Sinathir 0.29 - Bestiary and more


New major update is here, containing the new bestiary system. While this will not impact gameplay in any major way, it will give something more to do for the completionists among you and those who want more story.

This update IS compatible with previous saves.

For now, I removed the diary and replaced it with the bestiary, so to see the enemies you killed, select DIARY from the menu.

Bestiary itself is really simple. You start with an empty screen and as you kill enemies, they get added to the list. The more you kill, the more information you will get about them. You will get all the information after about 20 kills. Please note that only kills your main character does count. Companions can damage enemies but you have to make the last hit. This makes bestiary a good tool for pacifists too, since now you know exacly how many enemies you killed.

You scroll down the list with UP and DOWN arrow keys. You switch between description and drops windows with LEFT and RIGHT arrow keys. You scroll the description / drops windows with Q and W keys.

Descriptions were all writen manualy and some are quite long. They tell you more about the enemy but also more about the world. There is also one description pretty much telling you the secret name you need to input to get the alternative secret start.

Enemy drops work differently. Number of kills doesn't matter here. You need to get the drop for it to appear on the list. Undiscovered drops are also shown so you know exacly how many you are missing. This includes drops that require certain skills so the Scavenger above shows even things like meat, mutagen and other items that require you to learn specific skills to get. 

I tried adding some kind of benefit for killing enemies, but the game is not ready for something like that yet. I will give players bonuses for fighting enemies based on their type, instead of the specific enemy. Doesn't make much sence to get damage bonus againts normal bandit, but nothing againts bandit with crossbow.

On top of that, I had to rework the way items droping from enemies worked. You won't notice anything, but adding new items is now much easier for me.

Since these are quite a big changes, be sure to look out for bugs. I tried to test everything as much as possible but you never know. Report anything you find either here or in the bug report section on the forum.

I also released a few small patches since the last blog post. These fixed quite a few bugs, but also added new things, like new original game over screen or world map screen.



Full changelog for 0.29:

  • Added new bestiary system (Select the diary option from the character menu)
  • Reworked item drop system
  • Fixed game crash when you tried to repair your minibike for the first time

Changes from previous small versions:

  • Fixed the game crashing when trying to build a table
  • Added new game over screen together with music
  • Added simple map, accessible from the radial menu ('Q' key)
  • Fixed a bug where plants became invisible when leaving your hideout hut
  • Fixed a crash if you hovered over a weapon in your inventory which had attribute requirement you passed
  • Fixed infinitely stacking discounts
  • Added a popup that shows when you talk to an NPC for the first time that week, telling you how much mood you have got
  • Food and alcohol again give you empty container when used from inventory
  • Trying to travel from forbiden locations will not take away your food
  • World map shows locations of NPCs you befriended (10+ relationship)
  • Fixed "Brave" and "Terrified" traits not working properly
  • Fixed "Reload" and "Switch weapon" actions taking place instantly before the turn started
  • Removed the "guard" option for now, since it is pretty much useless
  • Adjusted some trait values
  • Most NPCs now restock their money reserves every week

Files

Sinathir 0.29.zip (OLD) 308 MB
Mar 15, 2023

Get Sinathir

Comments

Log in with itch.io to leave a comment.

Hello! This is a pretty damn interesting game you got here, at first I was veeeeeeery confused about everything because this game really has a lot of exploration and gimmicks involved, I really liked it though after figuring out stuff, when 1 year passed and the game was "beaten", I was amazed how I didn't even find out that I had an illness at all. But even with all that there were some things I didn't figure out because I'm a bit stupid, so I've decided to ask here.

1. Where do you mine stones?(I'm certain this one must be really obvious and I'm missing something)

2.How do you craft/obtain more dynamite?

3. How do you marry a rich guy?(lol this one has me curious cuz of the ending thing)

I'm glad you liked it. Yes, there are a lot of mechanics that are not very common, but I'm still working on making better tutorials so this is going to get better with time.

1.) Behind the bridge with the guard. There is a pile of stone with a pickaxe icon with green outline. Interact with that icon.

2.) Right now, there is only one dynamite in the game. There will be more, but right now, you have to use it wisely.

3.) I can't check right now, but I think you need like 20000 silver and  100 renown.

Thanks for the reply, the stone mine was particularly useful, the dynamite cap is going to give me even more replayability so I can see what the other bomb paths lead to. In another note as my first ever character is a church swordswoman who ended up with as a blacksmith, I am curious if there is a planned rank-up system for both the church and the magic associated, Helena seems to mention it would take years to get to the casting stage, so that would go way past the ending of the game, also does knowledge/int increase magic damage or just the amount of "mp" to cast more magic?

Ranking up in factions is definitely planned. Full game will have eight year time limit so you will be able to become high ranking member or even leader (Only for one faction. I don't want this to be like skyrim where you can lead pretty much every faction in single playthrough).There already is a taste of this for the church. Talk to the guy in black armor who sits in front of the inn after you join the church.

New ranks for the church will teach you different kinds of magic. Not just stronger spell variations. Things like rituals or magical item creation.

INT increases your magic damage, but it doesn't influence magic from pebbles. 

Just wanna ask if the Ghoul will eventually hunt me down at daylight or not, hearing the bridge guard and John's story about Ghoul is making me curious. I tried to ask the bridge guard about Ghoul after this sighting and after a Ghoul tried to attack me outside the beach's cave but he didn't say anything new. Maybe there is more Ghoul observing me but this is the only one that I managed to actually see clearly.

Those surface ghouls don't do anything right now, but yes. They will play more major role in future releases.

One of the bigger things I want to focus on in the future is to make the world more "real" and not just static setpiece.

There are some things that already change with time, like the bridge betting broken or the Villagers building the training grounds after one year passes, but I deffinitely want to add much, much more. And ghouls appearing on the surface over time is just one of those things.

Oh, so the game gonna be a lot harder and more advanced as time goes on?

That's the idea. There will be quite a few timed events that will require your input and the world will change depending on your action. This is already in the game in some way.

For example, more kobold groups will start appearing over the map as time passes. If you start killing them, then even more will appear.

Or the cure quest. If you finish it, the trader will survive and you will get a discount.  But you can also completely ignore it. If you do so, the trader will die and he will be gone forever.

I have many ideas for timed quests or events, but I want to make the world bigger before I start working on them.

Is the cure quest need a specific action for it to trigger? I think I should've gotten the cure quest by now but maybe it's just my memory not remembering correctly (my current time is when my hair started growing long enough that it cover up my right eye/the eye patch eye)

It triggers after about 200 days and you also need about 20 renown. It will start automaticaly once you fulfill all those conditions.