Patch 0.831
New:
- Integration of bio data for procedural characters
- Replaced character interaction panel with a lightweight version that's anchored to focus patron's screen position
- Created Greeting and Hire summons icons for the Register
- Patrons Summons: Summons queues still exist but queue behavior is essentially circumvented as they are limited to single items to avoid conflict between Queue behavior and the Patron Activator's role of manually handing out summons
- Patrons Summons: Upon each completed Summons, the Patron Activator decides who gets which summons next based on the current summons distribution in the tavern
- Patrons Summons: On each AP spent, the Patron Activator seeks to maintain an ideal summons count and mix on the tavern floor
- Four summons currently supported: Quest, Welcome, Hire, Service (the rest will be added soon)
- Most interactions are now one-click events; no follow-up summons
- Each completed summons triggers the creation of a summons on a different patron
- Each completed summons is followed by at least 1AP of "summons pause" where that patron will not summon
- Initial summons are always drinks, eventually followed by Greeting summons
- Hire summons disappear if rejected, but will eventually appear again as per the Patron Activator's random selection scheme
- Camera: During character interaction the camera zooms in to the focus patron. Player zoom and panning is disabled until interaction is complete
- Camera bounds are expanded to allow for centering characters near the tavern periphery (necessary for new UI design)
- Adjusted some text and target objects
- Created floating speech bubble prefab (SpeechBubbleWorldSpace) for use in tavern and eventually party avatar
- Integrated floating speech follow-ups for Served goods, First Interaction, Hire Rejection, Quest Rejection
- Behavior: speech bubble displays animated text reveal and fades after a few seconds. Destroys self after fade out.
- Dying Status
* If a character is reduced to 0 or fewer HP, they are set to "Dying" and given a DeathSentence of CurrentTurn+2
* Dying Character's do not contribute to Stage success
* Dying Characters who take additional damage are insta-killed
* Dying Characters who are placed in an infirmary have their DeathSentence cancelled
* At the Start of a turn, any Characters with a standing DeathSentence which matches the current Turn count are killed
- Explicit Fallback button added post encounter
- Characters heal 10% of their Hit Points each turn
- Wounded Characters have a 15% chance of becoming infected
- Infected Characters do not heal
- Infected Characters have a 15% chance of gaining Sepsis
- Septic Characters do not heal and take 5% HP damage each turn
- Placing Characters in the Infirmary cures Infections and Sepsis
- Characters in the Infirmary get a +5% boost to natural healing rate
- Item reward parsing has been integrated into stage resolution and outcome displays. (Rewards can now be given using string tokens within the data)
- Serve Combo system phase 2, peripheral fixes and improvements
- Tag data element, allows for "invisible" traits, so the writers can track things behind the scene without cluttering up a given character's Traits list
- Effectors UI added to character interaction panel
- Effectors UI added to overhead character info display, appears on a timed delay
- Added acceptance chance to to serve button, with additional cleanup/polish
- Integrated third display context for effector tooltip: info mode only
- Combo counter has been refactored into a unified combo counter/ service log that transitions to a combo resolution state upon combo end
- Serve log items display a setup and result, ready to accept synchronization with the serve reaction beats that will be added soon
- Combo resolution panel displays upon combo completion
- Cause of combo end listed (max reached, serve fail, time expired, out of earshot)
- Recap of gained currencies, with separate tip tally
- Ok button to continue after combo end
- Combo tips are now generated (temp: random 0 - 3g) and indicated in serve log items
- Combo happiness delta has been added to the combo counter
- Combo patron speech bubbles are delayed until after combo resolution display
- Laid UI and code foundation for combo extensions (trait-based future additions, etc.)
- Added HP bar UI stubs for questecution character portraits
- Nav bar map button has been replaced with a dual state Last Call button
- Last Call button initial state (Close Early):displayed until AP is exhausted
- Clicking displays an End Turn pop-up messaging remaining AP and confirming the intent to "close early" and go to the map
- Last Call ending state (Closing Time): displayed after AP is exhausted
- Clicking displays and End Turn pop-up messaging that AP are exhausted and providing an option to go to the map
- End Turn pop-up has been redesigned for the two aforementioned contexts
- End Turn pop-up always displays a tavern happiness tally with correlating to service ranks and reputation rewards
- End Turn pop-up (Closing Time context) displays automatically when AP are exhausted
- Created centralized display parser for current typewriter effect; should become home for any future display parsers
- Added save pipeline for pending social action and pending requested good
- Compare Mode: Viewing Quest List is now possible during interaction
- Camera activates an offset to the left upon quest list display, keeping the skill list and character visible while viewing quests
- Info-only interaction camera distance has been made equal to normal interaction camera distance
- Added Facilities button to map roster header bar (allows access to all expansions; eventually we'll restrict this to facilities only during quest assignment)
- Laid some groundwork for character interaction serve beats
- Integrated sound fx for serve actions (food/drink)
- Integrated unique prologue ambience that's played in the tavern, during quest assignment, and layered under questecution music
- Added serve beat for results messaging
- Created VFX for consuming, serve accept, and serve reject
- Created text accent to complement serve accept/reject
- Base serve chance is now derived from tavern level, and increases accordingly
- Max combo length is now derived from tavern level, and increases accordingly
- Happiness serve chance mods have been updated to follow a rough curve as per design
- Tavern Level-up pop-up now messages gains to serve chance and max combo length
- Tips: instead of being random, they're now derived from good price, drunkenness, and happiness
- Added a sobriety indicator to the character interaction panel
- More foundations laid for serve chance modifier list
- Standardized character interaction panel close functionality as much as possible across its various contexts (prep for serve chance modifier list)
- Minor refactor and improvements to the Out of Stock UI/UX to accommodate standardized Close
- Added a custom goods tooltip. Integrated with all goods, menu, and order queue list items
- Refactored UX/UI for assigning menu items - A simple goods list pop-up is displayed which includes depiction of the currently "equipped" good for that slot
- Removed "focus" UI panels for goods and menu
- Added Order Queue system - Buying stock from the goods menu now adds an entry to the order queue (displayed in the turn-top and goods management panels) - Goods list items display their delivery time in days, which decrement each turn and culminate in a "delivered" state for the turn they are delivered - Stock does not get added until its corresponding order arrives - Goods list items message when their associated good is in the order queue
- Removed Winter accents from the tavern scene
- Single-service events (non-combo) now display logged results in a simple serve log item in the bottom center of the screen
- Single serve log items display for 1.5 sec, followed by a fade over 3 seconds and then self-destruction
- Added slight darkening to lower screen in between (and parented to) the notification panes, for purpose of serve log item legibility
- Added summons support for personal story reveal (the icon is a generic chat bubble)
- Added character interaction support for personal story reveal (UI integration). - This context has "friendship-blue" accents and also sets speech bubble text to this color
- Added register support for personal story summons
- added new male Orc VO
- A prominent History/Bio button has been added to the Character Interaction panel. - Clicking the button displays a pop-up scroll list of character story items
- VFX for character health bar changes during questecution
- Tutorial: Drink Chain Tutorial operational
- Created intermediate dialog step for Personal summons by way of new generic Okay interaction context
- Personal summons now have a spacer counter of 2 to prevent repeats
- Combo Counter: - Added Reputation bonus tracking and UI messaging on combo resolution panel - Removed redundant currency gain elements from combo resolution panel - Slight redesign and visual improvements to account for the above
- Happiness changes related to service success or failure are now tracked each turn, and if non-zero are displayed as either a positive or negative item in the patron's Effector list. - Integrated save functionality: updated m_characterData with ServiceHappyDelta int
- Achievement 'Journeyman Adventurer - Raise a Hero to Level 5' has been implemented
- Achievement 'Veteran Adventurer - Raise a Hero to Level 10' has been implemented
- added superficial parsing to the global variable parser
- added debug ability: add variable amount of friendship to currently selected roster member
- integrated "INCAPACITATED" state for adventurers