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  • Fixed blocking counter bug
  • Fixed overlapping rooms bug
  • Fixed some issues with Python 3.12
  • Dialogue replies should more closely match context

v0.970 September 3, 2024

  • Experience display in FieldHQ updated after training
  • Increased Overwhelmed modifier from 3 to 4
  • Altered NPC combat target selector
  • Fixed bug with pressing "Alt" key during combat
  • Wall terrain types can be marked to not accept wall decor
  • Added extra dialogue to Bear Bastard's Mecha Camp for Criminal PCs
  • PlacableThing's altitude property now does something
  • Combat can be set to keep going even if there are no active enemies on map
  • Room contents with fixed positions will now be placed on map
  • Props are immovable even after they are destroyed
  • Props will not be placed somewhere they can block movement
  • calc_mission_reward can automatically round the reward to a round number
  • Former lancemates who show up in buildings where they've been before will not be indicated as current members of the lance.
  • A captured territory must be consolidated before another territory can be invaded in WorldMapWar
  • PCs dying in a city scene should now be handled properly
  • ExpelFaction will now get rid of the town leader if the town leader is of the expelled faction
  • Encounter plots will now clean up their own mess
  • Random NPC generator reacts appropriately if faction=None passed as parameter
  • Challenge plots can create a mission giver if one cannot be found
  • Plots have new method to return a list of element candidates, allowing manual selection or sorting
  • QuestOutcome involvement function replaced with player_can_fun
  • More quest refactoring; verbs now objects, outcomes have elements

v0.962 April 5, 2024

  • Fixed crash during Kerberos battle

v0.961 March 25, 2024

  • Enemy teams can't attack a territory captured this turn in World Map War
  • Commander will not retreat from Defeat Enemy Commander mission
  • Fixed error with Raid on Pirate's Point unpickling
  • Scenes now use a more robust method to make sure areas are traversable
  • Fixed terrain indicator appearing under terrain border bug
  • Added new eyecatch by Marjorie Gaber
  • Fixed error in documentation of COMBATROUND trigger
  • Combatant activation now handled by combat package

v0.960 February 11, 2024

  • Fixed bug in DeadZone Drifter stub
  • Certain weapons and mecha have been rebalanced; existing instances will be unaffected
  • Weapon thrill power now actually based on rank, ha ha ha
  • Plots can contain extensions
  • Added lore browser to memo system
  • Refactored quest system to be entirely QuestLore based
  • Okapi puzzle memo now uses same font (medium) as other memos
  • Fixed world map encounters bug
  • Burst fire weapons have increased thrill power
  • Intercept weapons have their thrill power lowered
  • Fixed do_partial_restore in MultiMission
  • Closing doors via right click will now work
  • Mouseover info will list items in tile
  • Destroyed items appear red in inventory display
  • All hidden models get revealed at the end of combat
  • Window close button should now properly close the game
  • Scenes and rooms will expand if larger area is needed for contents
  • Weapon is_operational bug fixed
  • Items on floor should always appear behind characters and mecha
  • Lost forager will not be selected for random plots while lost
  • Gradient map prep can now place rooms in requested bands

v0.957 September 25, 2023

  • Fixed sound fx issues on certain platforms
  • Game will no longer crash if campaign is ended between completing a mission and leaving mission, which is a situation that never occurs in any of the scenarios but if it ever did happen it would work now
  • Fixed keys scrolling map when using a text widget

v0.956 September 18, 2023

  • Added two new eyecatch cards by Radou
  • Fixed AutoJoiner/AutoLeaver crash at world creation
  • Plots may now modify cutscenes
  • Added checkout sound fx to shop
  • Some portrait bits tweaked by Anton Risberg
  • Fixed crash if no boss monster generated for The Night Stalker plot
  • Fixed numbers typo in DZD Wujung entry cutscene
  • Fixed bug where campaign would remain in memory after quitting because of pbge.my_state.view

v0.955 September 13, 2023

  • Fixed "deactivate_on_win" bug in older save files

v0.954 September 12, 2023

  • Carrying capacity now shown for characters in backpack display
  • Athletics skill now increases carrying capacity
  • Right and left keys can be used to scroll through lancemates in inventory interface
  • Increased damage of personal scale attacks
  • Rebalanced some monsters to make them more dangerous
  • Added config option to indicate lance members on map
  • Fixed music volume bug
  • Added some new portrait bits
  • Fixed crash if PC name has space or special character in it

v0.953 September 5, 2023

  • Fixed hacking prop bug

v0.952 September 5, 2023

  • Added hacking invocations for Computers skill
  • Fixed gender customization from character creator
  • Added skill icon for "Listen to my Song"
  • Changed the Scouting, Wildcraft abilities somewhat
  • Added a help key for invocations interface, which defaults to F1
  • Speaking to mecha should no longer cause a crash
  • Objects in temporary scenes will never be chosen by seek_element
  • Locked objects will never be chosen by seek_element
  • All NPCs used in combat should now be locked

v0.951 August 24, 2023

  • Fixed blue fog of war bug
  • Fixed the "call_win_loss_funs_after_card" crash

v0.950 August 23, 2023

  • Added the Scylla mecha from GH1
  • TagBasedPartyReply will not display a major character's mnpcid
  • Added ending scenes to DeadZone Drifter
  • Can now use waypoints from the combat popup menu
  • Added Onawa's quest to DeadZone Drifter
  • Fixed duplicate grammar bug
  • Updated Bear Bastard's Mecha Camp, Winter Mocha scenarios
  • Added check_party_activation method to combat
  • NPCs will give useful rumors first, then random chat
  • Added pre-fx to conversation offers
  • Single firing weapons can now cause critical hits, as in previous GearHead games
  • Renown is now displayed for characters in the FieldHQ
  • Added Quest procedural narrative generator
  • Text formatter will now capitalize after "!" and "?"
  • Team contents now stored as a ContainerList
  • The get_scene method should return the correct scene even if called during adventure construction
  • Okapi puzzle clue menus are now sorted
  • There is a config option to turn off display of skill+stat in conversations
  • Skill and tag based dialogue options will now show what skill+stat they're based on
  • You can dock the tile info panel in the upper left corner via the config menu
  • Combat clock troll bug fixed. Real ones will know.
  • Enemy units get a different info panel border
  • Mission objectives can now be reviewed from the memo browser
  • The end-of-mission gate menu options have clearer wording
  • Savegame validation should be much faster
  • The map cursor changes to indicate enemy units + appropriate targets for abilities
  • Label widgets can take a list of alternate smaller fonts to make text fit in specified area
  • Added copy method to BuildAMissionSeed
  • Challenges now deactivate on win by default
  • Fixed error in list_nouns when two nouns provided
  • Fixed text formatting error in WOTHCBM_HomeDespot plot
  • Finished adding all of the mecha forms from previous games
  • Renamed campaign property "day" to "time"

v0.946 December 15, 2022

  • Fixed incorrect use of AutoOfferInvoker; added EffectCallPlusNPC
  • Added procedural cutscene generator
  • get_tags include_all now returns merit badge names and relationship info
  • Fixed bug where lancemates removed to a safe place don't get removed
  • Fixed a bug in the gear loader where everything is True, even False things are True
  • Added Stream music mode
  • Fixed bug when lancemate with pet quits party
  • Fixed bug when reading black market sign with a pet in your party

v0.945 November 22, 2022, but slightly later in the afternoon

  • Mecha scale monsters should never appear in human scale scenes, and vice versa
  • Linked Fire/Multi Wielded weapons will only pay activation cost of primary weapon once
  • Fixed bug in regroup at end of combat code
  • Murder mysteries should get the victim's name right from now on

v0.944 November 22, 2022

  • Key errors in dialogue processor will now show the dialogue that caused the problem
  • You can no longer transfer inventory to pets or mecha owned by lancemates
  • The images for saved games have their filename sanitized as well

v0.943 November 21, 2022

  • Fixed crash when a lancemate uses a skill outside of combat
  • Combat display now shows 99% as max chance to hit because of rounding error showing 100% for 99.5%

v0.942 November 20, 2022

  • Added a clamp to prevent a rare and frankly inexplicable MemoryError exception in aibrain
  • Fixed bug when pressing Esc key from stash/mecha parts selector
  • Fixed bug with mecha inventory menu
  • Fixed crash if campaign save file can't be found when the time comes to delete it
  • Added preload_all_music configuration option
  • Encourage can no longer be used on monsters (which caused it to crash)
  • After combat, lance members will regroup so no-one is left in an inaccessible tile
  • Campaigns now save the waypoint the current scene was entered from
  • Fixed crash when sound player called while disable_audio_entirely is True
  • Disabling sounds in the configuration now actually disables sounds. Oops.
  • Fixed lag in mecha exploration movement

v0.941 November 9, 2022

  • Added filename sanitizer for user generated files; may not be perfect yet
  • Fixed bug where style tags would not be applied to portrait bits later in list
  • NPCs may eject if they are severely damaged and/or if they are intimidated by the PC's lance
  • Increased the penalty for firing long range weapons at too short a distance
  • Newly created mecha get added to the design list without needing to restart the game
  • Fixed dialogue bug in DZREPC_CallOutChampionFight
  • Lancemate development conversations should no longer have irrelevant convo options
  • When gaining skill XP, your skill level can improve by multiple steps
  • Fixed bug in GearHeadCampaign dole_xp method

v0.940 October 26, 2022

  • Shop rank now calculated by item type
  • Game will try to automatically switch to windowed mode if fullscreen causes it to crash
  • The manual has been updated
  • Steam cloud saves should now be working Steam cloud saves have been postponed until I find a Python wrapper for the Steam API that deals with them correctly
  • Moved the user folder on Windows computers from Home to the app folder/ghcaramel_user

v0.932 October 19, 2022

  • Added starting messages to Raid on Pirate's Point, and fixed bug in STARTING_PLOT component
  • You can now set music volume, sound fx volume, and window size from config editor
  • Changed configuration editor to a column widget rather than a menu
  • Fixed bug where combat music won't start after resuming saved game
  • Sound effect library preloaded at startup
  • AnimObs now have support for sound effects
  • Two audio channels are now reserved for music
  • Added show_numbers_in_pilot_info config option

v0.931 October 13, 2022

  • Added "Raid on Pirate's Point" scenario, early access version
  • Fixed missing portrait/name when lancemate speaks during mecha combat
  • Fixed bug in missions not counting retreat as a loss
  • Changed the scene "END" trigger to "EXIT" to avoid conflict with the plot "END" trigger
  • Added memos to the main quest of DeadZone Drifter
  • Added "battle damage" to module display to aid color blind players
  • Fixed music skip when entering/leaving buildings
  • Fixed bug in Town Hall plot

v0.930 September 21 2022

  • Working on new scenario "Raid on Pirate's Point"
  • Fixed bug with SHOPS_PLUS INTERIOR_TAGS element
  • Regular terrain sets now clear the surrounding area, including border
  • Fixed bug with new FieldHQ modifications

v0.929 September 14 2022

  • A lot of work has been done on the scenario editor (still only available in dev mode)
  • Merit badges get their own tab in character display; show description and effects
  • You can view a character's biography, if it exists, from the FieldHQ
  • Fixed smudge on Trailblazer portrait
  • You can set the default mission music for an entire campaign
  • Added search path for music; may be located in player folder
  • Fixed bugs in world map editor

v0.928 September 7 2022

  • Added world map editor to scenario editor (still only available in dev mode)
  • Added automatic tester for enemy conversation plots
  • Fixed bug with Haywire and Poison status effects
  • Added a lot more enemy character development conversations
  • Added a new intro to DeadZone Drifter for Pop Star characters
  • Music files are now cached, which should help avoid scene change disruptions

v0.927 August 29 2022

  • Fixed bug in Cookies random plot

v0.926 August 29 2022

  • Added many RANDOM_PLOT plots
  • Search range dropped to 6
  • The Neko is now properly a Gerwalk mecha
  • Added Korean Name Generator class; not highly effective yet
  • Changed the font family from "DejaVu" to "Source Han Sans" to provide Korean, Japanese, and Chinese support
  • Faction reaction class can store faction leader
  • pbge gets initialized before other units are imported

v0.925 August 22 2022

  • Added image templates to the source code repository
  • Added RestoreMP, RestoreSP effects
  • Fixed bug when gear loader tries to load list inside a dict
  • Added treasure types to monsters
  • Monsters without legs don't get their movement rate downgraded
  • Added tables and chairs to bars and coffee shops
  • Campaign method get_relationship will return existing relationship if it exists
  • Most dungeon encounters don't regenerate every day
  • Added dungeon extras to dungeon levels
  • Added more signs for different businesses

v0.924 August 15 2022

  • Fixed error in Kerberos dungeon
  • Fixed error in Challenge.deactivate method

v0.923 August 15 2022

  • Added Puma and Luna II mecha
  • Most keyboard actions now use is_key_for_action method, may be changed in config.cfg
  • Added a bunch more monsters
  • Characters with Wildcraft >= 5 can call animal companions
  • Added mouse_scroll_at_map_edges config option
  • Fixed a bug in the PartlyUrbanGenerator
  • WASD may now be used to scroll the map
  • Default combat hotkeys changed to 1,2,3,4,5
  • Refactored the map viewer to deal with tile-based focus and wrapping maps
  • Pets will attempt to follow their trainer during exploration
  • Added pets_can_die, directly_control_pets config options
  • Changed restore to restore_all in Bear Bastard's Mecha Camp and Winter Mocha
  • Text input widget now uses TextInput event
  • Lancemates bring their pets with them when they join/leave the party
  • Characters can have one pet

v0.922 August 13 2022

  • Fixed a bug in one of the lancemate plots

v0.921 August 9 2022

  • Added auto_center_map_cursor config option
  • Combat hotkeys can't be used if the key has been assigned a system use

v0.920 August 8 2022

  • AI will now jump as appropriate
  • Changed jet types for mecha that previously have had flight or arc jets: Haiho, Phoenix, Trailblazer, Zerosaiko
  • Jumping now works
  • Added "Bear Bastard's Mecha Camp" tutorial
  • Inventory can now be accessed from the exploration menu
  • Characters and mecha get restored at the end of Winter Mocha. Oops.
  • PCs stop hiding at the end of battle
  • AdventureModuleData object now stores module's conversation border
  • HALFMINUTE trigger generated every 30 seconds real time in exploration mode
  • Shift + enter now has same effect as right mouse click in exploration mode
  • Clumpy room now determines number of clumps by size of room
  • Jobs can now have scene string tags as local requirements

v0.910 July 31 2022

  • Ceramic now has a mass factor of 0.7
  • Legs and wings give thrust bonus to movement systems mounted in them
  • Added Wraith, Neko mecha
  • Added option to always start at top of library when scrolling through combat actions
  • Fixed bug with highway scene generator
  • Widgets can now capture events, preventing other widgets from responding to same event
  • Fixed bug with combat interface scrolling
  • Mission will check environment, and warn PC if any lancemates cannot take part
  • Added Androbot and Forgebot monsters
  • Immobilized lancemates get left behind if their mecha cannot be repaired
  • When placing gears on map, the environment is taken into account
  • gear_up method now chooses appropriate move mode for the terrain
  • Flying makes melee attacks more difficult for both parties
  • Flying mecha get reduced cover modifier
  • Multi-target invocations will now show a target counter beneath the invocation UI
  • Added combat action clock
  • Reworked the combat movement UI
  • Fixed Ammo Explosion display bug
  • Extreme speeds will now be slightly reduced
  • Added Flight Jets, ARC Jets
  • Added Aerofighter, Gerwalk mecha forms
  • Random maps check blocked tiles using movemode provided by architecture
  • Exploration movement uses movemode based on party's move modes
  • Removed redundant code between MoveTo and BumpTo actions
  • Config menu will delete config options that should not be in config.cfg

v0.905 July 23 2022

  • Missing mecha descriptions provided by Baiby
  • Configuration editor now validates configuration items
  • Added BonusStrike attack attribute

v0.904 July 23 2022

  • Added configuration option to announce start of player turn
  • Fixed bug in configuration menu
  • Added exception checking to gear loader
  • Fixed bug in EditMecha when adding/removing Environments & Roles to new mecha
  • Added AnimatedShotAnim
  • Error message will be displayed if GHC crashes from main menu

v0.903 July 21 2022

  • Fixed crash when trying to load corrupted egg file
  • Fixed font bug when PC dies permanently
  • Fixed bug with major NPCs sometimes not showing up
  • Added Omega 1004 to DeadZone Drifter
  • Fixed bug when game attempts to eject egg but PC has no mecha

v0.902 July 19 2022

  • Added error logging for all game-crashing exceptions
  • Fixed crash when player attempts to right-click use an inaccessible waypoint

v0.901 July 18 2022

  • Scenario Editor city components pass METROSCENE even if not strictly necessary
  • Changed pickle protocol from "latest" to "4" to preserve compatibility with SteamOS

v0.900 July 18 2022

  • Fixed crash bug when PC killed
  • Lancemates can repaint new mecha assigned to them; may be turned off via config
  • Characters without assigned mecha colors get mecha colors when joining party
  • Default window size may be set in configuration file
  • PilotStatusBlock shows bars, not numbers, for HP, MP, SP
  • Added BeingStatusBlock for characters and monsters
  • You can go straight to inventory by pressing "i"
  • Edit Scenario has been moved to Dev Mode only due to the fact that it needs some work
  • Containers now visibly open when you open them, so you can see what you've already looted
  • Mechanical Tarot has been completely replaced with Challenge/Resource system
  • Fixed a rare pathfinding in combat bug
  • Fixed a rare infinite recursion bug in end_plot
  • You can now say goodbye from an info offer
  • Added LOCAL_PROBLEM plots to replace the old Mechanical Tarot
  • Left mouse click will now escape from memo browser
  • equip_combatant will now upgrade equipment as appropriate if an NPC has already been equipped
  • faction_list from design files now gets error checked
  • Building TerrSets now record their footprint
  • Personal scale armor will now show armor rating and damage
  • Warning shown if campaign save file is from an earlier major version
  • Load game menu now shows character portrait and adventure thumbnail
  • Character egg files will not be deleted if adventure selection cancelled
  • Unloadable campaign files will be placed in quarantine
  • Added more options to the in-game configuration editor
  • Changed the Campaign save file specification
  • Maximum XP from destroying a target reduced to 100
  • Replaced manually constructed rumors with Rumor objects
  • Rumors may now have an effect for their info offer
  • Merged dd_lancedev.py into lancedev.py
  • Added some new Lancemate personality types
  • Villages in DeadZone Drifter get custom colors
  • Fixed bug when selecting "None" after previously selecting clue in okapi puzzle widget

v0.830 June 21 2022

  • Added "Skippy's Night Out" mystery to Wujung in DeadZone Drifter
  • GH1 import now includes all NPCs that have a relationship with the PC
  • Gears can now be marked as stolen; only certain shops will buy those
  • GearHead Campaign now has method for loading major NPCs
  • Memo browser is now a widget, and memos can create custom widgets
  • Terrset now actually draws border
  • Added new eyecatch screen by Sierra Bravo
  • Fixed the map scrolling problem at the edges and corners of the map
  • Fixed a longstanding bug with Architecture.draw_fuzzy_ground
  • Added PartlyUrban map generator
  • Random map room placement should now be more robust
  • Floor borders now based on priority, not keyed to specific terrain pairs
  • Changed the way custom factions are stored and accessed in Scenario Creator
  • Scenario editor now does basic error checking before compiling
  • Focus mode added to scenario editor physical view
  • Added identifier, literal scenario creator variable types
  • Justify property now works with text entry and text editor widgets
  • ScenarioCreator output is pretty printed with yapf if available
  • Refactored the ScenarioCreator compiler
  • Text editor widget now a column of text entry widgets; cursor movement works properly
  • Text entry widget now has movable cursor
  • Scenario Creator has subplot loader utility which passes all element aliases
  • Scenario Creator builds the world before loading subplots
  • Possibly fixed the problem with pygame.quit() not really quitting
  • Scenario creator variables return their own widgets; may return a list of widgets rather than a single widget
  • Elements defined by BluePrints get their own unique ID
  • PlotEditor renamed to ScenarioCreator
  • Scenario variable types all have their own classes now
  • The map focus cannot leave the bounds of the map

v0.821 March 31 2022

  • Fixed the loverboy beard error
  • ScrollColumn widgets may force focus
  • ScrollColumn widgets act like menus when accessed by keyboard
  • Widgets may provide their own keyboard handling
  • Added mapcursor module; can be used to move & target invocations via the keyboard
  • Holding shift with tab will select the previous widget

v0.820 March 13 2022

  • Added the Ice Wind mecha family
  • Added more portrait bits
  • Update trigger automatically updates plots
  • Trigger check during campaign construction will no longer cause crash
  • Left and right keys may be used to browse memos
  • Campaign now has get_memos method
  • Challenges can have memos integrated into them
  • Fixed so many bugs. How many bugs? Lost track. Lots and lots of bugs.
  • Active Challenges are listed in GHNarrativeRequest
  • Added Challenges and Resources
  • Right clicking on combat radio button will bring up library menu
  • Widgets may now be given an "on_right_click" property
  • Radio buttons widget now takes dicts to describe the button properties
  • Fixed portrait placement bug with lancemate menu item
  • Phasing out IgniteAmmo attribute; to be replaced by BurnAttack attribute
  • Ammo may now explode if destroyed
  • Destruction of important parts will be displayed
  • Added Antidote usable item and Cure Poison ability for Medicine skill
  • Added Agonize, PoisonAttack attack attributes

v0.810 November 30 2021

  • Gears may have individual campdata dicts which don't get exported when campaign is finished
  • Noncombatants flee from combat
  • Added "FAINT" trigger
  • Fixed bug in which GearHeadCampaign all_plots method did not return metro plots
  • Added automatic update and expiration for plots
  • Added automatic rumor/info offer/memo option for plots
  • You can now edit your PC's name, portrait, and gender from the FieldHQ
  • Gender is now completely customizable

v0.800 September 30 2021

  • Campaign save file compatibility probably broken; character save files are okay
  • PlotCreator blueprints now automatically sorted
  • You can start a newly compiled scenario without restarting the game
  • PlotCreator updated to use campfeatures utilities
  • MissionBuilder no longer needs environment parameter, since this info is included in GearHeadArchitecture subclass
  • Added some hand-painted portrait bits
  • Added ArenaRules scene attribute
  • Character tags include the tags of that character's faction
  • Lancemates will not rejoin the party if they currently dislike the PC
  • Lancemate reaction score will decrease if that lancemate is incapacitated or loses their mecha
  • Unfavorable NPCs limit their conversation options
  • Added standardized in-town recovery/lance development loader
  • Added militia defense if PC attempts to enter an unfavorable town
  • Added standardized world map encounter handler
  • The Terran Defense Force mission in Wujung can now be rejected, and stops being offered after 20 wins
  • Fighting a mission against a faction may make that faction unfavorable to the PC
  • Added is_favorable_to_pc, is_unfavorable_to_pc methods to GearHeadCampaign
  • Added Campaign go method
  • Singletons should return the intended str() value

v0.700 June 13 2021

  • Added PlotCreator scenario editor
  • Popup menu can now take custom width and height
  • Colors have been added to the SINGLETON_REVERSE dict
  • Fixed problems with choose lifepath display
  • The map viewer now uses a per-tile message ticker
  • Added "View Hotkeys" to combat popup menu
  • DZD roadedge plots will stop rumors after the road is cleared
  • Added "center on party" to exploration menu
  • Fixed crash when prop goes haywire
  • Increased threat value of hunter synths

v0.620 April 9 2021

  • Added pilot suit portrait bits by LordErin
  • Added some more opening scenarios
  • Fixed bug when running ghcaramel from a different directory
  • Combat hotkeys can be set by pressing Alt + Key when using desired action, or by editing config file
  • Combat popup menu added if right mouse button clicked
  • Alert will now return the event that ended the alert display
  • MissionBuilder mission now checks scene environment for legal mecha
  • Added a local feature to each village in DeadZone Drifter
  • Increased size of standard dungeon level to 65x65
  • SceneConnectors now take narrative request as first parameter
  • Fixed fullscreen lockup on Linux
  • Added DuckTerrain, duck_dict option for TerrainSet
  • Robot NPCs from GH1 will be Metal, not Meat
  • Lancemates from previous adventures may show up in DeadZone Drifter

v0.612 January 13 2021

  • Added the CNA-15 Century mecha
  • Fixed bug with importing GH1 characters

v0.611 January 4 2021

  • Added a description to the DeadZone Drifter adventure module
  • Updated the README.md file for the first time in ages
  • Packaging system changed from PyInstaller to cx_Freeze, fixed Windows NumPy issue
  • Added Adventure Module selection menu
  • Moved faction score from a Character property to an Egg property
  • Color menu will recognize identical colors now
  • Reworked the way scatter damage scatters
  • Added Eggzaminer to dev mode
  • Fixed Egg ejection bug
  • Fixed a lot of GH1 import bugs
  • Fixed a problem with asynchronous IO and menus
  • Lancemates and major NPCs should be imported correctly from GH1
  • Cybertech skill imported correctly from GH1
  • Vadel's hover jets are now bigger and integral
  • Zerosaiko mass driver improved
  • Changed the formula for armor damage absorption
  • Reduced chemthrower chem usage
  • Scene viewer may now get postfx function called after normal map rendering
  • Fixed bug with LancematePrep cutscene element
  • PC can bring mecha, stash with them between adventures
  • Updated the Winter Mocha scenario
  • Python scripts in user content folder will be loaded at startup

v0.600 December 27 2020

  • DeadZone Drifter scenario now has a conclusion
  • Monsters may get a different number of actions per round
  • Fixed serious CharacterMover bug
  • Mecha scale beings have their Mobility calculated correctly
  • Burst fire bonus applied to accuracy, not to hit roll
  • XP for destroying enemy is capped at 500
  • Added skill trainers
  • CharacterMover will not move NPC back to original scene if NPC gets moved away from dest scene to another scene first
  • Haywire now correctly works on human-scale robots
  • Added consumable items
  • Added more cyberware from GH1, GH2
  • Combatants who are out of visual range and don't know where to go next will deactivate
  • Lancemates moved by CharacterMover will be removed from party and re-added if possible at end of plot
  • Potential lancemates can tell you a little bit about their skills
  • Most random lancemates will start with lower renown, but may have extra skills
  • Added merit badges for GH1 PCs who defeated Cetus, Ladon
  • Shops without a defined faction will use the faction of the town they're in

v0.560 November 29 2020

  • Added Kerberos storyline to DeadZone Drifter
  • Can now load same image in transparent and non-transparent versions
  • Monsters can power their own weapons
  • Can now flee from combat by using an exit
  • Attackers will move a bit so you can tell who's attacking
  • Added AttackInvocation
  • Added COMBATROUND script trigger
  • Added error message to gear loader if unknown command encountered
  • Activated the BioCorp biotech hunting mission
  • Added missing formatting for many tarot memos
  • Nerf Charge Attack, which was incorrectly not rescaled during the previous health and damage scale adjustment in 0.542.

v0.551 October 20 2020

  • Added auto_save default to data/config_defaults.cfg
  • Reduced Corsair's heavy rocket pod to 4 rockets, but bigger ones

v0.550 October 15 2020

  • Added Ran Magnus Mecha Works
  • Added stretchy_screen config file option
  • Added Pro Duelist Association faction
  • Missile salvos drain target's stamina faster than other attacks
  • Removed redundant (and outdated) are_ally_factions, are_enemy_factions methods from GearHeadCampaign
  • Improve success rate and casting cost of LISTEN TO MY SONG.
  • Fill out Mecha Graveyard adventure.
  • Highlight the tile where we completely consume one action point when showing the trail of a move or move-attack.
  • Fix the missing Haywire attack on Phoenix L-Cannon
  • Added unique EWar system, Necromatix. Start doing those sidequests for a chance to get it!
  • Fix bug that would prevent deadzone town plot from advancing if you do "Recon by Force" mission.
  • Fix bug where we mistakenly give odds for hitting a dead mecha when its ally is standing on top of it.
  • Some particular unique shops might now sell parts of, or even complete, champion mecha.
  • Fix bug where mechas you own suddenly disappear after you take out their engines or torso in the mecha engineering terminal.
  • More body options.
  • Implement 'Create New Mecha' in out-of-game mecha editor.
  • Add batteries to Musketeer.
  • Champions that upgrade their missiles now make sure it fits in the largest Launcher.
  • Memos now include location information as appropriate.
  • Made missiles more accurate, cheaper, and not shield-blockable (now only interception and dodge work against missiles), and increase missile quantities on almost every mecha.
  • Intercept weapons are now much less effective, but you can now stack several to improve your interception chances.
  • Added some dungeon decor
  • Destroyed mecha will be announced at end of combat
  • Slightly increased and curved damage
  • Missions change your faction score for both enemy and allied factions
  • Only one LMDEV plot can be active at once
  • Added GET trigger when an item is picked up

v0.542 August 18 2020

  • Added Mecha Graveyard adventure
  • Adjusted mass, health, and damage scaling
  • Added crates and other item-storage waypoints
  • Mecha melee damage bonus also toned down
  • Melee attack multiple hits toned down
  • Added Treasure gear type
  • Dropped items may be picked up by clicking on tile where PC is standing
  • Lancemates may now trade personal inventory items
  • Monsters use a different target selection routine
  • Got rid of annoying short hallways from PackedBuilding map generator
  • Melee weapons can have the Multi Wielded attribute, which lets you attack with multiple instances of that weapon.
  • Personal scale combat gives more direct XP than mecha scale combat
  • Added dungeon generator
  • Random NPCs should get a faction-appropriate job
  • Standardized the lancemate hiring cost
  • Tooltips may be several lines of text, if needed

v0.541 August 10 2020

  • Added Phoenix and Secutor mecha
  • Modified some mecha designs
  • Added Brutal attack attribute that causes extra damage to armor
  • Melee attacks have a chance to cause multiple hits
  • Fixed autosave config menu option
  • Melee weapons can have the Ignites Ammo attributes, which replaces Burn for melee weapons, and reduces armor of enemy mecha, preventing them from using ballistic and missile weapons.
  • Melee weapons can have the Drains Power attribute, which greatly reduces the power supplies of enemy mecha, preventing them from using energy and beam weapons.
  • Heavy actuators provide melee damage bonus to the module they're installed in
  • Melee attacks now get a damage bonus
  • Attacking a model will activate it
  • When combat starts, all nearby teams are activated
  • Added advanced EW programs
  • Added the Solar Navy faction
  • Vikki now gives a brief tutorial about mecha and pilot stats
  • Combat AI for enemies updated; target choice is no longer random or permanent
  • Random NPCs should now have consistent mecha colors
  • Tarot cards marked as UNIQUE should now be unique (unless generated during play)
  • Enemy factions in missions may bring in allies iff all faction members are busy
  • DZD town threat rank increases as you move deeper into the dead zone
  • Fixed FactionComputer password bug

v0.540 July 31 2020

  • All towns now have a tarot scenario
  • Added Quality of Life indicator to all towns
  • Highway encounters won't clutter the road with trees or other obstacles. It's supposed to be a road.
  • Fixed the disappearing enemy commander bug
  • One on One Champion Fight now uses faction leader if possible
  • Town prosperity now affects shop items
  • Larger movement systems are now lighter (two size-3 Wheels is heavier than a size-6 Wheels) but more expensive.
  • Slasher champions upgrade their plain shields to beam shields.
  • Raider champions upgrade their sensors (to take advantage of their weapon increased range) and may also gain Overchargers.
  • Tone down EnergyWeapon prices.
  • Add Explodium champion. Boom!
  • Major NPCs now always get customized mecha
  • Dungeons will clean out their dead daily
  • Combatant NPCs get starting equipment
  • Added Monster gear type
  • Improved visibility of Green Boarding Chute
  • Added storage scene to GearHeadCampaign
  • Tarot card transformation now passes on default elements from alpha card.
  • Add Overchargers.
  • Champion mecha are special, so they should be easier to salvage.
  • Increase Charge cost even more: treat it like a ranged weapon.
  • Added Daum, Vadel mecha
  • Melee weapons blocked by energy weapons or beam shields take damage
  • Added beam shields
  • Added indie plots
  • Renamed the tarot card modules
  • More variety in road stop garages.
  • In combat, default to the fastest movemode of your mecha.

v0.530 June 8 2020

  • Revamped shop interface
  • Style rules may be turned on or off in the portrait editor
  • Added style, nostyle properties to PortraitBits
  • Adjusted mecha cost, random mecha unit generation
  • Modified the volume of missiles
  • Added Razer, Petrach, Wolfram mecha
  • Character creator allows selection of local mecha for green zone, dead zone
  • Extremely high Mobility scores toned down
  • Fixed crash when pygame.mixer fails to load
  • Fixed some mission problems
  • Added Memory records to Relationships
  • Random NPCs start with a narrower range of stat points

v0.520 May 16 2020

  • Mechanical Tarot scenario generator improved and expanded
  • Can't enter a mecha combat mission if you have no mecha
  • No reason for Gyroscopes to not be integral by default, so now they are integral by default
  • Fixed lake room map generator crash
  • You can no longer install characters into mecha cockpits, which can lead to broken savefiles.
  • You might now occassionally come across specially-named mecha on some mission objectives. If you're lucky you might even salvage them and their special modified equipment.
  • Party removed to a safe location when plot controlling temporary scene ends
  • Added longform mecha info panel
  • Invocations now consistently show their casting costs.
  • Can now remove all modules from a mecha without crashing the game.
  • Show more info on items in Field HQ and Shop.
  • Improved Haiho slightly.
  • More movement systems for sale.
  • Cyberware!
  • Argh. Maybe now wall decor will stop blocking doors?
  • Fixed json files not loading in Python 3.7+

v0.511 May 1 2020

  • May scroll up/down or use up/down keys to page through all combat modes
  • EWSystems now show their programs, Engines now show their ratings in their info panels when buying or choosing parts to install
  • Added SkillBasedPartyReply and TagBasedPartyReply
  • Add Take Cover action to Stealth and Spot Behind Cover to Scouting
  • Spot Weakness is now a Science skill
  • Negotiation now lets you recover lancemate Mental by spending your own Stamina
  • Performance now gives weaponized singing in combat. LISTEN TO MY SONG
  • SensorLock negates the SensorRange attack modifier
  • Added StatValuePrice effect price
  • GearHeadCampaign now has make_skill_roll method
  • Added extra cost factor for high Accuracy, Penetration weapons
  • Increased Charge cost modifier to 2.5
  • Hopefully prevented rooms from being completely blocked off
  • Add an AI Assistant program, and a C99 AI Assistant EW System
  • Fixed a bug in lance "friendly duel" challenge
  • Armor, Sensors, Wheels, Hover Jets, Heavy Actuators now show their size, material, and integral-ness in their displayed name
  • Enchantments can now modify to-hit based on cover
  • Enchantments can be dispelled by application of other enchantments
  • Added Wujung Tires
  • Solitary walls will be correctly displayed
  • Wall decor should not be placed on same tile as a door
  • Added Musketeer, Ultari, Haiho mecha
  • Mecha missions now feature a variety of room types
  • Enchantments can be dispelled on movement
  • Added tidy_enchantments method to GearHeadScene
  • Added LinkedFire attack attribute
  • Many non-weapon gears can now be integral (which makes them non-removable in-game, but gives volume reduction and possible cost and mass reduction).
  • Integral weapons can no longer be removed in-game, and are also shown as integral.
  • Field of view will be updated after charge attacks
  • Cannot give stash items to mecha that don't belong to you

v0.510 April 19 2020

  • Range attack modifier will now display "Too Far" or "Too Close"
  • Gauss Cannons now use Perception rather than Reflexes
  • Added HostilityStatusBlock
  • Fixed ORPH_SOCIABLE lifepath node
  • Added Kojedo mecha
  • No experience award for missions you don't even attempt
  • Owner indicated for all items in FHQ
  • Cannot access inventory of mecha that don't belong to you
  • Fixed crash from TargetIsDamaged AI targeter
  • Added disable_audio_entirely troubleshooting config option
  • Game still loads if audio device fails
  • Fixed recovery plot when lancemate dies
  • Fixed weird PFOV bug (at least one, hopefully two)
  • Repaired the Repair skill
  • Fixed crash from targeting with Flail weapons
  • Exhaustion happens sooner in combat, has bigger penalties
  • Adjusted renown rewards
  • Fixed random NPCs always combatants bug
  • Changed "Dominate Animal" skill to "Wildcraft"

v0.500 April 12 2020

  • Reduced weapon volume
  • Added mecha editor, mecha browser
  • Added Haywire, Overload attack attributes
  • Effects, combat now grant experience, skill experience
  • Switched to Python3
  • Added restore method which refreshes gears, returns repair/reload cost (gears/base.py)
  • Immobility modifier separated from speed modifier (gears/geffects.py)
  • Added reflexive pronoun to gender
  • Randmaps plasma now scales to be close to map size
  • Reworked the menu unit for better mouse support
  • Conversation border is now set by campaign
  • You can now ask lancemates to leave the party
  • Added road map to DeadZone Drifter
  • Fixed bug with Alert, AlertDisplay locking
  • NPCs move during exploration
  • Added dev_mode_on config option (main.py)
  • Fixed bug with random NPCs getting wrong job skills (gears/selector.py)
  • Added training interface (game/fieldhq/training.py)
  • Moved all plot-defining units to game/content/ghplots
  • Pilot attacks no longer included in mecha attack list (gears/base.py)
  • Invocations UI now responds to mousewheel scroll, key commands (game/invoker.py)
  • Attack UI will remember the last weapon used (game/combat)
  • Changed local_teams to regular dict (pbge/scenes)
  • Fixed recursion problem with deepcopy (gears/base.py)
  • Added ammo count to attack widget (game/combat/targetingui.py)
  • Fixed crash when using color menu with PyGame 1.92+ (game/cosplay.py)
  • Incorporated caramelcolor extension module (pbge/image.py)
  • Scale, material passed as defaults to children by text gear loader (gears/init.py)
  • Widgets only respond to clicks if first widget this tick (pbge/widgets.py)
  • Added fieldHQ and backpack (game/)
  • Added character generator (game/chargen)
  • Added services (game/services.py)
  • Currently visible area indicated (pbge/scenes/viewer.py)
  • NPC relationship with PC now tracked by Relationship object (gears/relationships.py)
  • Added merit badges (gears/meritbadges.py)
  • Added jobs system (gears/jobs.py)
  • Can activate waypoints via the popup menu (game/exploration.py)
  • Random mecha units get random team color if no faction (gears/selector.py)
  • Standardized GearHead architectures (game/content/gharchitecture.py)
  • Added cosplay module (game/cosplay.py)
  • Portrait generator now used by VisibleGear class (gears/base.py)
  • Gender may be defined as dict in design files (gears/base.py)
  • Added gender (gears/gender.py)
  • Player folder now has an image subfolder (gears/)
  • Images now have a search path (pbge/image.py)
  • Mechanical Tarot can generate causality chains (gears/mechtarot.py)
  • Added portraits module (gears/portraits.py)
  • Added tarot to GearHeadCampaign (gears/)
  • HeightfieldPrep can set maximum levels of lowground, highground (pbge/randmaps/prep.py)

v0.130 June 17, 2018

  • Added Joust, Trailblazer mecha
  • Added charge attacks (gears/geffects.py)
  • Added BurnAttack status effect (gears/attackattributes.py)
  • Repair will remove appropriate enchantments (gears/geffects.py)
  • Added enchantments
  • NPCs will use skills in combat as appropriate (game/combat/aibrain.py)
  • Added Search invocation (gears/stats)
  • Added Stealth invocation (gears/stats)
  • Centralized the move-then-invoke code (game/combat)
  • Default offers automatically added to conversation (pbge/dialogue)
  • VisibleGears have a shadow (gears/base.py)
  • PlaceableThings may be hidden (pbge/scenes)
  • Exploration right click menu now works properly (game/exploration.py)
  • Combat skill button only shows up if PC has usable skills (game/combat)

v0.120 March 9, 2018

  • Version indicated on title screen (main.py)
  • Repair skills working (gears/stats.py)
  • Added skill invocations (gears/stats.py)
  • Added generic invocation targeting UI (game/invoker.py)
  • Head mounted sensors get a range bonus (gears/base.py)
  • Added ChemThrower, Chem gears (gears/base.py)
  • Ammo cost, mass, volume now affected by attributes (gears/base.py)
  • Added names_above_heads config option (pbge/scenes/viewer.py)
  • Added option to disable music (pbge/)
  • The Esc key will now bring up an options menu in-game (game/)
  • Added configuration editor (game/configedit.py)
  • Reduced power cost of energy, beam weapons (gears/base.py)
  • Added Intercept, Flail, Defender, ConeAttack, LineAttack attack attributes (gears/attackattributes.py)
  • Added Parry, Intercept defenses (gears/)
  • Successfully blocking with shield damages shield, costs 1 stamina (gears/)
  • Attack invocations record "thrill power" (gears/geffects.py)
  • Modules now have attacks (gears/base.py)
  • Shields cause aim penalty for weapons in same arm (gears/base.py)
  • Head mounted cockpits provide +10 Mobility (gears/base.py)
  • Fixed crash when player mecha runs out of attacks (game/combat)
  • Added random mecha selector (gears/selector.py)
  • Improved the enemy AI (game/combat/aibrain.py)

v0.111 February 15, 2018

  • Fixed a dialogue bug in one of the mocha encounters
  • Random pilots get random personalities (gears/init.py)

v0.110 February 14, 2018

  • Enabled loading screens (pbge)
  • Added Props (gears/base.py)
  • PC should always count as lead party member (game/exploration.py)
  • Rewrote dialogue generator to dynamically create each exchange (pbge/dialogue)
  • Added cutscenes (pbge/cutscene.py)
  • Rooms may be saved for use by scripts (gears/init.py)
  • Fixed place_party bug (gears/init.py)
  • Centralized the start_conversation code (game/ghdialogue)
  • Fixed free_pilots bug (gears/base.py)
  • Movement into range indicated in targeting UI (game/combat/targetingui.py)
  • Centralized info display code (gears)
  • Added Scatter damage type (game/geffects.py)
  • Clicking enemy opens attack menu (game/combat/movementui.py)
  • Music is preloaded when scene entered (pbge,game/exploration.py)
  • Added OddsInfo block (gears/info.py)
  • Melee, Energy attacks ignore target speed (gears/base.py)
  • Added Mental, Stamina, and Power (gears/base.py)
  • Blast attacks cannot be dodged (gears/geffects.py)
  • Energy weapons cut through armor like a hot knife (gears/base.py)
  • Added Accurate, BurstFire, Blast attack attributes (gears/attackattributes.py)
  • Named waypoints indicated on mouseover (game/exploration.py)
  • Border transparency now uses same alpha as GearHead1 (pbge)
  • Combat starts when PC moves within half sensor range (game/exploration.py)
  • Targeting info shows top three modifiers (game/combat/targetingui.py)
  • "card_" portraits contain sprite (game/ghdialogue/gdview.py)
  • Images may now have custom frames (pbge/image.py)
  • Fixed bugs with Overwhelmed, Target Movement modifiers (gears/geffects.py)
  • The InfoPanel is now modular (gears/info.py)
  • Added Plot.activate, Plot.deactivate methods (pbge/plots.py)
  • Fixed party walking order during exploration bug (game/exploration.py)
  • Fixed move-then-fire bug (game/combat/targetingui.py)

v0.100 December 23, 2017

  • First public release