Download from itch.io

Wednesday, March 27, 2019

Wind Carrier; Alpha demo 0.1.6

Hello all!

This week is a build week, and as such you can find the newest build from our header or from here, as per usual.

I've been working on getting everything set up and ready for a couple new, bigger things that should be rolling out soon and the changelog reflects that.


Changelog

-Added Wargroups
-Wargroups are scaleable groups of enemies which spawn after the player has lowered a race's influence enough
-The power and size of the group scales based on negative influence
-Wargroups have a chance to spawn everyday, in the morning
-Spawn within a certain range of the player
-Will never spawn if no influence is below -10
-Added a wargroup random encounter as well

-Prepared the code base for civilization destruction

-Refactored the influence logic
-In addition, finally clamped influence between -100 and 100

-Updated the random merchant's stock with new items

-Updated the signpost in front of player buildings


Item Updates:

-Added Lavaleaf Oil crafting material
-Vulpine crafting
-Used in other Vulpine crafting

-Added the Violet Mist potion
-Dropped from most Vulpine enemies
-Deals 50% of the player's currently health in damage to them then heals 100% of their mana

-Added Li Feather crafting material
-Vulpine crafting
-Used in other Vulpine crafting


Enemy Updates:

-Updated the drop lists for all the Vulpine enemies to include Lavaleaves and Violet Mist


Building Updates:

-Added Feathered Barrel decoration
-Vulpine crafting

-Added the Feasthall of Li'Kuntuu building
-Vulpine crafting


EIR Updates:

-Doubled the chance for Kiwi to drop eggs


Bug Fixes:

-Fixed the rotation on all the mana crystals I found



Feasthall of Li'Kuntuu

A small hall designed to venerate Li'Kuntuu, It Which is Made of Feather and Bone. The "feathers," which amount to not much more than plant fibers fashioned around a wooden frame, are Li Feathers. Their design comes from the accounts of many a ritualist, who swear that Li'Kuntuu itself is adorned by thousands of such feathers.



The updated signposts. There are three, one for each upgrade level of a building. Adds a nice visual distinction and continuity to the upgrade process, at least, to me.


Anywho, that's all for this week.

Until next time,


-Lucas Cady
Project Director

Wednesday, March 20, 2019

Wind Carrier; Alpha 20.3.19

Hello all!

Got a couple updates this week, but nothing spectacular.

To the changelog!


Changelog

-Racial buildings now spawn villagers of the corresponding race, regardless of the player's race
-Ex. Vulpine Campsites will now spawn vulpine villagers, even if the player is a Saurian or a Leonen

-Added the word "back" to the back button

-Worked on updating the quest log's functionality
-Quests now fail as the quest giver is killed
-The player is informed as it happens

Player/Civ Updates:

-Reworked Population Chance
-Works almost the same as before when below 100%
-Above 100% there will be an additional guaranteed villager spawn per 100% of Population Chance
-Ex. The player's Pop Chance is 210%. They will get a guaranteed 2 villagers/roll plus a 10% chance roll for a third.
-With new changes to the population chance, the number of rolls per day has been changed as well
-Civs under pop 50 will now have their population/2.5 rolls per day
-Civs above pop 50 will now have their pop/3 to 6 rolls per day


Building Updates:

-Added Advanced Vulpine Campsite
-Final tier Vulpine Campsite
        -10 population
        -20% population rate

Bug Fixes:

-Fixed a weighting issue on the Vulpine male's left wrist
-Fixed a weighting issue on the Leonen female's LOD 1




The final Vulpine Campsite, a two tiered camp fitted for 10 occupants. The campfire has been replaced by a spirit-fire bonfire, almost immune to the rains that plague Goldrath. 



I didn't get as much done this week as I would have liked to (do I ever?), but it is what it is.

Until next time,



-Lucas Cady
Project Director

Wednesday, March 13, 2019

Wind Carrier; 13.3.19

Hello all!

I finally got the gumption to (technically) add all the rest of the races that will be in Wind Carrier. The process took about 2 and a half hours between all the places that had to be updated, but they are all there now. Just have to actually model them, which will take time, of course, and then create armor for those that do not fit any archetypes.


Changelog

-Reworked most of the light combo animations to feel as though they have more weight behind them

-Added all the remaining races to the code base


Item Updates:

-Readded Kuutar Regalia
-Now craftable
-Requires Saurian crafting

-Readded Kuutar Hood
-Now craftable
-Requires Saurian crafting


Building Updates:

-Added Intermediate Vulpine Campsite

-Added the Spirit-Fire Stake decoration

-Added the Builder's Hut
-Upgraded from Builder's workbench
-Decreases generic material costs by 20% and specific material costs by 50%
Note: The crafter upgrades will also get this treatment and the level 3 crafter and builders will get a further decrease in costs
Note: Having at least one upgraded builder's hut will also decrease the material costs of upgrading all buildings


Bug Fixes:

-Fixed a bug where the player could not interact with any widgets after completing Of Feather and Bone



The Intermediate Vulpine Campsite

More population and some population rate to boot. The third level has been designed already as well and it should be ready by next week.


Spirit-Fire Stake

A simple decoration in the vulpine crafting tree. I will probably begin to roll out more decoration objects in the coming weeks as there are only 3(?) of them thus far. A fair number will probably also be racial crafting.


And the re-added Kuutar Regalia
I had almost forgotten that this armor hadn't been updated yet. 
On top of its re-addition, it is now craftable, which makes it much easier to obtain - though, it does require some mats from a couple different creatures, namely: Ob'dar and Consielle.


Anywho, that's all for this week. One of these weeks, the Zin'Ahlop will be ready to show off. The female mesh is about done, just have to tweak some of the bits here and there until it is good enough for the wife. :p
After that, it's not much until the race is added as our 4th. I'll need to expand the map to fit their racial home, which isn't too too far off. On top of that, Granforn needs to be actually added at some point. The damn city has been done for a while now, it just requires the land between Ardor and it to be finished first.


Until next time,



 -Lucas Cady
Project Director