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Friday, April 27, 2018

Wind Carrier; Pre-Alpha 1.96

Hello all!

Got a fair number of changes and additions this week. Got a couple of big bug fixes along with a few new smaller features to allow the player to customize the way that they play.

Anywho, changelog.


Changelog, 1.95

-Fixed that awful city spawning bug

-Added a new type of spawner that spawns either during the day or the night and only resets during its respective time

-Preliminarily re-added the Female Leonen to keep Ardor from being desolate

-Wandering allies should properly spawn in the player's race

-Added a Wandering Ally tutorial for the first time one spawns

-Had to temporarily disable grass since UE4 seems not to want to build it at all anymore

-Added a crafting confirmation widget to the crafting menu

-Added items stats to purchasing and crafting windows

-Followers should probably teleport to the player after reaching a sufficient distance

-Added a "subdued" animation for anthro characters along with the logic to implement it with all the others as the animation get finished

-Tho-to can now spawn and upgrade buildings for the player if they decide that they do not wish to deal with the fine details of civ-building

-Cleaned the hell out of the game, like, tossing dozens of files that were unneeded


Player Updates:

-Added the ability for the player to sleep until the next morning, granting daily bonuses to resources and possible population

-done from beds included in each player home variant

-has a 90 second cooldown

-also fully heals the player


Enemy Updates:

-Ilhkor'sei
-Increased melee collision sizes
-Adjusted movement constraints to be more in line with its current size

-Haljuhurtta
-Adjusted logic to work better
-Increased damage of breath from 1/tick to 2.5/tick
-Decreased breath length from 2.5 secs to 1.4 secs

-Cherished One
-Has now been properly added
-Will require some testing
-It was the clothing data that was causing the mesh to get hidden as it attacked. >.>

-Brindlebark
-Changed all damage to Earth damage
-Decreased fire and earth damage resistance
-Saplings are now more efficient in their damage and logic
-Saplings now spawn more efficiently
-Can now drop hardwood and the Poisoner's Flask accessory

-Vulpine Sundrinker
-Updated with new anims and a proper scorched warpaint
-Now mildly favors ranged combat

-Ob'dar
-Updated with a new mesh and animations
-added a myriad of effects to their attacks


Building Updates

-All player homes are now under the same class, allowing for faster logic in excluding or including them

Bug Fixes:

-fixed a bug where destroying a folgolla tree infested with ficblaed whelps would leave the whelps floating in the air

-cleared up some map tears and floating objects

-fixed a bug where placing buildings would sometimes cause the camera to not snap back to the player

-fixed a bug where items that had more than one specific item were uncraftable

-fixed a bug where the Vulpine Ritualist spawn wasn't causing damage

-fixed a bug where the Vulpine Poisondrinker permanent follower was able to die


By next week and for the next build, I should have Tho-to's auto-building working as intended. As of now, it technically works as it should, he's just likes to spawn stuff on hill sides...

Anywho, until next time,



-Lucas Cady
Project Director

Friday, April 20, 2018

Wind Carrier; Pre-Alpha 1.95

Hello all!

Another week, another changelog.

This time around, we've got some big additions and some big changes.

In addition to completely finishing the skeleton and re-doing the animations, a new weapon class has been added.

I have also (just today) finished adding functionality to random bots that allows them to interact with the environment. Not a lot they can do just yet, but soon they'll be able to sit and dance and... well, do whatever it is that I decide they should be able to do.

Anywho, onto the changelog!


Changelog, 1.94

-Finished reworking the last skeleton

-Finished up all the redoing all the old animations

-Changed health bars to 3D

-Added the Macuahuitl weapon class!

-Large and thus slow

-Higher than average damage and reach

-All attacks cause a new status effect, bleed, which does a percent of damage based on the afflicted member's remaining health, reduced by armor.

-Reduced the attack speed of all attacks across the board

-Random bots can now interact with the environment

-Added the brigand bot type which spawns from gruesome trophies
           -Always drops a higher than average amount of mana crystals when gifting to the Wind Carrier

Player Updates:

-Updated the way the ranged indicator particles worked to increase stability

-Readded and fixed tumble

-Added eye customization

Item Updates:

-Readded Hunter's Garb

-Added a variant for every body type

-Vulpine Garb

-Added a variant for every body type

-Added the Poisoner's Flask accessory

-Readded Economic Backpack accessory

-sold randomly by traveling merchants

-Added the Primitive Macuahuitl

Enemy Updates:

-Updated Vulpine Ritualist

-Now has more attacks, most of which utilize root motion properly

-Updated Saurian Rockdancer

-Works with new mesh now
-Can now drop: Crystalline Spear, Necklace of Tides, and Hunter's Garb

-Updated Saurian Treefeller

-Works with new mesh now
-Now properly favors ranged combat over melee

-Updated Vulpine Poisondrinker

-Works with new mesh
-Can now drop: crystalline spear, poisoner's flask, and birdskull necklace

-Updated Dragonbone Shaman

-Works with the new mesh
-Updated the logic
         -Has it's own animation set now



Whew. 

It seems that was a bit longer than I remembered... :p
I'm enjoying actually adding new content again. Oh the excitement.

Screenies!


Eyes!
The player can now customize their eyes when making a new character and from the fur dyer. 
An iris colour and size, pupil size and shape, and glare shape and position can be chosen.


The Primitive Macuahuitl
That fucking word is a mouthful. But Buttomancer designed a few weapons based off from the ancient Mesoamerican weapon. I was reading up on them and found the phrase:

 "The two-handed macuahuitl has been described as being "as tall as a man""

Couple that with Spanish reports of them being able to slice the head clean off a horse and we both decided that it needed its own weapon class. :p
I may rename it though, depending on how I feel.

The macuahuitl idle. I imagined it as a bit unwieldy. 
The weapon is rather slow, comparatively, and is our first heavy weapon. 
With each strike, it causes a status effect, bleeding, based on the remaining health of the target. I feel like I may have actually typed this out already above, but I can't remember and scrolling is hard. D:

All four of the Vulpine Garb variants. These four should cover most of the bodies that I'll implement... hopefully. I'm hoping to keep the number of body types to around six in total. And that's pretty much four. :/
Note: I noticed just now that this picture was taken before I properly imported LOD 0 for the Vulpine Garbs. This has since been fixed as I noticed the problem a while ago. They are currently wearing LOD 1 Garbs on LOD 0 bodies. :p

And then we have a bit more widget art.
Here we have the back art for the Vulpine crafter.

And the Vulpine shaman.

Both bits of art credited to my wife. <3



And that's all I've got for this week. 

I feel like I haven't typed that much here in, like, a year. >.>

Anywho, until next time,



-Lucas Cady
Project Director

Saturday, April 14, 2018

Wind Carrier; Pre-Alpha 1.94

Hello all!

The changelog this week isn't all that impressive as I spent a large amount of the week attempting to chase down some bugs related to streaming cities. There was also a large bug in the form of dream loading which has been fixed. I'll upload a hotfix as soon as I get the cities to stream properly.
The thing is that they stream in just fine on loading, but they take quite a long time to stream in when entering their stream distance. I'm working diligently to fix this, however.

Anywho, to the changelog!


Changelog, 1.94

-Increased the distance by which dealing with enemies will influence a civ
-Changed the quest dialogue widget to be unclickable
-Enemies no longer wait 5 seconds during combat randomly
-Increased the size of butterflies
-Added a quit confirmation button
-I quit so many times accidentally that I finally decided to fix that. >.>
-Added saving and loading to the pause menu
-Which should have been there ages ago. :/
-Finished and updated all the Master Path descriptions
-Added some widget art (courtesy of my wife)
-Added an actual icon for Wind Carrier (also credits to the wife)


Card Updates:

-Added AoE for Crashing Sky
-Added AoE for Fennoc Meteor

Enemy Updates:

-Haljuhurtta
-Increased duration of mist from 5 to 15 seconds
-Lowered the AoE for the mist
-Changed particle system to be more opaque
-Adjusted damage radius for charge attack


Bug Fixes:

-fixed a bug where A Ritualist's Respite wasn't loading properly
-removed a forgotten extra sun >.>
-fixed a bug where casting with the right mouse was causing the spell to either fail or spawn in the wrong location
-fixed a bug where some enemies weren't able to move properly
-fixed a bug where Ritual of the Circling Skies was enabled by default
-fixed a bug where Civs wouldn't stream properly if the player was overlapping them on loading the game
-fixed some main menu bugs
-fixed a few map tears and floating trees
-fixed a bug where the wandering ally wasn't turning toward the player as they were rescued


And that's all for this week. In other news, I am almost done with the final skeleton and all the new animations! Almost all of the heavy attacks now involve some kind of movement, adding quite well to the combat and making it feel more dynamic. That all will be done soon-ish.
After that, I will not be remaking that damn thing again, at least for Wind Carrier.

The card duplicator back art.

And the icon.


Until next week,



-Lucas Cady
Project Manager

Friday, April 6, 2018

Wind Carrier; Demo 1.2.1

Hello all!

The changelog for this week is almost non-existent, and as such I'm just going to throw up this quick update informing that the newest demo build is available from here, as per usual.
I managed to get all the problems that I needed to sorted out and since I had a fair amount of real-lifeing to get done this week, that's why there isn't much to show.
Buttomancer and I have been working together though, getting the rules of the world worked out. He's given a couple of concept sketches, both of which were fantastic in my eyes. He seems like he'll be a great fit. I'm excited to see what will come of our partnership. :D

Anywho, until next time,


-Lucas Cady
Project Director