Chronicle 0.5 版本更新加入远征与回合制战斗
Chronicle 0.5: expeditions and turn-based combat
独立游戏 Chronicle 发布 0.5 版本更新,新增远征探索与回合制战斗。玩家可离开城镇探索 Hedgerows 等四个区域,战斗支持手动或自动,并加入跨周目知识保留与自动队列重玩。更新还支持移动端与 4K 显示器,修复了界面残留等问题。
Hi everyone!
Before the update itself: I really didn't expect the reception Chronicle got. It surprised me a lot, and it's been great. Thank you for playing!
So I'm going to keep working on the game and make it bigger. Here's what I have in mind:
- more late game content, with a second specialization that takes you from 30 to 50 years old
- a prestige system
- more expeditions, if you like the ones in this update
- two new classes, one about crafting and one about political decisions
- better lore
Now for the update
## Expeditions
This is the big one. You can now leave town and go on expeditions. There are four zones: the Hedgerows are open from the start, and Mill Pond, the Hollow Woods and the Quarry Road unlock after it.
An expedition costs a few months of your life and gives you a pool of action points (AP). You spend them on actions inside the zone: gather resources, study the zone, rest to heal, hunt an enemy or scout it first, and go home when you're done.
## Combat
Hunting an enemy starts a turn-based fight. You can see the enemy's next move and the turn order, and each turn you attack, defend, use a healing item or flee. There's also an auto-battle button if you don't want to play it out.
Your class gives you combat skills. The Keep unlocks Heavy cut and Sweep, the Collegium unlocks Firebolt (it scales with Intelligence) and a stun, and the streets unlock Feint.
## Automation
Every expedition you play by hand is saved as a run, up to five per zone. The new Adventure tab lists your zones and your saved runs, best first, and lets you replay one automatically. You can run it once or queue several, with a stop condition (out of supplies, a resource target, or an age). Drops are rerolled on every replay, and a forecast shows what the queue will cost and bring before you start it.
## Permanent progress
Zone and enemy knowledge carries over between lives. Studying a zone gives you more AP there. Scouting an enemy makes it cheaper to find, then shows its HP and its next move, then its weakness.
## Loot and crafting
Loot is sold at the market for coin. Some of it is crafting material for healing items, and some is building material for the town. There's a new building, the Hunters' Lodge, which unlocks the Hollow Woods permanently for all later lives.
Your inventory is lost when you die, except the materials the building you donate to still needs.
You'll also get a few random events with a choice to make during expeditions.
## Other changes
- Each task now shows its duration in a small box in its corner, and a timer tells you how many months you have left to start it.
- Vitality (your HP) is one stat now, the same in town and in combat. You start with 40, lose 5 for each month without food, and regenerate 5 every two months. Old saves are converted automatically.
- Two new tasks: Race the Rooftops (Dexterity and Renown) for a rogue build, and Keep the Night Offices (Discipline) for the Collegium path.
- Buying and selling is on the Town tab only.
- The game works on mobile.
- It's no longer blurry on 4K monitors. Thanks to the player who told me about it!
- The page isn't rebuilt every time a task ends or the window is resized, so the task you selected stays selected.
## Fixes
- Resizing the window could leave pieces of the UI piled up in the top left corner.
- A tooltip could stay stuck on screen after its task was gone.
Have fun, and tell me what you think of the expeditions!
Files
来源:itch.io Devlogs · pigeoncodeur.itch.io