Sinathir 0.38 Beta - New weekly schedule system
It's here. The new overhauled schedule system is ready for testing. It isn't fully finished yet, but it is working enough to be ready for public testing.
Couple of points:
- Old save files ARE COMPATIBLE, but I urge you to back them up before you decide to play this version.
- While this version has completely new work system, you can still play the game without using it. You can still work and train like you did in previous versions.
- All jobs / activities are unlocked right from the start. Final version will have most of them locked and you will have to open them by playing the game.
- New system is heavily unbalanced.
- While there are a lot of activities, there is still quite a few missing.
To top it off, if you have any suggestions or find any bugs, please write them below this blog post or make a thread on the forum. It will make my life much easier and thus the work much faster.
New schedule system
You can access this new system by talking to a new temporary NPC in your hideout.
She will explain things to you a little and allow you set your schedule and skip the week.
This new system allows you to pick different job / activity for each individual day. No longer will you be limited to one activity per week. This will give you more freedom while also making some NPCs more useful.
Top left window: This shows you days of the week and what kind of activity you have scheduled represented by three icons (Type, subtype and activity). You will memorise these after a while and will be able to tell what you have scheduled that day just by looking at this window.
Top second left window: Activity type window. Right now, you can select work, training and recreation.
Top third left window: Activity subtype window. This will mostly show you job givers or locations for activities.
Top right window: This window shows you all activities in the subcategory you selected. In this case, type is work, subtype is Billy and the activity is weeding.
Bottom left window: Shows a small picture representing what kind of activity you selected
Bottom middle window: This shows the stat changes your selected activity will do. This window will also show stats for activity when you have the day selection active.
Bottom right window: This shows all stat changes from all scheduled activities. You can scroll this window with the L / R buttons [Q,W,PGDown,PGUp].
One thing to keep in mind. For now, this system is self contained. It won't affect the week end report at all, but you will still gain your stats. Also, atributes like STR or HP will not show the decimals while in game, but these values are still here. So if you end one week with 35.8 STR, it will show as 35 STR in the stat window. If you gain 0.2 STR next week, you will have 36 STR.
Work
Work is simple. Every job has a base value. Then you get a bonus depending on your main stat , job difficulty and mood.
For example weeding has base value of 3. Main stat is farming and difficulty is 5. Your farming is 10 and your mood is 50.
The formula is: Base + (skill / difficulty) + ((skill / difficulty)/100 * mood)
which is: 3 + (10/5) + ((10/5)/100 * 50) = 6
If your mood is really low, you will get less money, but you will always get the base value no matter what. Some jobs don't even use this formula and just give you flat amount every week.
Training
Again, quite simple. Every training activity has a formula similiar to this: (skill level * difficulty). This means that the higher your level, the more expensive will training get.
On top of that, all activities take into acount your current schedule.
For example, you have farming value of 1. You work as a farmer on monday and tuesday, getting +1 farming. Then for the next day, you select farm training. This means you will pay for training from skill level 2, even though you didn't accept the schedule yet. Good course of action would be slecting training on monday and then spend two days working. Not only will you pay less for training, but you will get more money from working as a farmer, since your farming level will be higher.
Recreation
Not much to say about this one. These activities will take some food and money and raise your mood. There is even one activity that costs nothing, so you can't softlock your game in any circumstance.
Previous small patches
Previous patches added quite a few small and major things. New UI, picking your surname and a lot more. Full changelog is below.
The rest
There is much more to come, but I wanted to get this out to you people as soon as possible. Depending on your feedback, I will be adjusting values, adding or removing jobs and adding new features. Later I will be adding new activity types like hangrouts or gathering and then I will implement this feature into the game fully.
Again, this entire thing is work in progress. Report any bugs, suggest your suggestions and everything will go quicker.
Full changelog:
- Beta version of new schedule system
- Fixed graphical bug with regrowing plants on certain spots
- Fixed skill menu graphical issue
- Fixed wolf companion not taking any meat
- Fixed shotgun perk not showing up at character creation
- Fixed one kobold squad not triggering properly when fighting
Changelog for all version 37 minor patches:
- Billy plants different plant types in his garden after the potato quest instead of planting only beets
- Fixed some errors with wrong character sprites showing up
- New experimental menu UI
- You can now pick your surname. Leaving the field empty defaults to "Volkova" like before
- Your title now gets affected by your renow
- Small edits to the battle screen to stop weapon names from overflowing
- Added glancing blows
- Fixed crash that happened when you tried building a cellar
- Fixed a broken cutscene resulting in screen stopping to scroll properly
- Church should no longer be valid fast travel location (For new saves only)
- Fixed tomatoes at Billy's farm showing up as beet when picked up
- Fixed certain items being consumed twice
- Fixed obscure crash in combat while drunk
- Fixed shields having wrong weapon class
- Fixed weapon perks giving you 10 points instead of 5
- Fixed escaping in a fight when clearing the kobold den
- Fast traveling should now be instant, which should remove instances where you could get attacked while teleporting
- Fixed Alcogone not removing the drunk state
- Fixed some chat related bugs with George and Helena
Get Sinathir
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
- Next update previewNov 26, 2023
- Sinathir 0.37 - New character artOct 21, 2023
- Sinathir 0.36 - Activity limits and escaping from battlesOct 01, 2023
Comments
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Is there any requirement for the trader at Billy farm/down Riverstone/Hunting side where the dogs spawn to appeal, I got them in the 1st playthrough but I met none till the end of 2rd playthrough
They spawn in regular intervals. For example, the trader at Billy's farm spawns every 21 days, which is 3 weeks. Other traders have different intarvals, like book trader at Riverstone, which appears every 7 weeks.
It's possible you just got unlucky, but there is also a possibility that something broke on your save and they stopped spawning.
Yep I know about their rotation, I think because I skip Billy cutscene with the 3 gang member make them can not spawn since that the only difference in the 1st playthrough. Also is there anywhere I can ask about alchemy system, ending hints, secret hints, inchor container's spawn location detail since they make me play like hours aimlessly which stall the progress for me. Do the game has a wiki? Last night I even spent 30m to try kill the Ghoul just to realise later they have 6000hp not around 2000. Thank you for your time reading this
The game doesn't have a wiki as of yet. I won't be making one any time soon because working on the game and the wiki would slow me down even more. I have nothing againts fans making one though.
Other than that, I made a new thread here: https://itch.io/t/3449222/questions-gameplay
You can ask pretty much anything gameplay related here and I will try to answer. Other players may answer too.
Thank you.
I finally finished a run and can now test the beta! But how do I use the unlocks? Seems that I am the only one who don't know how to use =w='
Go to the location with the bridge guard. There should be a new cave close to him.
Some notes. This cave appears only on new save files made after you finished the game. If you finish the game again, new unlocks will require another new save. Basicaly any new unlocks will be usable only on save files made after that playthrough.
Oh, I aways wondered why I had the felling that something was suposed to be there, thanks
I never thought Quentin playing Kalinka on the guitar was something I needed to see