Release: Preview 7: Why Can't We Be Friends?


A somewhat ironic update for Labor Day in the US. Creatures you recruit can now be brought back to the tower, where they can perform jobs or be taken with you when you head out on a heist.

August flew by for me, so while I did get the basics in place, I'll be continuing to work on this next month. I'll be adding more jobs, recruitable residents, more management tools, and maybe the ability to capture unwilling creatures. I also haven't gotten the chance to really play through a game to explore the longer-term implications of this new feature, so chances are it's not very balanced yet.

Previous saves should work, but construction costs for rooms might be wrong and already built rooms won't provide job slots.


Highlights: Tower Residents

  • Added new tower rooms: Living Quarters and Kennel, which provide places to live for people and animals respectively.
  • Most creatures recruited on heists can now be brought back to your tower to live there permanently if you have open living space for them.
    • People recruited from factions will also stick around (though their upkeep will usually be more expensive than people recruited on-site), and you can hatch animal eggs in the kennel to get new animals.
  • People living at the tower have an upkeep cost, but can perform jobs in the rooms in the tower (or some out of the tower), which provide different effects.
  • Removed the Cult Leader perk. Instead, cultists now come to live in the tower if you build the new Sanctuary room. Cultists generate Faith which can be used to purchase cult upgrades or converted into Mystic Insights or Secrets.


NPC Behavior

  • Creatures no longer become hostile if someone crashes into them while slipping.
  • Creatures should no longer accuse you of stealing if they can't see you.
  • Vampires that wake up from coffins on their own are no longer hostile to you if you're Authorized (but will still be hostile if you opened their coffin yourself).
  • Creatures and their nearby friends now become hostile when you afflict them with negative conditions.
    • Condition-inflicting darts are stealthy and don't cause them to become hostile.
  • Damage from damage-over-time conditions does not cause hostility if they didn't actually see you inflict the condition, even if the creature dies.
  • Obviously there are a ton of potential situations where this could come into play and I can't test or even predict all of them, so if you notice any weirdness or anything that doesn't make sense, please let me know!


Other

  • Randomized books now display modifiers in their name to hint towards their value (eg signed, tattered, first-edition etc.)
  • Most rooms'  build cost now differs depending on size.
  • Standing near crystals in your own tower no longer causes contamination.
  • Hostile skeletons will no longer spawn out of bone piles in the boneyard in your tower.
  • Ghosts are no longer immune to physical damage, just very resistant to it.
  • When you return home from another location, your tower is cleaned up. In non-disabled non-trashed rooms, messy features and effects are removed and any damaged features have their HP restored.
  • Added new spell: Heal Other, available for any arcana.
  • Enchantment runes can spawn with a wider variety of enchantments.


UI

  • Scrollbars on both faction and store screens have been cleaned up.
  • The yes/no buttons on warning popups can now be selected with left/right buttons, and warning popups should now always show on top of other windows.
  • Study screen shows books and notes first, sorted by arcana. Other items are sorted by name.
  • When selecting an item to study, it now displays the name of the arcana that the notes/secrets/etc will be.
  • Moving into attackable features in your cleared tower no longer attacks them unless you manually select the attack action.
  • Undead/animal repellent makes the affected creatures show as neutral instead of potentially hostile.


Bug Fixes

  • Speed decrease from crystallization actually applies now.
  • Scrollbar on faction screen works with the mouse.
  • Using the keyboard to navigate buying/selling items on the faction screen now scrolls if you select an item off-screen.
  • Clicking above the filter buttons on the inventory screen no longer selects the hidden item "under" the text.
  • You're no longer able to exit out of the "Put that back!" dialog after getting caught stealing without actually selecting a choice.
  • Rooms under construction count towards the limit of that room.

Get Wizard School Dropout

Download NowName your own price

Leave a comment

Log in with itch.io to leave a comment.