Author Topic: GearHead2 v0.520  (Read 5087 times)

Offline Joseph Hewitt

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GearHead2 v0.520
« on: October 30, 2008, 06:39:16 AM »
I've just uploaded GH2v0.520 to SourceForge. The big change this time around is... the RIG-03a2 Gladius, a limited edition reproduction of the NT157 Robot Warriors grand prize, which was used in the battle against Typhon! It's available exclusively from the Pro Duelist Association at their shop in Gaos Spinner. In deference to the NT157 champion, the golden axe has been downgraded to a bronze axe, but other than that it's exactly the same. Start saving for the $3M+ it's going to take to buy it.

Several other mecha have also been added, including a lot of GH1 mecha for the Pro Duelist Association. Here's the complete list of changes.

- Added Dragon theme
The Dragon theme features a lot of kung-fu weapons and makes extensive use of the HYPER attribute. It's available to monks and NPCs with high Ego.

- Added BLIND status effect (ghweapon.pp)
Being BLIND applies a range-based to-hit penalty to all attacks. It also prevents the blinded unit from spotting enemies. I considered renaming this effect DARK after the Final Fantasy status effect, since a character affected by it isn't entirely blind. I need to add some weapons with this attribute to the Dark theme.

- Shopkeeper's skill will improve the more items purchased (services.pp)
As the shopkeeper's skill goes up, the quality and quantity of goods they have will also go up.

- Basic mode PCs get random talents (chargen.pp)
- Random character generator should provide better skills (chargen.pp)
With both of these changes, I've found that basic mode PCs and random NPCs are both better. Randomly generated PCs automatically learn the Conversation skill, while randomly generated NPCs automatically learn Weight Lifting.

- Added ESSENTIAL item category
The shop in the Cavalier's Club sells ESSENTIALs. This makes it much easier to find things like mobile phones and antidote pills.

- Shuttle service has no range (services.pp)
- Shuttle service now includes a meal (services.pp)
Now, you can travel from any spinner to any other non-enemy spinner with a single ticket. It makes getting around much more convenient.

- Movement systems mounted in legs, wings get a thrust bonus (movement.pp)
In designing the rules of GearHead, I don't think about what's realistic. Instead I think about what rules are needed so that the things found in mecha cartoons will make sense. Wings providing a thrust bonus gives a good reason to mount wings on a spaceship; legs providing a thrust bonus gives a good reason to mount jets in the legs rather than the arms or torso.

- Added Century, Gladius, Hariseng, Fenris, Secutor, Thorshammer, Gaunt, Eggman mecha
Of these, the Hariseng isn't available anywhere in the campaign world. I initially wanted to give it to the Pro Duelist Association, but it's far too similar in both price and capabilities to the Thorshammer. The Secutor is a new duelist mecha which will be appearing in next Tuesday's Ataraxia Theatre. The Gaunt is the low end mecha used by the Red Mask Raiders; it's very small and fragile, but extremely fast and well armed. The Eggman is MUGL Enterprises' second mecha, designed for the militia forces of the dusty ring.

- Master plot plotstatus-keyed rumors should now work (mpbuilder.pp)
- Fixed problem with dynamic encounter map generator (arenascript.pp)
- Fixed some problems with long strings (texutil.pp)
- Added Hanging NPC core story element (corestorystub.txt)
- Fixed a crashing bug with overcharger bonus (movement.pp)
- Investigation skill changed to Insight
- Encounters won't usually attack PC while on foot (gamedata/meta11.txt)
- Fixed crashing bug in map generator (randmaps.pp)
- Added faction/mecha analysis program (mekcheck.pas)
- For store placement, sets use average value of items (services.pp)
- Now easier to improve stats with limited skills (training.pp)
- Core story deadend instructs player to make report (playwright.pp)
- On an asteroid, space flight can substitute for regular flight (movement.pp)
- Rocket Arena now gets predefined map
- NPC equipment can be locally availiable (arenaplay.pp)
- Added \ChatNPCMecha message formatting string (arenascript.pp)
- Hovel Market has a guaranteed weapon shop (ATLAS_L5Region.txt)
- Fixed the "NPC in door" message bug (narration.pp)
- No buildings should be unreachable on city map (randmaps.pp)
- FieldHQ menu provides full names (pcaction.pp)
- NeverFail NewNPCs will have correct job title (playwright.pp)
- Chardesc accepts Friend,Family,Lover,ArchEnemy (gearparser.pp)
- NeverFail NewNPCs will be individualized (playwright.pp)
- Fixed leftover placeholder bug (mpbuilder.pp)

Save files from previous versions aren't fully compatible with v0.520; in order to make them so, you'll need to do a bit of editing. Search for the line "&AmoreNPC <N9>" in the save file, then directly underneath it insert the following code:

&SetHangingNPC <N= 10 ?>
&HangingNPC <N10>
element10 <C>
palette_entry_code10 <H>


To restart a deadended core story, open the console with # and type "rcs". Note that this only works to restart the core story- it has no effect on failed quests or anything else. Also note that you should only do this if you've received a deadend message; doing it when your core story hasn't deadended has unpredictable and usually bad effects.

Try it out and let me know what you think.

Offline clasic_traveller_diehard

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GearHead2 v0.520
« Reply #1 on: October 30, 2008, 04:13:04 PM »
I guess I found the first deadend check your inbox =D

is robotics fixed?

Offline Trorbes

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GearHead2 v0.520
« Reply #2 on: October 30, 2008, 05:26:16 PM »
I haven't noticed any crashes from robotics, but it still doesn't assign the graphics right and appear as while squares.

Offline Joseph Hewitt

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GearHead2 v0.520
« Reply #3 on: October 30, 2008, 05:39:06 PM »
Robotics is not yet fixed. Sorry.

Quoting: clasic_traveller_diehard
I guess I found the first deadend check your inbox

Trorbes beat you by about an hour. ;) Thanks both of you for sending the reports; I'll try to upload an updated series folder as soon as possible.

ETA- If possible, taking a screen capture of the deadend is better than writing down all the codes, since it's both easier on you and less likely to result in mistakes. There's a lot of information in the deadend data dump and it's all potentially important.

ETA2- For those who have had deadends so far, these updated series files may or may not help. Try them out anyhow:

http://www.gearheadrpg.com/wp-content/uploads/seri es.zip

Thanks to everyone who has reported deadend conditions. I really appreciate it.

Offline jtgibson

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GearHead2 v0.520
« Reply #4 on: October 31, 2008, 11:20:59 AM »
Looking good!  I can't wait until we get some planet-based gameplay going.  This plot stuff is great and all, but I miss some of the original GearHead roots. =)

Offline Erathoniel

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GearHead2 v0.520
« Reply #5 on: October 31, 2008, 12:07:45 PM »
Any chance we can get some movement from at-start generation to upon-entry generation for some things? For instance, if we have planets full of randomly generated towns, it's gonna slow down things immensely.

Offline Joseph Hewitt

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GearHead2 v0.520
« Reply #6 on: November 02, 2008, 01:45:29 AM »
Quoting: Erathoniel
Any chance we can get some movement from at-start generation to upon-entry generation for some things?

The quests are generated at start, but individual maps and most NPCs are generated upon-entry. Rather than change that, it might be good to have an option to only generate one world per adventure- that way, if performance is good you can generate the entire universe and if performance is bad you can limit yourself to a single world, which I don't think is a particularly bad thing.

Quick question- what's the farthest anyone has gotten in the core story campaign so far? With a basic mode character I can usually complete the first three episodes without stopping to level up or raise money. My two main characters are currently at deadends in episodes eight and ten.

Offline Erathoniel

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GearHead2 v0.520
« Reply #7 on: November 02, 2008, 03:46:12 PM »
Quoting: Joseph Hewitt
he quests are generated at start, but individual maps and most NPCs are generated upon-entry. Rather than change that, it might be good to have an option to only generate one world per adventure- that way, if performance is good you can generate the entire universe and if performance is bad you can limit yourself to a single world, which I don't think is a particularly bad thing.


Ah, then, that explains. So it is all upon-entry. Must be efficient, I never noticed any slowdown on entry.

Quoting: Joseph Hewitt
Quick question- what's the farthest anyone has gotten in the core story campaign so far? With a basic mode character I can usually complete the first three episodes without stopping to level up or raise money. My two main characters are currently at deadends in episodes eight and ten.


I didn't get very far. I was sidetracked by the Peacemaker Revolver, so I got pretty much to the point where my friend joined me.

Offline Joseph Hewitt

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GearHead2 v0.520
« Reply #8 on: November 03, 2008, 06:38:31 AM »
I've uploaded a new series update. This one fixes some bugs and may fix some of the deadends that people have reported. It seems that there's a serious lack of +Tgs Go To Scene components; I'll have to get to work on that.

You can download the update from the same place:

http://www.gearheadrpg.com/wp-content/uploads/seri es.zip

Offline unback

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GearHead2 v0.520
« Reply #9 on: November 04, 2008, 10:34:02 AM »
is it just me or the shop menu "reload ammo" does just work for the clip in weapon but not for the clips in the inventory?

Offline Trorbes

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GearHead2 v0.520
« Reply #10 on: November 04, 2008, 10:44:26 AM »
It only affects the weapon in your hand, not any in your inventory.  It's the same with mecha weapons; it won't reload anything in your inventory.  Which is good, somewhat, so you don't spend several thousand because you're holding a bunch of extra weapons you were going to sell anyway, but it does make it difficult to reload if you have more than a few guns.

An option in the shop menu to reload specific guns/clips would be the best way around the problem, I think.

Offline unback

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GearHead2 v0.520
« Reply #11 on: November 04, 2008, 12:27:02 PM »
that means we have to rebuy every empty clip? woah, exploring serwers with rifle in hand suddenly become a lot harder.. :)

Offline Joseph Hewitt

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GearHead2 v0.520
« Reply #12 on: November 04, 2008, 04:45:54 PM »
Oops... I set things so that weapons in the general inventory wouldn't be reloaded because people were complaining about the salvage they picked up from the battlefield getting reloaded. You can turn off this behavior by editing gearhead.cfg and uncommenting the following tag:

RELOAD_UNEQUIPPED_WEAPONS_AT_SHOP

Maybe I should change things so that a character's unequipped ammo sources are always reloaded, but for mecha the above switch is used?

Offline macksting

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GearHead2 v0.520
« Reply #13 on: November 04, 2008, 09:40:59 PM »
Sounds like a plan. The availability of the switch is sufficient for me, however.

Offline unback

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« Reply #14 on: November 05, 2008, 12:13:36 PM »
ah thanks boss. that should solve the problem.