltrops and spikes now cause the Slowed status effect.
-Gave more starting items to party in Patron Story #4.
-Updated sample parties (now 3 total).


EARLY ACCESS 20.9:

-New item: big stone (ammo for catapults, weight puzzles).
-New objects: spikes, ancient door, portcullis, catapult (artillery with range of 10).
-New trees: sun tree, moon tree (to harvest sun fruit and moon fruit), placed in Ch.4.
-New ratfolk characters: Skullfinder, Marrowkin, Dagtooth (for upcoming Patron Story #5).
-New script boolean: "if_objLoadTile" (check for total load on same tile as object, for puzzles).
-Updated Throw Object ability description to mention that daggers and spears deal +5 damage when thrown.
-Added hotkey to drop item from inventory (V by default).
-Finished pressure plate and switch object scripts.
-Added telescope, crab, and sun+moon fruit to Ch.4.
-Restricted wealth achievements to early chapters.
-Increased cannon range from 10 to 16.


EARLY ACCESS 20.8:

-Finished Patron Story #4: Justice of the Siliki.
-Siliki can now drink salt water without taking health damage, but it does not recharge Meta.
-Updated Streetwise ability script for gathering information in Ch.3+ (as well as ability description).
-Fixed special ability icons in character creation window if your species naturally knows it.
-Mushrooms and fruit now respawn in Jawala's Tower in Ch.4 before final objective.
-Corrected player encyclopedia sprite positions (for character creation).


EARLY ACCESS 20.7:

-Fixed bug from previous patch where ratfolk and trogs were berserk and attacked each other.
-You can now choose to either throw empty bottles when you use them, or fill them with water from map tile.
-Siliki Shock ability can now be used standing in shallows (as well as swimming), increased damage and range.
-Added new alternate ambient wave track for coastal maps.
-You can no longer use wells or fountains during combat.
-Player now starts unconscious in Ch.1.
-New item: bottle of salt water.


EARLY ACCESS 20.6:

-Greatly increased framerate by streamlining partyChecks.wsl script.
-Possibly increased framerate slightly in code in a few different functions.
-Rearranged status effects in globals script so the most commonly checked ones are first.
-New tech object for Ch.5: Ancient Source (charge with Power Gemcrack).
-New items: Alchemy Kit, Tinkering Kit, Power Gemcrack.
-Placed Alchemy Kit and Tinkering Kit in Ch.4.
-All status effects are now capped at 300.


EARLY ACCESS 20.5:

-Smoothed stuttering a bit by distributing party member checks at even intervals.
-Possibly improved framerate by making incapacitation status checks more efficient in code.
-Mobiles now immediately drain all meta if unconscious in water, corpses now disappear in water (loot remains).
-New script boolean to check if mobile is unconscious: "if_objMobSleeping".
-New siliki characters for Patron Stories: Vizuz and Ysyllu.
-New sound "drown.wav" for when party members are drowning.
-New achievements: Warlord Butcher, Justice of the Siliki.
-Body damage no longer wakes mobiles from unconsciousness.
-Puddle objects now get deleted in water in object script.
-Disabled voices in damage script if unconscious.
-Updated Builder's Manual.


EARLY ACCESS 20.4:

-Main objective is no longer failed if militia becomes hostile at beginning of Ch.1 (Ralo escapes).
-Basillo is now neutral in Ch.1, so you can travel by caravan without faction respect.
-Favius the Shirtless now has different dialogue in Ch.1 if militia is hostile.
-New reputation in Ch.4 for killing all four warlords: Warlord Butcher.
-Improved lots of other dialogue and scripts in Ch.1.
-Updated Builder's Manual.


EARLY ACCESS 20.3:

-New script Boolean: "if_objNearWpn" to check if weapon is nearby.
-Standard AI script (aiUseItems.wsl) now searches for nearby weapons if unarmed.
-New script command: "timeStop" to stop time from progressing until you leave map.
-Fixed framerate slowdown on tutorial map by replacing "time" command with "timeStop" command.
-Increased efficiency of "if_objMobResponsive" boolean, improving framerate with AI scripts.
-You can now convince Gorbo to leave Tevani Camp in Ch.4, sparing his life.
-Added more persuasion minigame topics and words.
-Unconscious mobiles now face down, face hidden.
-Fixed bug with "if_objMobUnarmed" Boolean.
-Healing corpses is now disabled.


EARLY ACCESS 20.2:

-Finished Commander Ralo's dialogue in Ch.4.
-Added more dialogue reactions to Dustbiter in Ch.4.
-Added some graves with loose dirt and loot to Ch.4.
-Player can now read Favius' love letter to Murag and Crimson.
-New dialogue code to display the name of default object that started the script: "/d".
-New dialogue code to display the name of the party member currently engaged in conversation: "/t".
-Party now healed and cured of status effects after ship travel at end of Chapters 2+3.
-Started on basic Ch.5 scripts.


EARLY ACCESS 20.1:

-Stringer's lute is now called "Stringer's Lute" and he refuses to drop it.
-Fixed major bug with Chapter 1 boss fights triggering Major Battle flag after boss is dead.
-Fixed bug where AI would attack party's inventory objects, possibly increasing framerate a bit.
-Fixed bug where getting kicked out while training in a noble house would continue training outside.
-Fixed bug where Pellio's corpse would keep targeting player in West Market in Ch.2.
-Fixed bug where pet drop scripts would run when a save or new map was loaded.
-Fixed some more minor script bugs and typos thanks to Badger.


Flooded City Mod Contest Winner

Winner of the Flooded City Mod Contest is Eetterinakki with Xiahai Wet Work, a multi-map story where you play an ITIC agent hunting down a gun runner in sunken Shanghai. It is a masterpiece that includes new model animations, a harpoon gun, scuba suit, brass knuckles, shopkeepers, new baddies, and more.

Shanghai Wet Work on Nexus:
https://www.nexusmods.com/brigandoaxaca/mods/23





Gonna focus on Warlordocracy Ch.5 for a while, but there will be another mod contest in a month or so.

Version 15.9

Hopefully fixed window alignment with 2560x1440 resolution, and also added 3440x1440 resolution. Again, I have no clue if it works or not. I do not have the hardware to test it.

Had to include new scope and mask screen overlays, which is an extra 50mb. I could convert the overlay image to a sprite in DarkBASIC so I could then stretch it, but the I hear the compass sprite decreases performance slightly, so I don't want to add more sprites.

I also fixed a couple PANAMA bugs, one thanks to Cobalt Wolf, who had the exact variable number and line in the script text file that needed to be fixed. Also added some more party dialogue to the ending.

Finally, we got back to up 95% in Steam reviews, so thank you to everyone who left one. Soon we're gonna get to 500 and hit "Overwhelmingly Positive" (which I assume will get it more visibility).

The more money I make, the fewer hours I gotta work at my day job, which means the more time I will have to goon, which means I will be more relaxed while doing game dev.

EDIT: New resolution confirmed on Discord, thanks to Cpl. mmD and PashaAlex. Also fixed hi res menu background and bug in Russian translation where throwing grenades would reset Ricardo's dialogue.




Complete list of changes:

SOURCE:
-Added 3440x1440 resolution option to launcher.
-Fixed window and menu alignment in 2560x1440 resolution.
-Prevented AI from running immediately after map load (Ballistic's first dialogue close-up fucked up 2% of the time).
-Added notice in settings menu about plugin font size being affected by Windows settings.
-Fixed target info text alignment at top with font plugin set to "none".

SCRIPTS:
-(PANAMA) Fixed bug with Cooper/Dr. Lee banter screwing up Mabel's dialogue script (thanks to Cobalt Wolf).
-(PANAMA) Ozee now drops inventory before helicopter flight in PANAMA, given new inventory.
-(PANAMA) Added final dialogue for main party members to PANAMA ending.

RESOURCES:
-New mask and scope screen overlays for 3440x1440 resolution.