Finally, a new release of GearHead Caramel! You would not believe how much work went into this release. I mean literally, you won't believe it, because most of the changes should be mostly invisible.
Full notes
Full GearHead Caramel update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
5 fixes3 additions5 changes0 removals
Performance
Maps
Fixes
Balance
Gameplay
UI and audio
fixedFinally, a new release of GearHead Caramel! You would not believe how much work went into this release. I mean literally, you won't believe it, because most of the changes should be mostly invisible. If you follow me on social media you'll have heard me talking about the brand new quest system. Well, there's a brand new quest system, and it seems to work well... but it's not being used by any of the adventure modules yet because I need to write more content for it. Also, some longstanding bugs have been fixed, including a rare crash upon starting a campaign. Hopefully you won't notice this change because hopefully you never had the game crash on you when starting a scenario, and now you never will. But it was a lot of work! And this bug goes all the way back to GearHead 1!
addedThe next step for GearHead Caramel will be finishing up Raid on Pirate's Point. I needed the new quest system for this, and I also needed to fix the map generation bug because one of the maps in that scenario crashed the game at a much higher rate than normal. After that, I want to add a few more short-ish scenarios. The new quest generator should make that easier since I won't be reinventing the wheel with each one.
fixedFixed bug in DeadZone Drifter stub
changedCertain weapons and mecha have been rebalanced; existing instances will be unaffected
changedWeapon thrill power now _actually_ based on rank, ha ha ha
addedAdded lore browser to memo system
GearHead Caramel changes
fixedFinally, a new release of GearHead Caramel! You would not believe how much work went into this release. I mean literally, you won't believe it, because most of the changes should be mostly invisible. If you follow me on social media you'll have heard me talking about the brand new quest system. Well, there's a brand new quest system, and it seems to work well... but it's not being used by any of the adventure modules yet because I need to write more content for it. Also, some longstanding bugs have been fixed, including a rare crash upon starting a campaign. Hopefully you won't notice this change because hopefully you never had the game crash on you when starting a scenario, and now you never will. But it was a lot of work! And this bug goes all the way back to GearHead 1!
addedThe next step for GearHead Caramel will be finishing up Raid on Pirate's Point. I needed the new quest system for this, and I also needed to fix the map generation bug because one of the maps in that scenario crashed the game at a much higher rate than normal. After that, I want to add a few more short-ish scenarios. The new quest generator should make that easier since I won't be reinventing the wheel with each one.
fixedFixed bug in DeadZone Drifter stub
changedCertain weapons and mecha have been rebalanced; existing instances will be unaffected
changedWeapon thrill power now _actually_ based on rank, ha ha ha
Finally, a new release of GearHead Caramel! You would not believe how much work went into this release. I mean literally, you won't believe it, because most of the changes should be mostly invisible. If you follow me on social media you'll have heard me talking about the brand new quest system. Well, there's a brand new quest system, and it seems to work well... but it's not being used by any of the adventure modules yet because I need to write more content for it. Also, some longstanding bugs have been fixed, including a rare crash upon starting a campaign. Hopefully you won't notice this change because hopefully you never had the game crash on you when starting a scenario, and now you never will. But it was a lot of work! And this bug goes all the way back to GearHead 1!
The next step for GearHead Caramel will be finishing up Raid on Pirate's Point. I needed the new quest system for this, and I also needed to fix the map generation bug because one of the maps in that scenario crashed the game at a much higher rate than normal. After that, I want to add a few more short-ish scenarios. The new quest generator should make that easier since I won't be reinventing the wheel with each one.
Here's the complete list of changes. As usual, try it out and let me know what you think.
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