Sinathir 0.20 - New location, speed potions and weapons


This version adds quite a number of new things. Let's go through them one by one.

New loactions

I added two new maps into the game. Go up on the crossroads north of Riverstone. This is just a part of road leading towards one of the future three new settlements, so there is not that much here. Or is there?

Improved bandits

Bandits have been improved slightly. They won't attack you if you have 3+ party members and if you pay them, they will stay on the map instead of dissappearing like they did before.

Speed potions / mutations

I got a feedback that movement speed is pretty slow and there is no way to increase it. I was working on adding mounts / vehicles for this version, but that would require new sprites and quite a bit of coding, if I wanted to make the entire system look atleast a bit decent. As a stop gap, I decided to add speed potions and slightly slower speed boost for fully mutated characters.

Drinking the potion will give you a speed buff for one entire day. Pressing "W" will toggle between high and normal speed so you are not locked to the top speed all the time. Cutscenes will make you slow down, but pressing "W" again after they end will make you go fast again. 

The same applies to characters with all major mutations. This boost is slightly weaker than the potion, but it lasts forever and doesn't dissappear after one day.

You can buy these potions for Tadeas after day 65. You can find the recipe to make them your self but only before this date.

New inventory for Mr. White

Trade inventory for Mr. White got overhauled. Now he sells plenty of ammunition and some of the strongest and rarest items in the game. He will also buy everything and has insane amount of money.

He will also sell some of the items that I added, but have no place in the game yet (Questline for them is not finished, location is missing, etc.) Which brings me to:

New weapons and armor

I added quite a nice number of new weapons and one piece of armor. All of these can be bought from Mr. White for now, but I will be placing them in the world as quest rewards, craftables or secrets as I add more locations and NPCs. These are: heavy axe, anti-tank rifle, flanged mace, halberd, hand cannon, sabre, katana, lucerne hammer, MTs255, dragunov, scrap smg and armored uniform.

New minor NPC

This NPC appears in the new location, but you will have to do "something" before he appears. He will also act differently if you are a member of certain faction.

Other fixes / small aditions

I also added the basis for weapons giving you skills if you have them equiped. This will be used mainly for weapons you get for advancing in the church faction. You can't get these weapons right now, but I should be able to make obtainable by the end of the month once I add one new location.

I also changed some things to remove some minor / major exploits. For example, olaf had no training cap, which allowed you to train under him pretty much forever. There was also a immortal wyvern that never despawned once defeated, allowing you to farm 30k weapon exp as long as you wanted. Ghouls also had no mood penalty and final dungeon chests would give different rewards if you kept saving and opening them. 

Just to clarify something, I don't plan to make the game completely unbreakable. Trying to break games is quite fun for most people, my self included. I will only try to remove the most overpowered exploits that don't require much thought or efford to get insane bonuses. That's why I changed final dungeon chests to generate their loot when you enter the dungeon instead of when you open them, but I left lesser chests to work like they did before and why I limited Olaf's training limit, but not Mr. White's training.

There are more things I would like to fix, but the solutions I have in mind will require more time. For example, you can walk around and kill hundreds of bandits and mutants every day and there is no downside to this after a while. I will fix this later by adding some kind of sanity and reputation system. If you kill dozens of humans every day, your sanity will decrease, giving you halucinations and even making your character do things you don't really want her to do. NPCs will start avoiding you and they might even send strong assassins after you since they will be scared of you. 

However, you getting strong very fast by killing is a part of the game and well intended. There is a lore reason for that and there is also a reason why other NPCs might fear you if you end up killing everything you see, even when you don't try to hurt them.

Main quest line will have multiple ways to solve it. One of them will be to pretty much to do what I described above. Kill everything you see, become insanely powerful through mutations, cybernetic enhancements and "other" ways and become insane in the process, so killing everything you see is perfectly fine way to play the game.

Next, I added skill prerequisites for learning certain skills. For example, if you want to learn Plant Knowledge II, you need to learn Plant Knowledge I first. Only few skills have this for now, but I will be adding this to more of them later.

I also changed most of the UI sounds. Again, these are not final, I just wanted to add something to make the game sound differently from the default RPG maker project.

And lastly, I went through more windows and fixed formating in them.

Full changelog:

  • New weapons and armor
  • Two new loactions
  • Improved bandit behavior
  • Speed potions nad speed boost for mutants
  • Overhauled trade for Mr. White
  • Balancing and exploit mitigation (Olaf training limit, last chest generated upon entering)
  • Skill requirements for learning new skills
  • New minor NPC
  • Improved formating in some windows
  • New UI sounds
  • Minor bug fixes

That should be all. I will release another patch before end of the month containing hangout options for one NPC and basic trapping. 

As alway, if you find any bugs, report them here. Can't fix them if I don't know about them.

Files

Sinathir 0.20.zip (OLD) 257 MB
Aug 03, 2022

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Comments

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(2 edits) (+1)


Hey - your game is being demo'd and discussed on agdg! The reception looks good, the guy playing it is happy with it. Just letting you know so if you're available you can answer any questions in there.

Thanks for heads up. I will check it out.

(1 edit) (+1)

Hello, i'm that Anon from Princess Maker thread. There are several bugs i forgot to report.

Wine barrel recipe creates smoker.

Fridge can be placed in utility slot despite being storage upgrade rather than crafting station.

Caves under the church are unescapable if you enter them without dynamite and you never used a line on other entrances.

Some items can be used in battle despite having no effect in combat: basic weapon parts, basic machine parts, plastic, oil.

Dynamite is incapable of killing enemies.

Mutation names don't fit on screen, you can't see the levels on most of them.

Ghoul near the mysterious door under the church is illogical. It would be impossible for Helena to visit this place and survive.

You can pass through the ruin walls near the bear at 3 different places. 

Tucker gives you unclear directions that can lead you to the cave where your starting character will be instantly murdered

One of the boglings uses orc sprite.

Hangout rewards raise infinitely.

(1 edit)

Thanks! This is exaclty what I'd like to see. Nice simple list of things to fix.

Wine barrel recipe creates smoker.

Stupid mistake on my part. Fixed.

Fridge can be placed in utility slot despite being storage upgrade rather than crafting station.

Fixed. But i am quite sure there are more items like this.

Caves under the church are unescapable if you enter them without dynamite and you never used a line on other entrances.

I presume you mean entering them through the church door before finishing the quest, right? The door is suposed to be locked and should open only after you finish the initiation quest. Fixed

Some items can be used in battle despite having no effect in combat: basic weapon parts, basic machine parts, plastic, oil.

I went through most items and fixed every broken one I found. I have a question however. Where did you find plastic and oil? These are not suposed to be in the game yet. I found out Zach was selling them and I will be going through his inventory and removing some other broken items. Is that where you got them, or did you find them somewhere else?

Dynamite is incapable of killing enemies.

Should be fixed now.

Mutation names don't fit on screen, you can't see the levels on most of them.

There are quite a few windows still having broken formating. Quest log and mutation window are one such windows. I will be going through them and fixing them. These two should be fixed by the time I release the hotfix for all these issues.

Ghoul near the mysterious door under the church is illogical. It would be impossible for Helena to visit this place and survive.

Ghouls will get an behavior update soon, but they should only attack you if stay in the caves for too long. After that, they respawn when you leave and enter the map again, which is still a leftover from very early days of development. I want them to act more like kobolds. They will be practicaly passive if you leave them alone, but there will be more of them and stronger variants will start appearing over time if you anger them. For that reason, the Ghoul near the door makes sence, since Helena just quickly walks to the monolith and the ghouls don't have enough time to realize she is even there. Plus there are other reasons they don't really care about her that much.

You can pass through the ruin walls near the bear at 3 different places.

Just like with the windows, this is a long term problem. Fixed the bear house, but there are more. I will be fixing them as I go.

Tucker gives you unclear directions that can lead you to the cave where your starting character will be instantly murdered

True, it wasn't really clear. I changed the directions a little.

One of the boglings uses orc sprite.

Fixed

Hangout rewards raise infinitely.

Hopefuly fixed

Again, thanks for reporting these. Some of these were in the game for quite some time and who knows how long would they still be there if you didn't report them. I will fix some of the windows and release a hotfix. It should be compatible with previous version no problem.

And here is something little for you to try. When you meet Mr. White for the first time and he tells you to find him in the basement, take Suong with you for your first visit there.