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.

Tuesday, August 19, 2014

Proxy Forces and Enemy Armies

Each lobby will start out future games with control over a unit of matching culture.

If these units belong to enemy lobbies, they might act as regular enemy units that you won't be able to placate easily through truces, though you will be able to spend a favour with that lobby to prevent the attack. Likewise, if they belong to an allied lobby, they'll be available for you to use in combat or projects by also spending one favour.

These units cannot be destroyed as long as the lobby itself is not destroyed, so using these forces to fight on your behalf is relatively risk free and will come in handy in dire situations.

Of course, there is a tradeoff for these niceties. The forces of enemy lobbies can now gang up on you and create an enemy army combining each lobby's forces if the Local Tension is at 100 or in some cases even slightly under that.

This will be a new powerful reason to seek to remove enemy lobbies whenever possible, as the more enemy lobbies there are, the stronger the combined enemy army will be.

Monday, August 11, 2014

On the Next Release and the One After That

Now that no more bugs are being reported and the past busy weekend is over, I'll give you some explanations on what's going to happen in the next releases.

I'm going to start working on a very, very laborious but interesting feature to keep me motivated through the upcoming development. This will be the "Something involving renascents" item in the list to your right, it will concern renascents but also every other unit in the game, so it's going to take a long while to finish. It might even take longer to complete than a regular release, so I'll work on that on the background whenever I feel like changing the pace while developing other shorter-term features.

The shorter-term release will focus on "Something involving politics" and should take much less time.

It might look like I'm teasing you with all this vagueness, but I don't like to announce a feature until I'm at least pretty sure about its final form. I might find myself bound to something that might turn out to be a fundamentally flawed concept, so bear with me for a while there.

Sunday, August 3, 2014

Anamnesis 140803 Released

Previous savegames are not compatible.

I'd say that was about enough delays, so here, have a new version.

Honestly, I'm not quite satisfied with this release, but I guess not all releases can have a brand new game mode. It also took a lot longer than expected to finish, in part because of unrelated stuff and in part because of a lingering lack of motivation. I'll try to fix this lack of motivation by adding something nice in the next big release that will make development interesting once more.

There are so many fun things to pick from in the development goals...

Bugfix1 Released: The pesky outcast limbo bug reappeared, drastic measures were taken to remove it that hopefully fix it for good. Checking the new lobbies' information caused a crash that's been fixed and now you can only get a new affliction or gain an affliction level 1 out of 3 times your Weariness increases over 100.

Bugfix2 Released: The game thought that you were losing one of your own territories when you lost at the High Seas, forbidding you from extracting Arkhe in some cases. This is fixed now. Also, in what appears to be a hosting conspiracy of some sort, I'm now unable to access Mediafire, so I've switched to Dropbox for mirrors, let me know if you're having any issues there.

Change Log:

  •  Detailed Afflictions: Weariness over 100 will now give you afflictions instead of simply lowering your stats. The effects of these afflictions are varied and detailed, with a different one for each territory and 1 generic affliction for each of the 2 factions.
  • Basic City-Building: You can claim land in the Projects menu after occupying a territory or buy it from local aristocrats. You'll be able to either sell this land or build housing and assets in them. Housing will create a core of loyal colonists, while assets may yield different bonuses or penalties. Assets can be acquired through your learned abilities or by inviting local aristocrats once you have enough land. Assets require a Fortress/Dungeon and they are affected by the tendencies' values. If your base accumulates over 100 Weariness, assets and housing will start to suffer as well.
  • Piracy: There is now a pseudo-territory named The High Seas where naval combat takes place. Attacking units with ferrying capacity will threaten any maritime commerce you are carrying at the time. Wandering enemy units will also yield a loot relative to their ferrying capacity if  confronted and defeated.
  • Local aristocrats must be invited before you can carry any other action with them. Good furniture and lavish expending can give you better chances while negotiating with them. Their fortunes also fluctuate depending on voting results.
  • You now need at least 10 Merit to be summoned to a voting. This is part of an ongoing effort to introduce players to the different mechanics of the game more gradually.
  • Enemies are now aware of strategic advantages and disadvantages and act accordingly.
  • 1 new territory was added.
  • 4 new units were added.
  • Several small fixes and tweaks.

Saturday, August 2, 2014

Forum Removed

I was just about to undertake a clean up of the forum in preparation for the release when I noticed that bots were outnumbering humans at least 6 to 1 in there. Yet even with 70 bots the forum somehow remained conspicuously silent, so I decided to remove it and stop wasting server bandwidth.

The experiment was worth a try, but a blog with 15 visits on a good between-releases day is just not capable to sustain an active community. Maybe in the future we'll give it a shot in another form, we'll have plenty of time to think about that because the development of the game is not stopping any time soon.

Look up for the new version either tomorrow or the day after that.

Sunday, July 20, 2014

Initial Asset Costs and Yields

Assets in your settlement will yield or cost an additional one-time amount of Arkhe, Merit or Local Tension upon construction to make them a little more interesting. In this way you might be enticed to, for example, build something that will cause a gradual loss of Merits in exchange for a substantial bribe of Arkhe. Maybe you'll even be able to force the asset to close down through voting before the effects are too great, if you are lucky.

I won't be adding new "To Do" items to the list because I'll simply add this information to each asset as they are checked and proofread. It is still very likely that this release will be ready sometime during July.

On a side note, now characters, including your own avatar, have about a 1 in 5 chance of getting a different culture's hairstyle or feature now. I did this because I was a little bothered by how often the same hairstyles came up while re-rolling your appearance.

Monday, July 7, 2014

Game Flow Improvements

Alright then, so the restricted voting stays for now.

Along the same lines, continuing to make the game a little less confusing, I went ahead and removed the useless prompts to cross a body of water when it costs 0 Arkhe. I also removed those messages that told you some entity asked for a loan you could not fulfill, which also seemed like a bother for adventurers and outcasts.

The lower limit of 0 Merits has also been removed. Some testing concerning afflictions convinced me that is was a positive thing to allow negative Merit now that you can still sneak into territories if you have no Merits.

Unfortunately, I'll be short on free time once more during the following week, so it's unlikely that the release will be ready in the first half of July after all.