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.
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.
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.
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.
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.