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, November 28, 2015

Anamnesis 151128 Released

Previous savegames are not compatible.

Not even 16 months later, a new version of Anamnesis has arrived!

As those of you following the blog know, there have been a series of circumstances leading to me focusing on other matters. Presently I kind of have some free time to invest on the game, which might or might not change in the near future.

During the following days it'd be all about bugfixing and, if time allows it, adding some token new content. After that, I think it's about time to put up a new poll to ask you what you believe should be the new focus of development.

A lot of new systems have been added at once so you'll surely find bugs, just hopefully not the outcast limbo one, which has been fixed for the third or forth time now.

Enjoy the release!

Bugfix1 Released: Fixed the crash for choosing to Stay in Touch with other aristocrats and that silly thing about proficiency of stats working the other way around.

Bugfix2 Released: The "Log" button works again now. Fixed the outcast limbo bug for the fifth time, with a vengeance. This time you can recover limbo-ed characters if you still have the save at hand. Will probably have nightmares about this bug tonight.

Bugfix3 Released: Fixed a bug messing descendants and starting positions in new cycles. Stopped saying "strenght".

Change Log:

  • Espionage and Counterespionage: You can now Investigate/Stalk local aristocrats for a variety of outcomes, including personal gain, murder and blackmail. These events vary from one unit and aristocrat to each other. Likewise, some aristocrats will actually be double agents, amplifying any negative effect you suffer and making espionage harder for you, you'll have to investigate them to smoke the traitors out.
  • Enhanced Local Aristocrats: They'll die or leave over time, have their own Merits and have lobby affiliations. You will also be able to control them through espionage or by buying their debts. Under your control, you'll be able to use their voting power if they are independent or otherwise help or hinder the lobby they belong to.
  • Converting Enemy Units: Befriended Renascents will be available for all tasks at no cost, including combat. Other units can now also be converted by negotiating with them and spending some Merits, but their random events will remain the same, often negative ones for you.
  • Lobby Affiliation: You can now be offered to join a lobby depending on the way your character is perceived by others. They will cast your votes in your name, but you'll receive a small amount of favours in exchange. Joining a lobby also generates positive and negative events into which you'll be pressured to partake least you lose favours in the lobby. Being in charge of said lobby will allow you to choose what to do in these events and often pocket plenty of money and Merits for yourself.
  • Lobby Units and Proxy Forces: Lobbies now have independent units that aid or hinder you choosing to conquer or attack territories on their own if Local Tension is high enough. You can also employ these forces for military purposes or to carry projects out by spending favours owed to you by their lobby. Enemy lobbies might also form enemy armies if Local Tension is over 100.
  • Raising Children and Cycle Continuity: Sometimes you will be given the chance to raise a child when wooing lovers. They might cost you Weariness and/or Arkhe on a weekly basis, but either they or their descendants have a chance to become friendly local aristocrats likely to help you in the next game cycle. Depending on how many successful aristocratic descendants you have, you'll start off in a better or worse position in the next cycle. If you have no descendants, you'll instead recover part of your previous cycle's wealth, allowing you to start better or worse off as well.
  • You are now only shown 2 pieces at the start of each game, the rest will appear over time.
  • You get to chose which stats will increase and decrease more readily at the beginning of the game. You can also choose them at random or chose to be bad at everything for extra fun.
  • Pressing the "V" key in-game will activate the self-voicing feature, in this mode you can press up and down to read out the text on each object.
  • Old bugs fixed and new bugs to be discovered!

Thursday, October 29, 2015

Raising Children

A long, long requested feature, in the next version of Anamnesis, you will be able to raise children at least in a very bare bones way.

The whole thing fits in a broader effort to give greater continuity to the game cycles. You will no longer start again as the position you chose at the beginning of the game. This position will now instead vary depending on what you achieved in the previous cycle in any of two ways.

Suppose you have chosen a character not interested in relationships or simply did not care to raise any children. In this case, you get to hide your Arkhe, just like a relic, and hope to get at least part of it back in the next cycle. If you ended up with almost no money or even indebted, you'll start as an outcast, while on the other hand a lot of money will allow you to start as a merchant venturer or even governor.

However, this will change if you choose to raise any children. Some lovers will now want to raise children when you woo them. They can offer you to either take care of the child, costing Weariness, pay their expenses costing Arkhe, share these costs, pay nothing at all or whatever.

So far, the only proof of their existence as minors is this cost and the count of current and total children raised in the "Bio" screen where the rest of lovers information is. However, in following cycles, either these children or their descendants have a chance to make it as aristocrats in the colony. In this case, even if they don't succeed, they'll take all your money. In exchange, you'll get to know from the start aristocrats with the "relative" status, which tend to be more cooperative and like-minded. Furthermore, if you have at least an aristocratic relative, you won't have to start as an outcast. More aristocrat relatives will also mean better starting positions.

It's fun to see what these descendants of yours end up being in their lives. While testing I debugged myself 3 children resulting in an impoverished cabin dweller with an awesome beard and a rich oil tycoon with scars all over her, which allowed me to start as a merchant venturer.

Hope this makes it up for all those delays.

Sunday, October 25, 2015

Of Delays and Opinion Polls

See now why I always emphasized that an October release would be the almost worst case scenario?

I had to spend these last few weeks making opinion polls on the street. It's the kind of job that would yield 1.5 Arkhe, cost anything from 2 to 5 Weariness and increase Local Tension by 2 or 3 points. There is also the studies keeping me from properly replenishing Weariness which, come to think of it, is not presently being reflected on Anamnesis and might be worth changing in the near future after this release is over.

Bottom line, very little work on Anamnesis done and a newfound hobby of dispersing groups of people on the street by asking them to fill a survey.

Thursday, October 1, 2015

New Content Finished

All the new content is in place, now we're only missing some proofreading, some more testing, and finally the pre-release stuff. This process is going to drag into October, so in the end we're going to end up in the almost worst case scenario.

Delays have been inevitable because I had to take some shitty side jobs to afford some unexpected expenses, so I'm unable to prioritize Anamnesis at the moment.

Once this version is finished, I'll probably feel like adding some new units, relics and such once again. The idea is to be able to release versions more readily over the following months and perhaps gradually shift towards that alternative game mode/whole game I've been thinking about over the last few months. There are several things I'd still like to do with this game mode though, so future developments could actually go any way.

Thursday, September 3, 2015

Incorregible Converted Units and "Of MultiBeasts and Renassance"

EuchreJack has recently put together a bunch of Dwarf Fortress mods into a single one inspired, among other things, by Anamnesis. So far the mod adds several beastfolk races to the original Dwarf Fortress races as well as historical late medieval weapons. The mod can be found here.

My Dwarf Fortress playing skills are embarrassingly rusted though. Add to that being out of the "recent" releases loop and you get a masked lovebird adventurer that draws his weapon while trying to remember how to talk and ends up beaten to death by a bunch of elephant seal women the moment he sheathes it. Lots of implications there.

I shall next start an aardvark man fortress and see what happens.

As for Anamnesis itself, converted captured units now generate events as usual. Since old habits die hard, you will not be able to correct their behaviour over time for increased fun.

This means that converting our beloved Terror from the Deep, from example, will often result in events granting the enemy strategic advantage or crushing your own people, so that's another thing to take into account when converting units now.

Friday, August 21, 2015

Converting Any Captured Unit; Now With More Fun!

After taking into account the advice provided in the comments of the previous post, now converting units involves negotiations that can easily wrong.

Now you get the option to negotiate with any captured, non-converted unit, including renascents. This means you are able to have a cooperative renascent but you still require to befriend him or her at your home base if you want them to accept you. When you choose to negotiate, you are basically sending an envoy like you would to an enemy territory, but your options are limited to converting the at the mentioned cost, or pressing the issue to either lower that cost or cause the negotiations to end in violence.

If the hostage becomes violent, you risk everything you risk when fighting as a defender, including the loss of the hostage, the loss of a territory, or even the destruction of your base. A victory or draw will result in the hostage being pacified once more. Other implications include the chance that high Local Tension and small home bases might more likely originate direct conflict, and the increased or decreased cost of conversion depending on the Terror (when using monster units) or Intelligence (when using non-monster units) of your unit compared to the hostage's.

More can be done here in the future, but it'd probably require writing content so we'll put it aside at least until this release is done.