Sinathir 0.17 - Improved alchemy, electricity and more
This is a pretty big patch changing the game is several important ways. I will go through all those changes and also show you a sneak peak into something I have been working on for future versions.
Improved alchemy
Theme for this month has been improving the science skill and make it slightly more important. Alchemy is part of that skill.
Main thing I focused on was adding more potions that can be used outsied of combat. These potions are for removing status effects, like being drunk, full after eating or removing addiction.
Electricity
Electricity is a second part of science improvement. Its main use is restoring your craft points, so if you want to make hundred nails and you don't have enough points to make them all in one day, you can use electricity to restore some of those points to craft them all. You can also build a shower unit to raise your mood and restore endurance once a week. Roman will also sell you a fridge. If you use your storage chest while you have basic electricity grid and the fridge in you inventory, you will be able to replace the chest with the fridge. Fridge will take some power every week, but it will add flat bonus to pantry quality of every food you store.
Electricity is generated automaticaly every week after you build the basic storage. You can increase the max storage capacity by finding car batteries and it goes from 25 to 400 power. Car batteries can be found around the world and in the mine dungeon. If you want to generate more electricity, you can learn to build steam generators. These are placed in the building slots in your hideout and you can have multiple of them. Feed them with coal and you will get power.
Converting power into points starts at a ratio of 10 power = 1 point. You can buy some basic tools that improve this ratio. I will be adding more tools in the future. I also added small window at the bottom showing (default keyboard) keys for converting electricity, or switching to alternate recipes.
Combat agility adjustments
I did some adjustments to the combat system, mainly the inpact of agility on attack speed.
In previous versions, you could level your agility to like 200 and then you could destroy full group of kobolds without them ever getting their turn. Now agility speed bonus gets lower the higher the difference between combatants is. Now you can attack like three times before kobolds get their turn. This should make combat slightly more lethal and healing items more useful even for combat oriented characters.
Week start monologue
Next feature I have been working on. This will make your character comment on something every week. Those topics range from her skills to relationships, body status or faction membership. All of this topics have multiple variations depending on the level of the relevant variable.
For example, she will complain if she is too short and boast if she is tall. She lament her lack of blacksmithing skill and gloat how good she is at highter level. For now, there are around 200 different lines. I also implemented a system that pevents repeating dialogue if you already saw it less than five weeks before.
This should give the main character more personality before I start implementing proper dialogue. It could also give players more direction and give them some goals.
Those are the main things I have been working on. As always, there will be bugs. Be sure to report those here or to my e-mail. Can't fix them if I don't know about them.
Next update and the poll
Next update will focus on adding hangout option to one npc. As always, I will try to add more than that. Mainly the age 17 sprites. I will also try to resolve the visible weapons issue. If you didn't vote yet, you can read the previous blog post and vote there:
https://quentinwh.itch.io/sinathir/devlog/391780/progress-report-and-important-p...
I just wanted to say that I won't necesarily take the winning option. This poll will tell me what people would like to see, but I will ultimately decide for my self. So far, I'm torn between having small weapons on the back and removing them completely while keeping the large weapons.
I already did most of the work needed for age 17 and while I was at it, I did some alteration to the main model.
As you can see, I made the main character look younger at the start of the game, while making the final sprite look older (the game ends once you turn 18 so there is no need to make sprite for that age). Once I decide what to do with the small weapons, I will put these into the game. I'm also rewriting the script that is showing the main character sprite. So far, I shawed about 40% of lines from it.
That should be it for now. As always, report any bugs you find and have fun with the game.
Full changelog:
- Adjusted agility influence on combat speed, making weaker enemies attack more often
- Added basic electricity mechanics together with power generation and crafting point conversion
- Added shower unit and fridge
- Added four new potions with alchemy combinations and one new plant
- Added week start monologue system
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Sinathir
Raising sim / survival game inspired by Princess Maker.
Status | In development |
Author | QuentinWH |
Genre | Role Playing, Survival |
Tags | 2D, Anime, Coming Of Age, Female Protagonist, Life Simulation, Management, RPG Maker, Singleplayer, Top-Down |
Languages | English |
More posts
- Sinathir 0.40 - Faction system and QoL improvementsAug 04, 2024
- Sinathir 0.39 - Schedule and favorsApr 11, 2024
- Sinathir 0.38 - Pre-releaseMar 11, 2024
- Progress reportFeb 02, 2024
- Sinathir 0.38 Beta - New weekly schedule systemDec 10, 2023
- Next update previewNov 26, 2023
- Sinathir 0.37 - New character artOct 21, 2023
- Sinathir 0.36 - Activity limits and escaping from battlesOct 01, 2023
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nice booba