It’s been a year since StoryMode entered Early Access on steam, and I swear the game isn’t any less broken than it was when I started. On the plus side, though, there’s been a lot of new features added since then, and in a lot of ways the game is nothing like it was.
It’s probably a good time to update the trailer too, but I’m not good at stuff like that, so whatever.
There’s some new features arriving with this update too, and like usual old save data is no longer compatible. Instead of giving a long write up on what’s changed, I’ll just direct you to some blog posts that I did while the changes were still just ideas fluttering about in my brain.
Here’s a summary:
- Turns now execute automatically based on a set interval determined by your difficulty (this can be disabled in the settings)
- Spell casting now cost a turn
- Additional CL-Args exist for launching right into dungeons
- Items rot over time to become new items
- Lunar cycle starts on a different day for everyone now
- Fixed some UI bugs and alignment
- Updated to libgdx 1.9.4
- Improved FOV calculation (more efficient, crashes less)
- Fixed scrolling on some views
- Items are referenced by combined ids instead of full strings in files
- Adjectives and Items are now CSVs instead of JSON files
- Tombstones now properly display a variety of messages
- Save files are now versioned, preventing incompatible saves from showing