- Fixed unloadable save file is PC killed during combat bug
- Incapacitated PCs may need lifesaving cybersurgery
- FieldHQ contents are sorted now
- Scenes without a defined parent scene should get added as root scenes
- Most missions names now include faction being fought
v0.973 November 6, 2024
- Used cyberware is resold at a lower price
- Refactored cyberdoc unit to use current widget system
- Fixed crashing bug in cyberdoc unit
- AlertMenu will appear in front of widgets, like all other menus
- Fixed hover selection bug in WidgetMenu, ScrollColumnWidget
- Fixed crashing bug on Windows
- Sales menu will be properly reactivated after selling something
v0.972 November 3, 2024
- Fixed a bug in the Label widget
v0.971 November 3, 2024
- You can now access your inventory from the shop interface
- You can now switch characters in shop interface
- Added named boss monsters
- Room deploy method should not delete contents due to lack of space
- Can now reload guns and chemthrowers from the backpack interface
- Added SelectGearDataGatherer interface
- Guns and ChemThrowers have a reload option in combat if player has appropriate ammo in inventory
- Caption AnimObs may now have sound effects
- Invocations may now request additional data
- Can now purchase spare ammo clips and chem tanks in shops
- Refactored the shopping UI to use WidgetMenu
- Added WidgetMenu widget type
- Meat cannot be eaten in the middle of combat
- Added on_enter, on_leave properties for all widgets
- Fixed some errors in the [CHALLENGE] grammar tag
- Fixed blocking counter bug
- Fixed overlapping rooms bug
- Fixed some issues with Python 3.12
- Dialogue replies should more closely match context
v0.970 September 3, 2024
- Experience display in FieldHQ updated after training
- Increased Overwhelmed modifier from 3 to 4
- Altered NPC combat target selector
- Fixed bug with pressing "Alt" key during combat
- Wall terrain types can be marked to not accept wall decor
- Added extra dialogue to Bear Bastard's Mecha Camp for Criminal PCs
- PlacableThing's altitude property now does something
- Combat can be set to keep going even if there are no active enemies on map
- Room contents with fixed positions will now be placed on map
- Props are immovable even after they are destroyed
- Props will not be placed somewhere they can block movement
- calc_mission_reward can automatically round the reward to a round number
- Former lancemates who show up in buildings where they've been before will not be indicated as current members of the lance.
- A captured territory must be consolidated before another territory can be invaded in WorldMapWar
- PCs dying in a city scene should now be handled properly
- ExpelFaction will now get rid of the town leader if the town leader is of the expelled faction
- Encounter plots will now clean up their own mess
- Random NPC generator reacts appropriately if faction=None passed as parameter
- Challenge plots can create a mission giver if one cannot be found
- Plots have new method to return a list of element candidates, allowing manual selection or sorting
- QuestOutcome involvement function replaced with player_can_fun
- More quest refactoring; verbs now objects, outcomes have elements
v0.962 April 5, 2024
- Fixed crash during Kerberos battle
v0.961 March 25, 2024
- Enemy teams can't attack a territory captured this turn in World Map War
- Commander will not retreat from Defeat Enemy Commander mission
- Fixed error with Raid on Pirate's Point unpickling
- Scenes now use a more robust method to make sure areas are traversable
- Fixed terrain indicator appearing under terrain border bug
- Added new eyecatch by Marjorie Gaber
- Fixed error in documentation of COMBATROUND trigger
- Combatant activation now handled by combat package
v0.960 February 11, 2024
- Fixed bug in DeadZone Drifter stub
- Certain weapons and mecha have been rebalanced; existing instances will be unaffected
- Weapon thrill power now actually based on rank, ha ha ha
- Plots can contain extensions
- Added lore browser to memo system
- Refactored quest system to be entirely QuestLore based
- Okapi puzzle memo now uses same font (medium) as other memos
- Fixed world map encounters bug
- Burst fire weapons have increased thrill power
- Intercept weapons have their thrill power lowered
- Fixed do_partial_restore in MultiMission
- Closing doors via right click will now work
- Mouseover info will list items in tile
- Destroyed items appear red in inventory display
- All hidden models get revealed at the end of combat
- Window close button should now properly close the game
- Scenes and rooms will expand if larger area is needed for contents
- Weapon is_operational bug fixed
- Items on floor should always appear behind characters and mecha
- Lost forager will not be selected for random plots while lost
- Gradient map prep can now place rooms in requested bands
v0.957 September 25, 2023
- Fixed sound fx issues on certain platforms
- Game will no longer crash if campaign is ended between completing a mission and leaving mission, which is a situation that never occurs in any of the scenarios but if it ever did happen it would work now
- Fixed keys scrolling map when using a text widget
v0.956 September 18, 2023
- Added two new eyecatch cards by Radou
- Fixed AutoJoiner/AutoLeaver crash at world creation
- Plots may now modify cutscenes
- Added checkout sound fx to shop
- Some portrait bits tweaked by Anton Risberg
- Fixed crash if no boss monster generated for The Night Stalker plot
- Fixed numbers typo in DZD Wujung entry cutscene
- Fixed bug where campaign would remain in memory after quitting because of pbge.my_state.view
v0.955 September 13, 2023
- Fixed "deactivate_on_win" bug in older save files
v0.954 September 12, 2023
- Carrying capacity now shown for characters in backpack display
- Athletics skill now increases carrying capacity
- Right and left keys can be used to scroll through lancemates in inventory interface
- Increased damage of personal scale attacks
- Rebalanced some monsters to make them more dangerous
- Added config option to indicate lance members on map
- Fixed music volume bug
- Added some new portrait bits
- Fixed crash if PC name has space or special character in it
v0.953 September 5, 2023
- Fixed hacking prop bug
v0.952 September 5, 2023
- Added hacking invocations for Computers skill
- Fixed gender customization from character creator
- Added skill icon for "Listen to my Song"
- Changed the Scouting, Wildcraft abilities somewhat
- Added a help key for invocations interface, which defaults to F1
- Speaking to mecha should no longer cause a crash
- Objects in temporary scenes will never be chosen by seek_element
- Locked objects will never be chosen by seek_element
- All NPCs used in combat should now be locked
v0.951 August 24, 2023
- Fixed blue fog of war bug
- Fixed the "call_win_loss_funs_after_card" crash
v0.950 August 23, 2023
- Added the Scylla mecha from GH1
- TagBasedPartyReply will not display a major character's mnpcid
- Added ending scenes to DeadZone Drifter
- Can now use waypoints from the combat popup menu
- Added Onawa's quest to DeadZone Drifter
- Fixed duplicate grammar bug
- Updated Bear Bastard's Mecha Camp, Winter Mocha scenarios
- Added check_party_activation method to combat
- NPCs will give useful rumors first, then random chat
- Added pre-fx to conversation offers
- Single firing weapons can now cause critical hits, as in previous GearHead games
- Renown is now displayed for characters in the FieldHQ
- Added Quest procedural narrative generator
- Text formatter will now capitalize after "!" and "?"
- Team contents now stored as a ContainerList
- The get_scene method should return the correct scene even if called during adventure construction
- Okapi puzzle clue menus are now sorted
- There is a config option to turn off display of skill+stat in conversations
- Skill and tag based dialogue options will now show what skill+stat they're based on
- You can dock the tile info panel in the upper left corner via the config menu
- Combat clock troll bug fixed. Real ones will know.
- Enemy units get a different info panel border
- Mission objectives can now be reviewed from the memo browser
- The end-of-mission gate menu options have clearer wording
- Savegame validation should be much faster
- The map cursor changes to indicate enemy units + appropriate targets for abilities
- Label widgets can take a list of alternate smaller fonts to make text fit in specified area
- Added copy method to BuildAMissionSeed
- Challenges now deactivate on win by default
- Fixed error in list_nouns when two nouns provided
- Fixed text formatting error in WOTHCBM_HomeDespot plot
- Finished adding all of the mecha forms from previous games
- Renamed campaign property "day" to "time"
v0.946 December 15, 2022
- Fixed incorrect use of AutoOfferInvoker; added EffectCallPlusNPC
- Added procedural cutscene generator
- get_tags include_all now returns merit badge names and relationship info
- Fixed bug where lancemates removed to a safe place don't get removed
- Fixed a bug in the gear loader where everything is True, even False things are True
- Added Stream music mode
- Fixed bug when lancemate with pet quits party
- Fixed bug when reading black market sign with a pet in your party
v0.945 November 22, 2022, but slightly later in the afternoon
- Mecha scale monsters should never appear in human scale scenes, and vice versa
- Linked Fire/Multi Wielded weapons will only pay activation cost of primary weapon once
- Fixed bug in regroup at end of combat code
- Murder mysteries should get the victim's name right from now on
v0.944 November 22, 2022
- Key errors in dialogue processor will now show the dialogue that caused the problem
- You can no longer transfer inventory to pets or mecha owned by lancemates
- The images for saved games have their filename sanitized as well
v0.943 November 21, 2022
- Fixed crash when a lancemate uses a skill outside of combat
- Combat display now shows 99% as max chance to hit because of rounding error showing 100% for 99.5%
v0.942 November 20, 2022
- Added a clamp to prevent a rare and frankly inexplicable MemoryError exception in aibrain
- Fixed bug when pressing Esc key from stash/mecha parts selector
- Fixed bug with mecha inventory menu
- Fixed crash if campaign save file can't be found when the time comes to delete it
- Added preload_all_music configuration option
- Encourage can no longer be used on monsters (which caused it to crash)
- After combat, lance members will regroup so no-one is left in an inaccessible tile
- Campaigns now save the waypoint the current scene was entered from
- Fixed crash when sound player called while disable_audio_entirely is True
- Disabling sounds in the configuration now actually disables sounds. Oops.
- Fixed lag in mecha exploration movement
v0.941 November 9, 2022
- Added filename sanitizer for user generated files; may not be perfect yet
- Fixed bug where style tags would not be applied to portrait bits later in list
- NPCs may eject if they are severely damaged and/or if they are intimidated by the PC's lance
- Increased the penalty for firing long range weapons at too short a distance
- Newly created mecha get added to the design list without needing to restart the game
- Fixed dialogue bug in DZREPC_CallOutChampionFight
- Lancemate development conversations should no longer have irrelevant convo options
- When gaining skill XP, your skill level can improve by multiple steps
- Fixed bug in GearHeadCampaign dole_xp method
v0.940 October 26, 2022
- Shop rank now calculated by item type
- Game will try to automatically switch to windowed mode if fullscreen causes it to crash
- The manual has been updated
Steam cloud saves should now be workingSteam cloud saves have been postponed until I find a Python wrapper for the Steam API that deals with them correctly- Moved the user folder on Windows computers from Home to the app folder/ghcaramel_user
v0.932 October 19, 2022
- Added starting messages to Raid on Pirate's Point, and fixed bug in STARTING_PLOT component
- You can now set music volume, sound fx volume, and window size from config editor
- Changed configuration editor to a column widget rather than a menu
- Fixed bug where combat music won't start after resuming saved game
- Sound effect library preloaded at startup
- AnimObs now have support for sound effects
- Two audio channels are now reserved for music
- Added show_numbers_in_pilot_info config option
v0.931 October 13, 2022
- Added "Raid on Pirate's Point" scenario, early access version
- Fixed missing portrait/name when lancemate speaks during mecha combat
- Fixed bug in missions not counting retreat as a loss
- Changed the scene "END" trigger to "EXIT" to avoid conflict with the plot "END" trigger
- Added memos to the main quest of DeadZone Drifter
- Added "battle damage" to module display to aid color blind players
- Fixed music skip when entering/leaving buildings
- Fixed bug in Town Hall plot
v0.930 September 21 2022
- Working on new scenario "Raid on Pirate's Point"
- Fixed bug with SHOPS_PLUS INTERIOR_TAGS element
- Regular terrain sets now clear the surrounding area, including border
- Fixed bug with new FieldHQ modifications
v0.929 September 14 2022
- A lot of work has been done on the scenario editor (still only available in dev mode)
- Merit badges get their own tab in character display; show description and effects
- You can view a character's biography, if it exists, from the FieldHQ
- Fixed smudge on Trailblazer portrait
- You can set the default mission music for an entire campaign
- Added search path for music; may be located in player folder
- Fixed bugs in world map editor
v0.928 September 7 2022
- Added world map editor to scenario editor (still only available in dev mode)
- Added automatic tester for enemy conversation plots
- Fixed bug with Haywire and Poison status effects
- Added a lot more enemy character development conversations
- Added a new intro to DeadZone Drifter for Pop Star characters
- Music files are now cached, which should help avoid scene change disruptions
v0.927 August 29 2022
- Fixed bug in Cookies random plot
v0.926 August 29 2022
- Added many RANDOM_PLOT plots
- Search range dropped to 6
- The Neko is now properly a Gerwalk mecha
- Added Korean Name Generator class; not highly effective yet
- Changed the font family from "DejaVu" to "Source Han Sans" to provide Korean, Japanese, and Chinese support
- Faction reaction class can store faction leader
- pbge gets initialized before other units are imported
v0.925 August 22 2022
- Added image templates to the source code repository
- Added RestoreMP, RestoreSP effects
- Fixed bug when gear loader tries to load list inside a dict
- Added treasure types to monsters
- Monsters without legs don't get their movement rate downgraded
- Added tables and chairs to bars and coffee shops
- Campaign method get_relationship will return existing relationship if it exists
- Most dungeon encounters don't regenerate every day
- Added dungeon extras to dungeon levels
- Added more signs for different businesses
v0.924 August 15 2022
- Fixed error in Kerberos dungeon
- Fixed error in Challenge.deactivate method
v0.923 August 15 2022
- Added Puma and Luna II mecha
- Most keyboard actions now use is_key_for_action method, may be changed in config.cfg
- Added a bunch more monsters
- Characters with Wildcraft >= 5 can call animal companions
- Added mouse_scroll_at_map_edges config option
- Fixed a bug in the PartlyUrbanGenerator
- WASD may now be used to scroll the map
- Default combat hotkeys changed to 1,2,3,4,5
- Refactored the map viewer to deal with tile-based focus and wrapping maps
- Pets will attempt to follow their trainer during exploration
- Added pets_can_die, directly_control_pets config options
- Changed restore to restore_all in Bear Bastard's Mecha Camp and Winter Mocha
- Text input widget now uses TextInput event
- Lancemates bring their pets with them when they join/leave the party
- Characters can have one pet
v0.922 August 13 2022
- Fixed a bug in one of the lancemate plots
v0.921 August 9 2022
- Added auto_center_map_cursor config option
- Combat hotkeys can't be used if the key has been assigned a system use
v0.920 August 8 2022
- AI will now jump as appropriate
- Changed jet types for mecha that previously have had flight or arc jets: Haiho, Phoenix, Trailblazer, Zerosaiko
- Jumping now works
- Added "Bear Bastard's Mecha Camp" tutorial
- Inventory can now be accessed from the exploration menu
- Characters and mecha get restored at the end of Winter Mocha. Oops.
- PCs stop hiding at the end of battle
- AdventureModuleData object now stores module's conversation border
- HALFMINUTE trigger generated every 30 seconds real time in exploration mode
- Shift + enter now has same effect as right mouse click in exploration mode
- Clumpy room now determines number of clumps by size of room
- Jobs can now have scene string tags as local requirements
v0.910 July 31 2022
- Ceramic now has a mass factor of 0.7
- Legs and wings give thrust bonus to movement systems mounted in them
- Added Wraith, Neko mecha
- Added option to always start at top of library when scrolling through combat actions
- Fixed bug with highway scene generator
- Widgets can now capture events, preventing other widgets from responding to same event
- Fixed bug with combat interface scrolling
- Mission will check environment, and warn PC if any lancemates cannot take part
- Added Androbot and Forgebot monsters
- Immobilized lancemates get left behind if their mecha cannot be repaired
- When placing gears on map, the environment is taken into account
- gear_up method now chooses appropriate move mode for the terrain
- Flying makes melee attacks more difficult for both parties
- Flying mecha get reduced cover modifier
- Multi-target invocations will now show a target counter beneath the invocation UI
- Added combat action clock
- Reworked the combat movement UI
- Fixed Ammo Explosion display bug
- Extreme speeds will now be slightly reduced
- Added Flight Jets, ARC Jets
- Added Aerofighter, Gerwalk mecha forms
- Random maps check blocked tiles using movemode provided by architecture
- Exploration movement uses movemode based on party's move modes
- Removed redundant code between MoveTo and BumpTo actions
- Config menu will delete config options that should not be in config.cfg
v0.905 July 23 2022
- Missing mecha descriptions provided by Baiby
- Configuration editor now validates configuration items
- Added BonusStrike attack attribute
v0.904 July 23 2022
- Added configuration option to announce start of player turn
- Fixed bug in configuration menu
- Added exception checking to gear loader
- Fixed bug in EditMecha when adding/removing Environments & Roles to new mecha
- Added AnimatedShotAnim
- Error message will be displayed if GHC crashes from main menu
v0.903 July 21 2022
- Fixed crash when trying to load corrupted egg file
- Fixed font bug when PC dies permanently
- Fixed bug with major NPCs sometimes not showing up
- Added Omega 1004 to DeadZone Drifter
- Fixed bug when game attempts to eject egg but PC has no mecha
v0.902 July 19 2022
- Added error logging for all game-crashing exceptions
- Fixed crash when player attempts to right-click use an inaccessible waypoint
v0.901 July 18 2022
- Scenario Editor city components pass METROSCENE even if not strictly necessary
- Changed pickle protocol from "latest" to "4" to preserve compatibility with SteamOS
v0.900 July 18 2022
- Fixed crash bug when PC killed
- Lancemates can repaint new mecha assigned to them; may be turned off via config
- Characters without assigned mecha colors get mecha colors when joining party
- Default window size may be set in configuration file
- PilotStatusBlock shows bars, not numbers, for HP, MP, SP
- Added BeingStatusBlock for characters and monsters
- You can go straight to inventory by pressing "i"
- Edit Scenario has been moved to Dev Mode only due to the fact that it needs some work
- Containers now visibly open when you open them, so you can see what you've already looted
- Mechanical Tarot has been completely replaced with Challenge/Resource system
- Fixed a rare pathfinding in combat bug
- Fixed a rare infinite recursion bug in end_plot
- You can now say goodbye from an info offer
- Added LOCAL_PROBLEM plots to replace the old Mechanical Tarot
- Left mouse click will now escape from memo browser
- equip_combatant will now upgrade equipment as appropriate if an NPC has already been equipped
- faction_list from design files now gets error checked
- Building TerrSets now record their footprint
- Personal scale armor will now show armor rating and damage
- Warning shown if campaign save file is from an earlier major version
- Load game menu now shows character portrait and adventure thumbnail
- Character egg files will not be deleted if adventure selection cancelled
- Unloadable campaign files will be placed in quarantine
- Added more options to the in-game configuration editor
- Changed the Campaign save file specification
- Maximum XP from destroying a target reduced to 100
- Replaced manually constructed rumors with Rumor objects
- Rumors may now have an effect for their info offer
- Merged dd_lancedev.py into lancedev.py
- Added some new Lancemate personality types
- Villages in DeadZone Drifter get custom colors
- Fixed bug when selecting "None" after previously selecting clue in okapi puzzle widget
v0.830 June 21 2022
- Added "Skippy's Night Out" mystery to Wujung in DeadZone Drifter
- GH1 import now includes all NPCs that have a relationship with the PC
- Gears can now be marked as stolen; only certain shops will buy those
- GearHead Campaign now has method for loading major NPCs
- Memo browser is now a widget, and memos can create custom widgets
- Terrset now actually draws border
- Added new eyecatch screen by Sierra Bravo
- Fixed the map scrolling problem at the edges and corners of the map
- Fixed a longstanding bug with Architecture.draw_fuzzy_ground
- Added PartlyUrban map generator
- Random map room placement should now be more robust
- Floor borders now based on priority, not keyed to specific terrain pairs
- Changed the way custom factions are stored and accessed in Scenario Creator
- Scenario editor now does basic error checking before compiling
- Focus mode added to scenario editor physical view
- Added identifier, literal scenario creator variable types
- Justify property now works with text entry and text editor widgets
- ScenarioCreator output is pretty printed with yapf if available
- Refactored the ScenarioCreator compiler
- Text editor widget now a column of text entry widgets; cursor movement works properly
- Text entry widget now has movable cursor
- Scenario Creator has subplot loader utility which passes all element aliases
- Scenario Creator builds the world before loading subplots
- Possibly fixed the problem with pygame.quit() not really quitting
- Scenario creator variables return their own widgets; may return a list of widgets rather than a single widget
- Elements defined by BluePrints get their own unique ID
- PlotEditor renamed to ScenarioCreator
- Scenario variable types all have their own classes now
- The map focus cannot leave the bounds of the map
v0.821 March 31 2022
- Fixed the loverboy beard error
- ScrollColumn widgets may force focus
- ScrollColumn widgets act like menus when accessed by keyboard
- Widgets may provide their own keyboard handling
- Added mapcursor module; can be used to move & target invocations via the keyboard
- Holding shift with tab will select the previous widget
v0.820 March 13 2022
- Added the Ice Wind mecha family
- Added more portrait bits
- Update trigger automatically updates plots
- Trigger check during campaign construction will no longer cause crash
- Left and right keys may be used to browse memos
- Campaign now has get_memos method
- Challenges can have memos integrated into them
- Fixed so many bugs. How many bugs? Lost track. Lots and lots of bugs.
- Active Challenges are listed in GHNarrativeRequest
- Added Challenges and Resources
- Right clicking on combat radio button will bring up library menu
- Widgets may now be given an "on_right_click" property
- Radio buttons widget now takes dicts to describe the button properties
- Fixed portrait placement bug with lancemate menu item
- Phasing out IgniteAmmo attribute; to be replaced by BurnAttack attribute
- Ammo may now explode if destroyed
- Destruction of important parts will be displayed
- Added Antidote usable item and Cure Poison ability for Medicine skill
- Added Agonize, PoisonAttack attack attributes
v0.810 November 30 2021
- Gears may have individual campdata dicts which don't get exported when campaign is finished
- Noncombatants flee from combat
- Added "FAINT" trigger
- Fixed bug in which GearHeadCampaign all_plots method did not return metro plots
- Added automatic update and expiration for plots
- Added automatic rumor/info offer/memo option for plots
- You can now edit your PC's name, portrait, and gender from the FieldHQ
- Gender is now completely customizable
v0.800 September 30 2021
- Campaign save file compatibility probably broken; character save files are okay
- PlotCreator blueprints now automatically sorted
- You can start a newly compiled scenario without restarting the game
- PlotCreator updated to use campfeatures utilities
- MissionBuilder no longer needs environment parameter, since this info is included in GearHeadArchitecture subclass
- Added some hand-painted portrait bits
- Added ArenaRules scene attribute
- Character tags include the tags of that character's faction
- Lancemates will not rejoin the party if they currently dislike the PC
- Lancemate reaction score will decrease if that lancemate is incapacitated or loses their mecha
- Unfavorable NPCs limit their conversation options
- Added standardized in-town recovery/lance development loader
- Added militia defense if PC attempts to enter an unfavorable town
- Added standardized world map encounter handler
- The Terran Defense Force mission in Wujung can now be rejected, and stops being offered after 20 wins
- Fighting a mission against a faction may make that faction unfavorable to the PC
- Added is_favorable_to_pc, is_unfavorable_to_pc methods to GearHeadCampaign
- Added Campaign go method
- Singletons should return the intended str() value
v0.700 June 13 2021
- Added PlotCreator scenario editor
- Popup menu can now take custom width and height
- Colors have been added to the SINGLETON_REVERSE dict
- Fixed problems with choose lifepath display
- The map viewer now uses a per-tile message ticker
- Added "View Hotkeys" to combat popup menu
- DZD roadedge plots will stop rumors after the road is cleared
- Added "center on party" to exploration menu
- Fixed crash when prop goes haywire
- Increased threat value of hunter synths
v0.620 April 9 2021
- Added pilot suit portrait bits by LordErin
- Added some more opening scenarios
- Fixed bug when running ghcaramel from a different directory
- Combat hotkeys can be set by pressing Alt + Key when using desired action, or by editing config file
- Combat popup menu added if right mouse button clicked
- Alert will now return the event that ended the alert display
- MissionBuilder mission now checks scene environment for legal mecha
- Added a local feature to each village in DeadZone Drifter
- Increased size of standard dungeon level to 65x65
- SceneConnectors now take narrative request as first parameter
- Fixed fullscreen lockup on Linux
- Added DuckTerrain, duck_dict option for TerrainSet
- Robot NPCs from GH1 will be Metal, not Meat
- Lancemates from previous adventures may show up in DeadZone Drifter
v0.612 January 13 2021
- Added the CNA-15 Century mecha
- Fixed bug with importing GH1 characters
v0.611 January 4 2021
- Added a description to the DeadZone Drifter adventure module
- Updated the README.md file for the first time in ages
- Packaging system changed from PyInstaller to cx_Freeze, fixed Windows NumPy issue
- Added Adventure Module selection menu
- Moved faction score from a Character property to an Egg property
- Color menu will recognize identical colors now
- Reworked the way scatter damage scatters
- Added Eggzaminer to dev mode
- Fixed Egg ejection bug
- Fixed a lot of GH1 import bugs
- Fixed a problem with asynchronous IO and menus
- Lancemates and major NPCs should be imported correctly from GH1
- Cybertech skill imported correctly from GH1
- Vadel's hover jets are now bigger and integral
- Zerosaiko mass driver improved
- Changed the formula for armor damage absorption
- Reduced chemthrower chem usage
- Scene viewer may now get postfx function called after normal map rendering
- Fixed bug with LancematePrep cutscene element
- PC can bring mecha, stash with them between adventures
- Updated the Winter Mocha scenario
- Python scripts in user content folder will be loaded at startup
v0.600 December 27 2020
- DeadZone Drifter scenario now has a conclusion
- Monsters may get a different number of actions per round
- Fixed serious CharacterMover bug
- Mecha scale beings have their Mobility calculated correctly
- Burst fire bonus applied to accuracy, not to hit roll
- XP for destroying enemy is capped at 500
- Added skill trainers
- CharacterMover will not move NPC back to original scene if NPC gets moved away from dest scene to another scene first
- Haywire now correctly works on human-scale robots
- Added consumable items
- Added more cyberware from GH1, GH2
- Combatants who are out of visual range and don't know where to go next will deactivate
- Lancemates moved by CharacterMover will be removed from party and re-added if possible at end of plot
- Potential lancemates can tell you a little bit about their skills
- Most random lancemates will start with lower renown, but may have extra skills
- Added merit badges for GH1 PCs who defeated Cetus, Ladon
- Shops without a defined faction will use the faction of the town they're in
v0.560 November 29 2020
- Added Kerberos storyline to DeadZone Drifter
- Can now load same image in transparent and non-transparent versions
- Monsters can power their own weapons
- Can now flee from combat by using an exit
- Attackers will move a bit so you can tell who's attacking
- Added AttackInvocation
- Added COMBATROUND script trigger
- Added error message to gear loader if unknown command encountered
- Activated the BioCorp biotech hunting mission
- Added missing formatting for many tarot memos
- Nerf Charge Attack, which was incorrectly not rescaled during the previous health and damage scale adjustment in 0.542.
v0.551 October 20 2020
- Added auto_save default to data/config_defaults.cfg
- Reduced Corsair's heavy rocket pod to 4 rockets, but bigger ones
v0.550 October 15 2020
- Added Ran Magnus Mecha Works
- Added stretchy_screen config file option
- Added Pro Duelist Association faction
- Missile salvos drain target's stamina faster than other attacks
- Removed redundant (and outdated) are_ally_factions, are_enemy_factions methods from GearHeadCampaign
- Improve success rate and casting cost of LISTEN TO MY SONG.
- Fill out Mecha Graveyard adventure.
- Highlight the tile where we completely consume one action point when showing the trail of a move or move-attack.
- Fix the missing Haywire attack on Phoenix L-Cannon
- Added unique EWar system, Necromatix. Start doing those sidequests for a chance to get it!
- Fix bug that would prevent deadzone town plot from advancing if you do "Recon by Force" mission.
- Fix bug where we mistakenly give odds for hitting a dead mecha when its ally is standing on top of it.
- Some particular unique shops might now sell parts of, or even complete, champion mecha.
- Fix bug where mechas you own suddenly disappear after you take out their engines or torso in the mecha engineering terminal.
- More body options.
- Implement 'Create New Mecha' in out-of-game mecha editor.
- Add batteries to Musketeer.
- Champions that upgrade their missiles now make sure it fits in the largest Launcher.
- Memos now include location information as appropriate.
- Made missiles more accurate, cheaper, and not shield-blockable (now only interception and dodge work against missiles), and increase missile quantities on almost every mecha.
- Intercept weapons are now much less effective, but you can now stack several to improve your interception chances.
- Added some dungeon decor
- Destroyed mecha will be announced at end of combat
- Slightly increased and curved damage
- Missions change your faction score for both enemy and allied factions
- Only one LMDEV plot can be active at once
- Added GET trigger when an item is picked up
v0.542 August 18 2020
- Added Mecha Graveyard adventure
- Adjusted mass, health, and damage scaling
- Added crates and other item-storage waypoints
- Mecha melee damage bonus also toned down
- Melee attack multiple hits toned down
- Added Treasure gear type
- Dropped items may be picked up by clicking on tile where PC is standing
- Lancemates may now trade personal inventory items
- Monsters use a different target selection routine
- Got rid of annoying short hallways from PackedBuilding map generator
- Melee weapons can have the Multi Wielded attribute, which lets you attack with multiple instances of that weapon.
- Personal scale combat gives more direct XP than mecha scale combat
- Added dungeon generator
- Random NPCs should get a faction-appropriate job
- Standardized the lancemate hiring cost
- Tooltips may be several lines of text, if needed
v0.541 August 10 2020
- Added Phoenix and Secutor mecha
- Modified some mecha designs
- Added Brutal attack attribute that causes extra damage to armor
- Melee attacks have a chance to cause multiple hits
- Fixed autosave config menu option
- Melee weapons can have the Ignites Ammo attributes, which replaces Burn for melee weapons, and reduces armor of enemy mecha, preventing them from using ballistic and missile weapons.
- Melee weapons can have the Drains Power attribute, which greatly reduces the power supplies of enemy mecha, preventing them from using energy and beam weapons.
- Heavy actuators provide melee damage bonus to the module they're installed in
- Melee attacks now get a damage bonus
- Attacking a model will activate it
- When combat starts, all nearby teams are activated
- Added advanced EW programs
- Added the Solar Navy faction
- Vikki now gives a brief tutorial about mecha and pilot stats
- Combat AI for enemies updated; target choice is no longer random or permanent
- Random NPCs should now have consistent mecha colors
- Tarot cards marked as UNIQUE should now be unique (unless generated during play)
- Enemy factions in missions may bring in allies iff all faction members are busy
- DZD town threat rank increases as you move deeper into the dead zone
- Fixed FactionComputer password bug
v0.540 July 31 2020
- All towns now have a tarot scenario
- Added Quality of Life indicator to all towns
- Highway encounters won't clutter the road with trees or other obstacles. It's supposed to be a road.
- Fixed the disappearing enemy commander bug
- One on One Champion Fight now uses faction leader if possible
- Town prosperity now affects shop items
- Larger movement systems are now lighter (two size-3 Wheels is heavier than a size-6 Wheels) but more expensive.
- Slasher champions upgrade their plain shields to beam shields.
- Raider champions upgrade their sensors (to take advantage of their weapon increased range) and may also gain Overchargers.
- Tone down EnergyWeapon prices.
- Add Explodium champion. Boom!
- Major NPCs now always get customized mecha
- Dungeons will clean out their dead daily
- Combatant NPCs get starting equipment
- Added Monster gear type
- Improved visibility of Green Boarding Chute
- Added storage scene to GearHeadCampaign
- Tarot card transformation now passes on default elements from alpha card.
- Add Overchargers.
- Champion mecha are special, so they should be easier to salvage.
- Increase Charge cost even more: treat it like a ranged weapon.
- Added Daum, Vadel mecha
- Melee weapons blocked by energy weapons or beam shields take damage
- Added beam shields
- Added indie plots
- Renamed the tarot card modules
- More variety in road stop garages.
- In combat, default to the fastest movemode of your mecha.
v0.530 June 8 2020
- Revamped shop interface
- Style rules may be turned on or off in the portrait editor
- Added style, nostyle properties to PortraitBits
- Adjusted mecha cost, random mecha unit generation
- Modified the volume of missiles
- Added Razer, Petrach, Wolfram mecha
- Character creator allows selection of local mecha for green zone, dead zone
- Extremely high Mobility scores toned down
- Fixed crash when pygame.mixer fails to load
- Fixed some mission problems
- Added Memory records to Relationships
- Random NPCs start with a narrower range of stat points
v0.520 May 16 2020
- Mechanical Tarot scenario generator improved and expanded
- Can't enter a mecha combat mission if you have no mecha
- No reason for Gyroscopes to not be integral by default, so now they are integral by default
- Fixed lake room map generator crash
- You can no longer install characters into mecha cockpits, which can lead to broken savefiles.
- You might now occassionally come across specially-named mecha on some mission objectives. If you're lucky you might even salvage them and their special modified equipment.
- Party removed to a safe location when plot controlling temporary scene ends
- Added longform mecha info panel
- Invocations now consistently show their casting costs.
- Can now remove all modules from a mecha without crashing the game.
- Show more info on items in Field HQ and Shop.
- Improved Haiho slightly.
- More movement systems for sale.
- Cyberware!
- Argh. Maybe now wall decor will stop blocking doors?
- Fixed json files not loading in Python 3.7+
v0.511 May 1 2020
- May scroll up/down or use up/down keys to page through all combat modes
- EWSystems now show their programs, Engines now show their ratings in their info panels when buying or choosing parts to install
- Added SkillBasedPartyReply and TagBasedPartyReply
- Add Take Cover action to Stealth and Spot Behind Cover to Scouting
- Spot Weakness is now a Science skill
- Negotiation now lets you recover lancemate Mental by spending your own Stamina
- Performance now gives weaponized singing in combat. LISTEN TO MY SONG
- SensorLock negates the SensorRange attack modifier
- Added StatValuePrice effect price
- GearHeadCampaign now has make_skill_roll method
- Added extra cost factor for high Accuracy, Penetration weapons
- Increased Charge cost modifier to 2.5
- Hopefully prevented rooms from being completely blocked off
- Add an AI Assistant program, and a C99 AI Assistant EW System
- Fixed a bug in lance "friendly duel" challenge
- Armor, Sensors, Wheels, Hover Jets, Heavy Actuators now show their size, material, and integral-ness in their displayed name
- Enchantments can now modify to-hit based on cover
- Enchantments can be dispelled by application of other enchantments
- Added Wujung Tires
- Solitary walls will be correctly displayed
- Wall decor should not be placed on same tile as a door
- Added Musketeer, Ultari, Haiho mecha
- Mecha missions now feature a variety of room types
- Enchantments can be dispelled on movement
- Added tidy_enchantments method to GearHeadScene
- Added LinkedFire attack attribute
- Many non-weapon gears can now be integral (which makes them non-removable in-game, but gives volume reduction and possible cost and mass reduction).
- Integral weapons can no longer be removed in-game, and are also shown as integral.
- Field of view will be updated after charge attacks
- Cannot give stash items to mecha that don't belong to you
v0.510 April 19 2020
- Range attack modifier will now display "Too Far" or "Too Close"
- Gauss Cannons now use Perception rather than Reflexes
- Added HostilityStatusBlock
- Fixed ORPH_SOCIABLE lifepath node
- Added Kojedo mecha
- No experience award for missions you don't even attempt
- Owner indicated for all items in FHQ
- Cannot access inventory of mecha that don't belong to you
- Fixed crash from TargetIsDamaged AI targeter
- Added disable_audio_entirely troubleshooting config option
- Game still loads if audio device fails
- Fixed recovery plot when lancemate dies
- Fixed weird PFOV bug (at least one, hopefully two)
- Repaired the Repair skill
- Fixed crash from targeting with Flail weapons
- Exhaustion happens sooner in combat, has bigger penalties
- Adjusted renown rewards
- Fixed random NPCs always combatants bug
- Changed "Dominate Animal" skill to "Wildcraft"
v0.500 April 12 2020
- Reduced weapon volume
- Added mecha editor, mecha browser
- Added Haywire, Overload attack attributes
- Effects, combat now grant experience, skill experience
- Switched to Python3
- Added restore method which refreshes gears, returns repair/reload cost (gears/base.py)
- Immobility modifier separated from speed modifier (gears/geffects.py)
- Added reflexive pronoun to gender
- Randmaps plasma now scales to be close to map size
- Reworked the menu unit for better mouse support
- Conversation border is now set by campaign
- You can now ask lancemates to leave the party
- Added road map to DeadZone Drifter
- Fixed bug with Alert, AlertDisplay locking
- NPCs move during exploration
- Added dev_mode_on config option (main.py)
- Fixed bug with random NPCs getting wrong job skills (gears/selector.py)
- Added training interface (game/fieldhq/training.py)
- Moved all plot-defining units to game/content/ghplots
- Pilot attacks no longer included in mecha attack list (gears/base.py)
- Invocations UI now responds to mousewheel scroll, key commands (game/invoker.py)
- Attack UI will remember the last weapon used (game/combat)
- Changed local_teams to regular dict (pbge/scenes)
- Fixed recursion problem with deepcopy (gears/base.py)
- Added ammo count to attack widget (game/combat/targetingui.py)
- Fixed crash when using color menu with PyGame 1.92+ (game/cosplay.py)
- Incorporated caramelcolor extension module (pbge/image.py)
- Scale, material passed as defaults to children by text gear loader (gears/init.py)
- Widgets only respond to clicks if first widget this tick (pbge/widgets.py)
- Added fieldHQ and backpack (game/)
- Added character generator (game/chargen)
- Added services (game/services.py)
- Currently visible area indicated (pbge/scenes/viewer.py)
- NPC relationship with PC now tracked by Relationship object (gears/relationships.py)
- Added merit badges (gears/meritbadges.py)
- Added jobs system (gears/jobs.py)
- Can activate waypoints via the popup menu (game/exploration.py)
- Random mecha units get random team color if no faction (gears/selector.py)
- Standardized GearHead architectures (game/content/gharchitecture.py)
- Added cosplay module (game/cosplay.py)
- Portrait generator now used by VisibleGear class (gears/base.py)
- Gender may be defined as dict in design files (gears/base.py)
- Added gender (gears/gender.py)
- Player folder now has an image subfolder (gears/)
- Images now have a search path (pbge/image.py)
- Mechanical Tarot can generate causality chains (gears/mechtarot.py)
- Added portraits module (gears/portraits.py)
- Added tarot to GearHeadCampaign (gears/)
- HeightfieldPrep can set maximum levels of lowground, highground (pbge/randmaps/prep.py)
v0.130 June 17, 2018
- Added Joust, Trailblazer mecha
- Added charge attacks (gears/geffects.py)
- Added BurnAttack status effect (gears/attackattributes.py)
- Repair will remove appropriate enchantments (gears/geffects.py)
- Added enchantments
- NPCs will use skills in combat as appropriate (game/combat/aibrain.py)
- Added Search invocation (gears/stats)
- Added Stealth invocation (gears/stats)
- Centralized the move-then-invoke code (game/combat)
- Default offers automatically added to conversation (pbge/dialogue)
- VisibleGears have a shadow (gears/base.py)
- PlaceableThings may be hidden (pbge/scenes)
- Exploration right click menu now works properly (game/exploration.py)
- Combat skill button only shows up if PC has usable skills (game/combat)
v0.120 March 9, 2018
- Version indicated on title screen (main.py)
- Repair skills working (gears/stats.py)
- Added skill invocations (gears/stats.py)
- Added generic invocation targeting UI (game/invoker.py)
- Head mounted sensors get a range bonus (gears/base.py)
- Added ChemThrower, Chem gears (gears/base.py)
- Ammo cost, mass, volume now affected by attributes (gears/base.py)
- Added names_above_heads config option (pbge/scenes/viewer.py)
- Added option to disable music (pbge/)
- The Esc key will now bring up an options menu in-game (game/)
- Added configuration editor (game/configedit.py)
- Reduced power cost of energy, beam weapons (gears/base.py)
- Added Intercept, Flail, Defender, ConeAttack, LineAttack attack attributes (gears/attackattributes.py)
- Added Parry, Intercept defenses (gears/)
- Successfully blocking with shield damages shield, costs 1 stamina (gears/)
- Attack invocations record "thrill power" (gears/geffects.py)
- Modules now have attacks (gears/base.py)
- Shields cause aim penalty for weapons in same arm (gears/base.py)
- Head mounted cockpits provide +10 Mobility (gears/base.py)
- Fixed crash when player mecha runs out of attacks (game/combat)
- Added random mecha selector (gears/selector.py)
- Improved the enemy AI (game/combat/aibrain.py)
v0.111 February 15, 2018
- Fixed a dialogue bug in one of the mocha encounters
- Random pilots get random personalities (gears/init.py)
v0.110 February 14, 2018
- Enabled loading screens (pbge)
- Added Props (gears/base.py)
- PC should always count as lead party member (game/exploration.py)
- Rewrote dialogue generator to dynamically create each exchange (pbge/dialogue)
- Added cutscenes (pbge/cutscene.py)
- Rooms may be saved for use by scripts (gears/init.py)
- Fixed place_party bug (gears/init.py)
- Centralized the start_conversation code (game/ghdialogue)
- Fixed free_pilots bug (gears/base.py)
- Movement into range indicated in targeting UI (game/combat/targetingui.py)
- Centralized info display code (gears)
- Added Scatter damage type (game/geffects.py)
- Clicking enemy opens attack menu (game/combat/movementui.py)
- Music is preloaded when scene entered (pbge,game/exploration.py)
- Added OddsInfo block (gears/info.py)
- Melee, Energy attacks ignore target speed (gears/base.py)
- Added Mental, Stamina, and Power (gears/base.py)
- Blast attacks cannot be dodged (gears/geffects.py)
- Energy weapons cut through armor like a hot knife (gears/base.py)
- Added Accurate, BurstFire, Blast attack attributes (gears/attackattributes.py)
- Named waypoints indicated on mouseover (game/exploration.py)
- Border transparency now uses same alpha as GearHead1 (pbge)
- Combat starts when PC moves within half sensor range (game/exploration.py)
- Targeting info shows top three modifiers (game/combat/targetingui.py)
- "card_" portraits contain sprite (game/ghdialogue/gdview.py)
- Images may now have custom frames (pbge/image.py)
- Fixed bugs with Overwhelmed, Target Movement modifiers (gears/geffects.py)
- The InfoPanel is now modular (gears/info.py)
- Added Plot.activate, Plot.deactivate methods (pbge/plots.py)
- Fixed party walking order during exploration bug (game/exploration.py)
- Fixed move-then-fire bug (game/combat/targetingui.py)
v0.100 December 23, 2017
- First public release