Anamnesis, of Renascents and Monsters,

A text-based simulation and role playing game of exploration, warfare, intrigue and romance in a low fantasy, early 20th century environment.

Saturday, April 30, 2016

Hosting Hacked; The Whole Story

Welp, that was the last nail in my web server's coffin. Let me tell you the whole story now that we're mostly returning visitors once again here.

Sometime between April 27 and 28, some kind of internet person seems to have placed an apk file on my hosting and proceeded to send thousands of people from Australia text messages to their phones about alleged pending speeding tickets, linking them though to the apk file installed in my host.
Fortunately, one of those people affected contacted me to notify me of these events. Unfortunately, this happened at 4:00 a.m. local time, so the whole thing stayed up for several hours while I obliviously tossed around in bed.

I deleted the file and changed all passwords. I also contacted customer support, whose help was limited to offering me a 25% discount on an optional security package which, by the looks of it, basically amounts to doing what I was doing before contacting them. No other archives seem to have ever been modified on the server, but since I cannot fully guarantee that another security breach will not happen again, I've removed the hosting's download links for the game.

Neither the DropBox account nor the Blogger one were affected and their content is not hosted in that server, so everything that you see here is safe.

Now, as I said, I'm going to go ahead and let go of the dedicated server and domain. It already proved to be a lousy hosting, sometimes cutting downloads in half and causing other problems. In fact, the whole thing was actually a rather unnecessary expense that dates back from when I thought that the game would be able to sustain a forum and a community.

It might be worth considering again in the future under a different name more inclusive for hypothetical future projects, but for now I think I'm better off saving myself the money and trouble.

Therefore, we're shortly going to go back to free file hosting sites and the old Blogspot domain.

I'll keep the domain "" up until it expires, but from that point on the blog will only be available through the old address "", which for now will simply redirect you to the ".co" one. I'll be sure to keep reminding you about this change with plenty of time before the domain expires.

Thursday, April 28, 2016

Hosting Hacked

It has come to my attention that in the last hours, several people received a text message on their phones with the following text:

This message is a reminder from "State Recovery Debt Office". You have been issued a speeding ticket dated 2. April 2016.

This is a scam, if you already downloaded this file, do not install it.

It included a link to an android app that had been installed without permission in the server by hackers. The file has already been erased and all passwords have been changed.

Further measures are being taken to hopefully root out the problem, I apologize for any inconvenience this might have caused.

Tuesday, April 26, 2016

World Wars

It suddenly hit me that I've claimed that the setting was similar to the interwar period but the one single most defining characteristic of such a period was missing, so from now on open war can break up between Influenced and Stalwart mainland territories.

There is a new global belligerence value that can be modified by the player and lobbies controlling portions of the mainland. The player can put forth political proposals, just a little easier to pass than those of becoming an emperor or empress, in order either rise or lower this value using the colony's means. Lobbies ruling portions of the mainland, on the other hand, depending on their belligerence, will push over time to either spark a war or maintain peace though those policies mentioned in the previous post. This global belligerence value can be tracked in the same screen of the values of mainland territories.

A world war will have 2 main effects for now. It will increase Local Tension over time, and it will cause the policies of mainland territories to switch to wartime ones, which will more often than not involve attacks on other territories, increases in Tension and Instability, curling up of undesirable populations and the such.

The game now also tracks the total Strength of the combined territories of each faction to calculate some wartime odds. As you probably know, each of the 5 Stalwart cities start with a Strength of 5, while the Influenced protectorates start at 30, so wise Stalwart players will probably tend to have a bigger interest in keeping peace than Influenced ones.

Wednesday, April 13, 2016

Overseas Policies and Takeovers

The gradual changes in overseas territories now depend on the dominant lobby that controls the area and are a little flavoured, so you'll get the pleasure not only to see Nivhar rapidly collapse under the rule of Tsaeron's Fan Club but you'll also get to know what kinds of policies lead to that.

Some of these policies will also have a direct impact on your colony, being able to alter the stalwart or influenced immigration or overall economy, but for now this will mostly concern merchant venturer players looking to make their contracts more profitable.

Wise dominant lobbies will do well in trying to keep the Instability value of a territory as low as possible, as they risk being overthrown by the next big lobby in the neighborhood as soon as this value reaches 6 or more. New dominant lobbies will belong to whichever faction has the most population at the time in a given territory, so if something resulted in an increase of influenced population in that territory that left it over 50%, the new ruler will be an influenced lobby. Any takeover will in turn further increase the Instability, so you can image where will a string of bad rulers lead a city or protectorate in the long run.

There will obviously be ways for the player to have an influence in the process from the colony, but this is still a work in progress. I'll post about it when things get a little clearer in that regard.

Thursday, March 24, 2016

Oversea Loans and Development

Now that there is going to be at least 2 lobbies per culture and faction, the game can assign a native, dominant lobby for each one of the cities and protectorates at random to influence their development and integrate them with the flow of events in the rest of the game.

I don't know how far I want to get with this in the current release, but for now those dominant lobbies are able to ask for loans to develop their lands in whichever manner they consider most important at the time. For now, this can be militarily, increasing their Strength, or economically increasing their Economy. A third option, especially favoured by incompetent lobbies, is to ask loans for running expenses and other unprofitable ventures.

These loans, usually much larger than those requested by lobbies and aristocrats, can be automatically completed or even fulfilled by the player like any other loan request. The risk will be directly related to the territory's Instability, and you'll get the option to give the money away to increase the effect of the loan in development and lower the Tension with that particular foreign territory. All of this can be used to further your trading ventures' profitability, since these same values already affect trading in the game.

It might also be noteworthy that, ever since the previous release, oversea entities did not have these values randomized after each age. The dominant lobbies of each city and protectorate however will change between one age and another, so it could be fun to see how much the lobbies can make a city or protectorate sink or prosper as they start to get more power over their foreign territories.

Tuesday, March 1, 2016

Anomaly-related Territory Effects

Anomalies even change the flavour text when visiting territories, so it was a little bothersome that they didn't have any other side effect, but now they do.

So far there is no anomaly-exclusive event, but the chances of many events happening or not are modified by them. Some anomalies also modify the consequences of each action in different degrees. In these cases, a follow-up message will be displayed after the regular one of the event.

If, for example, the miners of The Free Mines are about to revolt, you'll be a lot likelier to find weapons offered to you and it'd be easier to incite them to violence, but being associated with them at such a moment will also increase Local Tension faster. Things like the shipborne outbreaks of The Docks of Arrakans will heavily affect the docks' activities, an imminent heist at The Late Court Building will provide the chance to join the thieves but cause suspicion, and so. Less mundane anomalies will of course have more interesting effects on the territories' events, but I'll leave those for you to find out.

To make the most of this new feature, anomalies will now be more common, but easier to fight. They'll also cause much less dramatic effects when allowed to reach their conclusion untouched.

This is probably the last change I'm going to make to the way in which territory events work in this release, so hopefully I'll stop going back and forth re-revising territories now.