Upcoming 0.75.0
Sorry for the delay of the latest update, it has grown into a big one again. I have added thievery to the game now, along with AI crime-recognition and prison sentences, but consequently need a lot of time to balance everything. Currently there are a lot of situations where it’s too easy (eg standing behind a shopkeeper and stealing from under his nose) or has unrecognised contexts (eg AI forgetting about crimes, or ignoring alarms), all of which I am currently hunting down and ironing out.
I hope to make a rough release next week, it will be in the experimental build only until I finish fixing all the bugs.
Here are the additions so far:
0.75.0
- Town populations slowly regenerate when residents die. Killing off a lot of NPCs that are affiliated with a nearby town will weaken that town slightly, it’s possible to wipe out all the cannibal patrols roaming near a cannibal village for example. Currently “homeless” factions like the bandits are not affected by this.
Crime system - You can now steal from shops
- Crimes are recognised by the AI
- Police can put a bounty on your head and arrest you
- Civilians can raise the alarm and call police attention to a crime
- Pickpocketing: NPC is alerted if he notices you stealing from his inventory while he sleeps
- Selling stolen items has a chance of getting you in trouble, especially if you try to sell things back to the victim
- Updated traders inventory:
- To trade with a shop you need to talk to the trader character.
- Interacting with the containers, counters, chest, etc. will be considering stealing. (Work In Progress)
- The traders inventory is infinite, so you can sell stuff more easily
- The trader stores his shop inventory in the actual containers around the shop. This means you can steal stuff from them.
- Some item containers now have locks. Traders keep the more valuable items in the more secure containers
- Added a node system to building placement. It ensures that any machines and storage you place is always accessible by characters and fixes a lot of bugs like when characters tried to access a storage box through a wall
- Emissive lighting added
- Added AI ability for super long-range pathfinding, even when zones in between start and destination are unloaded
