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After Reset - Development Update and Patch

Discussion in 'Game/SP News & Comments' started by RPGWatch, Feb 8, 2016.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]A new patch for After Reset has been made available for which the change log can be found in this Kickstarter update. The following shows some notes to go with this patch:

    1. One of the most important features/changes we did for the patch was the unification/standardization of the game fonts and an interface revision for the non-scalable variant. Now GUI (main menu, char creation, in-game GUI, etc.) looks the same way on any resolution. Fonts and GUI styles and sizes are the same and are a bit larger than Fallout Tactics HD now. I also filled the gap in GUI design by creating and embedding missing icons for all paces of character creation.

    Feel free to check character creation process in the current build and share your feedback. What you can see now there matches 90% of the prologue's final release.

    2. As you can see now we also fixed the amount of skills activation so that it matches the SACPIC mechanics The basic number of manual activation per day for skills is equal to 3 at 1st level and it raises +1 each 4 levels (4, 8, 12, 16, 20). So despite almost any of your successful in-game actions brings your character some XP, you should be prudent about using your skills. Some areas (like the Gyes bunker) do not allow you to rest and replenish your skills the classic way. However, there are drugs (Vixin) and other consumables (such as coffee) that can replenish this resource.

    3. Carrying Capacity and Encumbrance mechanics we added determines how many weight and space character has for armor, weapons, equipment and other stuff to carry. Encumbrance indicates the effect that the weight of gear that a character is carrying has on his movement rate.

    There are 4 levels of encumbrance:
    - None - The character can run and walk at full speed.
    - Light - The character cannot run, but can walk at full speed.
    - Heavy - The character cannot run, the character walks at 50% normal speed.
    - Overloaded - The character cannot move.

    The amount of weight corresponding to threshold between levels of encumbrance is dependent on strength. The table is repeated on our Advanced Player's Guide relevant page.

    4. We've also made some important strides in container mechanics. That mechanics should include lootable containers system, dropping system and quantity selection system. Though, as it happens, we encountered a bunch of decent bugs today (right after the update release). Thus I had to edit the news and exclude "container mechanics added" from today's report as well as to switch off ability to loot containers for tests. With that, you can still check dropping loot from your inventory and creation of loot piles under your character's feet. As far as I can see quantity UI works as well.

    You can check these parts of related mechanics embedded by throwing items from your inventory. When you conduct throwing items, it should check if there is a "trash pile" container around you. If there is no such PC drop container, than it should create one. If the container already exists near to you, that it should work with it. All items you drop should move into a "trash pile" container.

    Based on that the roadmap for the next update is updated: - it will take about a week to revise all containers-inventory mechanics (just from coding/architecture point of view) to mark everything related with inventory/apparel/loot/containers as "completed"; - than it will take 3 days for the Quest system; - and the rest time we'll devote to Dialogues mechanics embedding.​

    There is also some information about their side project, the graphic novel The Fall of Gyes and what they mean with sci-fi settings for grown ups (including an explanation of how the brain changes over time)
     
    Last edited by a moderator: Feb 9, 2016
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