Version 0.4.0 released - Job Management


0.4.0 is out! The focus of this version was to add a new Job Manager screen. This allows the player to individual set job priorities for their heroes for many 'at home' jobs like farming, building, repairing, brewing potions, etc. The player can also set a default priority that gets applied to all new heroes. Of course, that's not all I've been cooking :)

Full change list:
- Added the Jobs Manager screen mentioned above. This replaces the clunky stock-based job priority menu on the Guild Hall UI. The system should be much more understandable now - the stock-based one was not intuitive.
- Added a new "forged good" trade good. Forged goods are created with iron at the blacksmith and are needed in order to upgrade weapons or armor. (Later on, I plan to differentiate between armor and weapon types. For now, those are all considered 'forged goods'.)
- At the weekly Trade screen, all trade goods now change prices weekly. Prices ca range from 50% to 300%.
- The Market building no longer offers access to the Trade screen, so you only get one shot a week at it.
- Buildings with "basic" production chains (ones that take no inputs and give outputs, like the woodcutter) now show their production in the sidebar.
- Buildings with input requirements for purchases or for in-building activities now display those in a red border if they lack a needed input.
- Under the hero hotkey buttons at the top of the screen, important messages will popup (such as "Hero X was knocked out and needs rescue"). These popups can be clicked to zoom to the location of the event. This replaces the 'Party Launched' dialog that popped up, informing the player that two or more heroes formed a party for a Quest.
- When two heroes are chatting, the speech bubble is horizontally flipped for the second hero.
- New font! Goudy Bookletter 1911:  https://www.theleagueofmoveabletype.com/goudy-bookletter-1911. It had a nice storytelling / book vibe.
- Heroes no longer get experience for revealing unexplored tiles. Instead, they get experience during exploring for revealing buildings and places. (Specifically, ruins and lairs.)
- Parties will no longer form for Explore quests.
- New spell! "Command" costs 100 mana. If cast on a hero, the next radial menu quest you create will immediately be assigned to that hero. (If you do anything else in the mean time, such as start building something, then the spell is cancelled and the cost refunded.)
- In the radial menu, "Kill" and "Hunt" bounties are no longer Quests. They may be worked by a hero regardless of the current Wanderlust.
- Added in three more events - two for chatting heroes, one for the tavern
- Fixed a bug where hero relationships were getting reset to 0 when loading a saved game.
- Ghosts are now slower.
- Rest and recovering (HP) now has tiny heart popups, much like the Zzz's of sleeping.
- Heroes no longer create little popup icons when they choose to start a production job. 
- If a hero's preferred Quest is too dangerous, a party can now form around the next best Quest or two.
- Villagers gain experience for doing production jobs like farming and mining.
- Reworked stress. Heroes lose it much quicker while sleeping, and gain it more slowly. Heroes gain it quickly when knocked out or dying.
- Hero Decisions weren't taking friendships or rivalries into account before, and they do so properly now.
- Fixed a bug where heroes often wouldn't get credit (gold or exp) for monster kills.
- Reworked Danger Levels for heroes, monsters, and lairs to a more sensible formula.

On to adventure!

Files

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Version 18 39 days ago
beneath-a-dead-city-win.zip 106 MB
Version 4 39 days ago

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