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.

Wednesday, April 16, 2014

Piracy and the High Seas

There will now be a new pseudo-territory, which you won't be able to visit normally, called "The High Seas" in which naval conflict outside the colony can take place.

For the time being, this can happen in any of two ways.

When enemy units with Ferrying capacity attack, if you are currently engaged in maritime trade, they will often threaten your this trade instead of attacking you outright. When this happens, you'll get a chance to fend the enemy at sea, using either other units with Ferrying capacity or paying the costs of transporting any other unit through a large body of water. A defeat will result in the termination of all undergoing trade, and a likely lose of your initial investment. This is why I made maritime trade require an initial investment a while ago.

But it wouldn't be fair if the enemy was the only way raiding commerce, so now when an enemy unit with Ferrying capacity is on the offensive or simply wandering about, you'll not only get the option to charge a toll, but also to seize their cargo. This will give you several times that unit's Ferrying value in Arkhe straight from the coffers of the enemy, but you won't be able to seize cargo from monster units, nor to charge monsters a toll anymore, which didn't make much sense anyway.

Over time, I'd like to get more ways to tamper with the enemy's economic progress so that players have a greater saying in their capacity to reactivate relics.

Friday, April 11, 2014

Claiming Land

In the next version, some of the territories will randomly appear with unclaimed land in them that you'll be able to legally reclaim for yourself.

The game will tell you if there is any unclaimed land in any given territory. To claim it, you'll have to control the territory and start a land claiming project from the projects menu, which will require a different kind of ability depending on the territory. You might have to employ intelligent units to settle legal disputes, employ units with high resistance to drain swamps, etc.

It's been a while since I wanted to have things other than Arkhe reserves in territories that could cause players to have an interest in them, so I rather satisfied with this.

I don't want to overcomplicate things so you won't lose the claimed hectares of land if you lose a territory. Those parcels of land will still be legally yours anyway so it makes some sense.

Friday, April 4, 2014

Land Speculation and Fluctuating Fortunes

In the next version there will be a distinction between exploitation rights / ground control, acquired through envoys or force, and the actual ownership of the land. You'll be able to both control territories and own land.

For starters, the way contacting local aristocrats works has been changed. Now you must invite them to your place before you can do any other action with them. You'll then get to negotiate with them on deals, getting more chances to haggle such deals before reaching a breaking point if you managed to impress the aristocrat with your furniture or spending.

The ownership of all land will start in the hands of the local aristocracy, which will own a given number of hectares of land that you'll be able to buy from them if their economic situation is bad. The economic situation of each of these local aristocrats won't be fixed anymore, but will vary depending on the tendencies on which they rely to make a living, as well as your own actions. They might go from a good situation to a bad one if they rely on farming and the farming value is low, but their situation might improve if you buy land from them or give them a loan.

When these aristocrats are doing well economically, they'll be willing to buy land from you instead. The price of the land will vary according to the overall economy value of the colony, so you could for example buy lots of land when the economy is doing poorly to later sell it once it's booming. You could artificially create such a situation through voting, and in the long run you might even want to take a tendency down in order to impoverish that one really rich aristocrat with lots of land so he or she will be willing to sell them to you.

Kind of smells like city-building in there, wouldn't you think?

Friday, March 28, 2014

Expanded Afflictions

As far as I know, the next version of Anamnesis will be the first game to allow you to play as an aristocrat afflicted with delusions of grandeur, athlete's foot and nostalgia for the old times.

Those are only a few examples of the new afflictions that will be assailing you for now on instead of the generic current ones, as each territory will have one for you to acquire if your Weariness goes over 100 while in there.

The new afflictions will be kind of your own character's events. Once you acquire the affliction, you get a small chance of it generating an event at the end of each turn. These afflictions will start easy and get worse if your Weariness continues to rise, each one will also bear different effects, not all of them completely bad.

Again returning to the ones already in place, delusions of grandeur might make you lose Weariness because of your grand you think you are, but it might also get you in trouble increasing Local Tension, while a more serious case will start to reduce your intelligence up to a certain minimum level because you just will stop listening to others and start doing stupid things. Athlete's foot will be more mild, causing you itchy feet, perhaps even healing on its own, or perhaps causing you secondary infections that might reduce your resistance.

After you experience these effects, just like you get the chance to punish or reward your units afterwards, you'll get the chance to do nothing or attempt to heal the affliction, which will have a variable cost in Arkhe, Merits, Weariness or Tension depending on its kind.

These example afflictions are rather mundane, but don't worry, you'll get your chance to experience maddening, bodily-distorting and murder-inducing afflictions in certain territories.

Friday, March 21, 2014

Anamnesis 140321 Released

Previous savegames are compatible.

Another medium/short range release to further stabilize the game and incorporate some of the suggested features to make the game more user friendly.

I apologize for the troubles these bugs might have caused, but it was quite a while since I got so much feedback, so there were 3 releases' worth of bugs by now.

Bugfix1 Released: Sometimes outcasts ended up lost in time and space if they happened to change their location after a voting, this should be fixed now.

Change Log:

  • Aristocrats now provide flavour messages while visiting you, the effects of those visits have also been increased.
  • Training of units is now automatized. They'll train whenever their Weariness is 0.
  • Outcasts will now reduce Weariness slightly if they are in a territory that matches their origin.
  • Independent aristocrats will now defend whichever population, influenced or stalwart, is being more actively persecuted.
  • Players with no Merit are now still able to visit territories, causing instead a small increase in Local Tension.
  • Reworked the "Interests" screen to show more information.
  • Outcasts won't have to stay in a territory anymore for dozens of turns due to the RNG.
  • You can resize the game's window now.
  • 1 new relic was added.
  • Several small fixes and tweaks.

Monday, March 17, 2014

Resizeable Window and Outcasts Feeling Home

As requested, you'll be able to change the size of the game window in the next version.

Also, while testing, I decided to throw in another bone for outcasts and add a little more strategy to their games by making them recover a tiny little bit of Weariness each turn when they are in a territory that matches their own origin (nivharian, veshite, etc.). Players will get a message upon arrival into a new territory if this is the case.

The next post will probably be for the release.