HomeGamesUpdatesPricingMethodology
Steam News30 September 20241y ago

Devlog 56 / Update 0.2.56a

Changes World generation is now restricted to one town for simplicity and testing Tinkering system added Player spawns with hardware to build tinkered weapons Tinkered weapons damage added, except to non-monster NPCs an

In this update3

Full notes

Full Rogues of Europa update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes4 additions0 changes0 removals
  • Gameplay
  • Balance
addedChangesTinkering system added
addedChangesTinkered weapons damage added, except to non-monster NPCs and player
addedKnown BugsI'm pleased with how it ended up, though there might be a few tweaks down the road. However, the main takeaway is that tinkering actually works, assuming you're making a valid weapon with a trigger and a payload. The great part is that I can change things as things go on since the weapons the system produces are themselves modular. For example, if I want to add a legs module so the tinkered weapon could wander around, or a new way to trigger the weapon, I can just plug and play, and everything will automatically be compatible. On that note, I'd like to hear all of your ideas for what components you'd like to see.
addedKnown BugsI am finally ready to start on the new quest system next week. First on the chopping block is the nest quest. It would be really cool if I could get something out next week already, and while that may be ambitious, it could be something to strive for. As much as I hate agile developing, I started doing an scrum-like development process and it did produce some good results for me, since I can do planning phases during down time I have during work and throughout the day. But certainly it's feeling better for me, so I can do it at least for now. Remember to email any questions, comments, and prayer requests you have to roguesofeuropa@protonmail.com.

Rogues of Europa changes

addedTinkering system added
addedTinkered weapons damage added, except to non-monster NPCs and player
addedI'm pleased with how it ended up, though there might be a few tweaks down the road. However, the main takeaway is that tinkering actually works, assuming you're making a valid weapon with a trigger and a payload. The great part is that I can change things as things go on since the weapons the system produces are themselves modular. For example, if I want to add a legs module so the tinkered weapon could wander around, or a new way to trigger the weapon, I can just plug and play, and everything will automatically be compatible. On that note, I'd like to hear all of your ideas for what components you'd like to see.
addedI am finally ready to start on the new quest system next week. First on the chopping block is the nest quest. It would be really cool if I could get something out next week already, and while that may be ambitious, it could be something to strive for. As much as I hate agile developing, I started doing an scrum-like development process and it did produce some good results for me, since I can do planning phases during down time I have during work and throughout the day. But certainly it's feeling better for me, so I can do it at least for now. Remember to email any questions, comments, and prayer requests you have to roguesofeuropa@protonmail.com.

Changes

  • World generation is now restricted to one town for simplicity and testing

  • Tinkering system added

  • Player spawns with hardware to build tinkered weapons

  • Tinkered weapons damage added, except to non-monster NPCs and player

Bugfixes

  • Everything detintinto found

Known Bugs

  • Everything else detintinto found

  • Tinkered weapons do not have special effects on monsters

  • Loud tinkered weapons do not wake monsters

  • No results shown when tinkering, but still creates valid tinkered weapons

I (finally) got the tinkering system up and running this week. And while it wasn't too significant, I'm slowly building up to the output I want to have.

I'm pleased with how it ended up, though there might be a few tweaks down the road. However, the main takeaway is that tinkering actually works, assuming you're making a valid weapon with a trigger and a payload. The great part is that I can change things as things go on since the weapons the system produces are themselves modular. For example, if I want to add a legs module so the tinkered weapon could wander around, or a new way to trigger the weapon, I can just plug and play, and everything will automatically be compatible. On that note, I'd like to hear all of your ideas for what components you'd like to see.

I am finally ready to start on the new quest system next week. First on the chopping block is the nest quest. It would be really cool if I could get something out next week already, and while that may be ambitious, it could be something to strive for. As much as I hate agile developing, I started doing an scrum-like development process and it did produce some good results for me, since I can do planning phases during down time I have during work and throughout the day. But certainly it's feeling better for me, so I can do it at least for now. Remember to email any questions, comments, and prayer requests you have to roguesofeuropa@protonmail.com.

Source

Steam News / 30 September 2024

Open original post

Changelog.gg summarizes and formats this update. How we read updates.