Author Topic: GearHead2 v0.602  (Read 5614 times)

Offline Joseph Hewitt

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GearHead2 v0.602
« on: April 08, 2009, 07:02:04 AM »
I've just uploaded GH2 v0.600 to SourceForge. This is the much-debated rule changed version: the skill list has been chopped from 43 to 25 and the talent list has been chopped from something to something smaller. So far I like the change, although I'm quite sure some players are going to have a "New Coke"/"D&D v3.0" experience.

Important- don't install this version on top of a previous version! Erase everything and do a clean install, or install to a new directory.

Here is the list of changes, along with the regular commentary:

- New monsters: Forgebot, Exorg Watcher, Space Squid
The forgebot is exactly what it says. The exorg watcher is something. The space squid is actually a fungus.

- Added minor moods (narration.pp)
Normally, a city can only have one mood at a time, but it can have as many minor moods as you want.

- Added anti-beam armor (ghmodule.pp)
Armor can have a type. Currently there are only two kinds: hardened (degrades slower) and anti-beam (cuts beam damage by half before applying armor).

- The oldest, ugliest portraits have been removed
- Characters start RPG campaign with Personal Communicator (navigate.pp)
- Right mouse button re-activated (pcaction.pp)
- In safe area, PC mecha repair faster than before (skilluse.pp)
- Heard rumors may be reviewed via memo system (pcaction.pp)

I'm sure some people will be quite glad about these changes.

- Added reusable standard scripts (gearparser.pp)
These scripts are used for the Survival/Science corpse effects. It should make debugging and expansion easier, as all "Use Survival to get meat" creatures now use the same script (modified by parameters such as monster type and difficulty rating). Many space fungi now offer Survival rewards.

- GNewPart can create new items from design directory (arenascript.pp)
- Deleted a selection of the oldest, ugliest portraits
- Stats have a greater effect on skill rolls (ability.pp)
- Characters start with fewer stat points (chargen.pp)
- Certain monsters don't leave a corpse (arenacfe.pp)
- Added wreckage (^) and rubble (%) to minimap renderer (randmaps.pp)
- Shopkeeper, script mecha color schemes have greater variation (services.pp)
- Added GrabController command (grabgear.pp)
- ConnectScene names MetaEncounters after destination (mpbuilder.pp)
- GQSubMemo ASL command removed (arenascript.pp)
- Fixed bug with placement strings in root plot (mpbuilder.pp)
- EndPlot doesn't affect quests (arenascript.pp)
- Triggers processed against quests and moods of current location (arenascript.pp)
- Added GStamina, PumpNews, SetEncounter ASL commands (arenascript.pp)
- STC items may be stored in separate files (gearparser.pp)
- Plot placeholders marked by PlotLayer, not PlotID (mpbuilder.pp)
- Unused PlotStatus attributes cleared during upkeep (naviagte.pp)
- Robots and animals counted together as pets (interact.pp)
- Removed Quest "Scene" attributes (playwright.pp)
- MegaPlots now include tag for all subplot IDs (mpbuilder.pp)
- PlotStatus stored in Adventure (mpbuilder.pp)
- Merged MegaPlot and Quest generators (mpbuilder.pp)
- Plot, story, quest difficulty all stored as Narrative value (gears.pp)
- Added QuestScene element request (playwright.pp)
- Subplot request may include optional difficulty value (mpbuilder.pp)
- Message printed when using clue skill on item without script (arenascript.pp)
- If reaction score goes over 50, may make new friend (arenascript.pp)
- AddReact changed from macro to full command (arenascript.pp)
- Removed "Chat" conversation option (arenascript.pp)
- Added "Ask about rumors" conversation option (arenascript.pp)
- All training messages should be moved to messages.txt (training.pp)
- Can gain one stat advance per 5000XP earned (training.pp)
- Should not suffer cyberdisfunction during long trips (arenacfe.pp)
- Altered the trauma mechanics (ghmodule.pp)
- Tools may benefit Acrobatics, Robotics, Pick Pockets, Dominate Animal
- Activatable skills may use unequipped tools (ability.pp)
- Talents may have usage effects like skills (ghchars.pp)
- Fixed problem with character generator faction selector (chargen.pp)
- "Repair Mecha" only an option with qualified mechanic (services.pp)
- Added debugging message to ReadGead (gearparser.pp)
- Marlowe is now a skill trainer
- SkRoll, IfSkillTest, IfUSkillTest parameters changed (arenascript.pp)
- Weapons may use different stats (effects.pp)
- Unused hook generators deleted (interact.pp)
- Skills are no longer associated with a single stat (ability.pp)
- Increased character encumberance limit (gearutil.pp)
- Removed skill software (ghsensor.pp)
- Pruned the skill list, added hidden skills (ghchars.pp)


Gah, that's a lot. Note that most of the quests are now offline: the only quests currently in play are the Cayley Rock sequence, the mecha arenas, and the free mecha at the beginning of the game. I'll be reactivating quests as I get them converted to the new system.

Also note that save file compatibility is not just broken, it's been staked and decapitated and its ashes shipped to Tijuana. There will almost certainly be bugs in this version. Try it out and let me know what you think.

Offline Trorbes

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GearHead2 v0.602
« Reply #1 on: April 08, 2009, 04:28:21 PM »
Quoting: Joseph Hewitt
There will almost certainly be bugs in this version.

There certainly are.  Biotech kits now give "Mecha Fighting" fuel, as do Medical with Mecha Gunnery.  General Repair fuel doesn't even have a skill, it's just blank.

Edit: Also, some taunt dialog is missing.

Edit2: Dying causes the save file to become unplayable.
Edit3: As well as a few other things it seems.  I just walked outside Cesena Spinner to a CTD and a now-unplayable save file.

To say something that isn't negative, the cleaned-up skill list is much easier to work with. and it makes combat much simpler not having half a dozen skills tracking each type of weapon.

Offline Joseph Hewitt

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GearHead2 v0.602
« Reply #2 on: April 08, 2009, 10:24:13 PM »
The repair kit and taunt issues have been fixed. I'll check out the other two issues after class today. I found a new bug of my own- the free mecha quest goal level/elevator is broken. I think I have this one fixed but I'm not entirely sure.

Edit- The two crashing bugs you reported were actually one and the same. I've fixed the problem and uploaded v0.601 to SourceForge. Your savefiles should all work with this version; if not, there must be a separate crashing bug, so send them to me so I can find it.

Edit2- The changes list for v0.601. The free mecha quest bug has been fixed.

- Fixed UpdateMoods crashing bug (playwright.pp)
- If map feature has minimap defined, must be at least 5x5 (ghprop.pp)
- Fixed verbal attack messages (arenacfe.pp)
- Fixed repair fuel description (description.pp)

Offline Trorbes

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GearHead2 v0.602
« Reply #3 on: April 09, 2009, 01:28:52 PM »
Just tried 0.0601, and all the previous problems seem to be fixed.

Is there by any chance a reason why Cyberdocs wouldn't provide cyberware installations?  I can't find a single one who will do anything.

Offline Joseph Hewitt

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GearHead2 v0.602
« Reply #4 on: April 09, 2009, 06:47:57 PM »
Quoting: Trorbes
Is there by any chance a reason why Cyberdocs wouldn't provide cyberware installations?

Oops. I'll get to work on fixing that this afternoon.

Offline Joseph Hewitt

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GearHead2 v0.602
« Reply #5 on: April 10, 2009, 07:48:47 PM »
I just found another game-breaker bug: the core story doesn't increase in difficulty level. While I know this sounds like a bonus rather than a game-breaker, unless the difficulty level advances you'll quickly run into deadends and the conclusion won't load at all. Even worse, unlike the crashing bug in v0.600 this one will mess up your save file (somewhat). Fortunately there's an easy fix.

To fix the program, open the file gamedata/aslmacro.txt and find a line that begins with "WinEpisode". Replace it with the following line:

WinEpisode <XPV 200   N= 7 ? N= 6 ? GrabStory GAddNAtt NAG_Narrative NAS_DifficultyLevel 7 GAddNAtt -7 2 1 GAddNAtt -7 6 1 GSetNAtt -7 3 0 GSetNAtt -7 4 0 NextComp ? FacXP+ &AllyFac 3>

To fix your RPG save file, open it in an editor and search for "name <core story>". Right above this line you'll see a lot of numbers; one line should read "-7 1 x", where X is some number. Delete this line but remember X. There should also be a line "7 26 3". Replace "3" in this line with X+3.

I'll try to make another release soon.

Offline Francisco Munoz

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GearHead2 v0.602
« Reply #6 on: April 11, 2009, 01:21:07 PM »
You can't repair anything... nor mecha nor personal scale items.

Offline Joseph Hewitt

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GearHead2 v0.602
« Reply #7 on: April 12, 2009, 01:56:13 AM »
Oops. I'll fix that now.

Offline Joseph Hewitt

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GearHead2 v0.602
« Reply #8 on: April 13, 2009, 01:32:06 AM »
I've just uploaded GH2v0.602 to SourceForge. Here's the list of changes:

- Fixed PC repair skills (skilluse.pp)
- Fixed core story stall problem
- Chance of city having mood increased (playwright.pp)
- Encumberance limit increases greatly if Body > 10 (gearutil.pp)
- Increased Vitality experience award (action.pp)
- All deadends reported so far have been fixed


The one problem I didn't get around to was EuchreJack's report that the graphics didn't work; assuming it was installed correctly, I have no idea what might be causing that problem because I haven't changed anything in the graphics units for a while now.

Offline Trorbes

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GearHead2 v0.602
« Reply #9 on: April 13, 2009, 12:22:40 PM »
I've noticed a few problems with ammo recently; the special weapons like the Mecha Assault Rifle and the Peacemaker don't seem to have ammo.  I also noticed a mech I made no longer accepts any ammunition with a clip greater than 1 for the DC25 gun.

Also, Galena Hodges doesn't have a portrait.

Offline Francisco Munoz

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GearHead2 v0.602
« Reply #10 on: April 14, 2009, 02:10:05 AM »
Trobes, there were changes in how the magazines were handled by the game, so you need to update your designs (moved around the "magazine" value).

Offline Onisuzume

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GearHead2 v0.602
« Reply #11 on: April 14, 2009, 02:23:54 AM »
They did?
Ah crud... now I can update like dozens of custom designs. >_>

Offline Joseph Hewitt

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GearHead2 v0.602
« Reply #12 on: April 14, 2009, 06:23:22 AM »
Tell me about it; I had to update all the standard designs, plus the themes. Still, I think the change will be a good thing... either that or I'm some kind of refactoring sadomasochist. Hard to say.

The Peacemaker and the Mech Assault Rifle have been fixed.

Offline Onisuzume

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GearHead2 v0.602
« Reply #13 on: April 15, 2009, 03:16:25 AM »
Tell me about it; I had to update all the standard designs, plus the themes. Still, I think the change will be a good thing... either that or I'm some kind of refactoring sadomasochist. Hard to say.

Maybe its both?
That'd make it really hard to tell.

*edit*
Hm.. so the size of the magazine is now linked to the gun rather than the ammo component (with the exception of MLaunchers)?

Offline Francisco Munoz

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GearHead2 v0.602
« Reply #14 on: April 16, 2009, 12:25:27 AM »
Some minor buglets...

McCabe is called McCain once.
I was unable to use Insigth (from my lancemate) in the Henchman diary to get the clue.