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Version 0.21.0 Has Been Published!
- Alpha Release -

Changes & More Changes:
  • Further extended Zone class features.
    An improved version of the Zone Statistics Board available at the townhall.
  • It not only displays some arrows but also animates them accordingly.
  • Added several SE methods to Game_System to shorten SE calls.
  • Created Colors module to encapsulate all specific colors used by the scripts.
  • Game time now also runs while updating the Zone Stats Board.
  • Replaced fixed game screen width & height values with Graphics.width and Graphics.height
    Still compatible with vanilla XP.

Screenshot
Version 0.24.0 Has Been Published!
- Alpha Release -

Here's a list of recent changes:
  • Working on the tech tree scene.
    It has 3 tech trees with 5 techs each depending on the current mode.
    Right now the Warchief's tech tree is 100% functional.
    Scene available via an NPC at the town hall.
  • Warchief Aluxes has just 2 techs to learn, namely Dusk of the Undead & Frontlines.
  • Updated the config files and their parser several times.
  • Altered and improved the WarchiefTech and WarchiefTechs classes a lot.
  • Renamed Klan#tech method, now it's called #tp just like the Warchief's method.
  • Moved all graphical stuff from the custom game menu scene to a specific spriteset.
Snapshot
Version 0.27.0 Has Been Uploaded!
- Alpha Release -

I just continued working on the Warchief's Tech Tree.
  • 3 Tech Trees available now: Warchief, Army & Economy.
  • Warchief branch has a single sword as its current symbol.
  • Army branch has 2 swords instead.
  • Economy branch now sports its own icon.
  • Added several new features to WarchiefTech & WarchiefTechs objects.
  • There are 7 Warchief's Techs to learn.
  • Allowed Warchief's Tech list to be altered based on the current game mode.
  • Warchief Branch:
      Renamed Dusk of the Undead as Bane of the Undead.
      Renamed old Frontlines as Bravery, removed Leadership bonus.
  • Army Branch:
      Moved old Frontlines to this branch and adapted it to the troops.
      Introduced Enrollment & Fearless Army.
  • Economy Branch:
      Introduced Secret Trove.
  • Added Font#outline_color= compatibility method for vanilla RMXP.
Several Snapshots
Version 0.30.0 Has Been Uploaded!
- Alpha Release -
Changes + Other Changes + More Changes:
  • Added warchief Sylvia to the Sword clan.
    Both Aluxes and Sylvia have 3 techs in common.
  • Added warchief Gretchen to the Spear clan.
  • Added warchief Brunhild to the Battle axe clan.
  • Warchiefs Cyrus and Brunhild of the Battle axe clan can learn the Berserker tech now.
    Yeah, I thought he would be the only guy in the RTP that could pass as a viking.
  • Introduced the Dagger clan.
    Its warchiefs are Garrett and Dorothy.
    Nope, the third thief aka Trickster isn't a clan member.
  • Implemented food, wood and mining production mechanisms for all zones under your control.
  • Included a Prosperity mechanism to increase production 10% through 30% of your base production.
  • Prosperity gets activated when you have 8+ workers active in the same zone.
    Usually, you start with 4, 5 or 6 workers tops.
  • Zones now can have 2 types of miners, namely stone and metal miners.
  • Modified the Zone Stats Board to show a backdrop and 2 mining jobs in a given zone.
  • Added the Prosperity indicator to the ZSB menu.
  • Reset the production-related variables before calculating the current levels.
  • Introduced Klans::Session#zones array to keep track of all the existing zones.
    Previously the system didn't expect to find more than the clan's townhall.
    Old saved files are now incompatible by default.
  • Added Zone#clan_id to keep track of the zone's current owner if any.
  • Fixed missing Battle axe clan resources.
Screenshots
Version 0.34.0 Has Been Uploaded!
- Alpha Release -

Here's a List of All the Modifications Included in This Release:
  • Added tanners, taverners, scholars and watchmen to the list of available jobs.
  • Renamed another job.
  • Added skins to the Klans::Klan's stats.
  • Reconfigured the list of basic workplaces available in the townhall's zone.
  • Created a list of expansion options for the town hall's zone.
  • Other zones might let you add a slot for building a house or hut.
  • Added a new array to the Klans::Zone class to let the system know if a scout of a given clan has finished exploring it.
    Old saved games are incompatible now.
  • Removed scouts from Klans::Zone class. General zones no longer employ any scouts.
  • Taverners can increase your clan's happiness.
  • Happiness will decrease the more your population grows and the longer it takes the tanners to produce enough clothing.
  • Fixed player not transferring to the first normal zone map.
  • Implemented a basic scouting process for zones.
  • Added script call to block the player from teleporting to a new zone if the scouts have not explored it, yet.
  • Increased scouting speed.
Modifications of the Zone Stats Board:
  • Added maximum scouts statistic to the Klans::Klan's job data.
  • Removed scouts from the zone's workers list.
  • Added the Exploration option to the menu window to let the player manage the scout recruitment process.
  • Modifying the current number of scouts working for your clan is not possible as of yet.
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