Release: Preview 8: The Upstairs Room
We continue to become more of a Dungeon Keeper wannabe this month with more work on the tower and residents. This update comes with pretty major changes to the home tower area so a new save should probably be started, even if loading old saves doesn't cause a crash. But I've hopefully done all the major changes that'll be necessary to the tower area for the foreseeable future.
There's plenty more resident types, rooms, and jobs I want to add (not to mention more interaction with prisoners), but I think the tower framework is now pretty established, so I won't be focusing on it as intensely for the next update. Plus I don't know how much people care about it compared to the regular gameplay anyway. I'm thinking I'll add Earth spells next.
Major Changes:
- Your home tower is now multiple stories, including a basement and a rooftop. There are some rooms that can only be built on the roof.
- In addition to willingly recruited creatures, it's now possible to kidnap creatures if you have a Dungeon, and ransom them back to their factions.
- Most accessible way to capture someone is tying them up with old-fashioned rope available from WizMart, but there's also an item you may find that lets you capture creatures into your inventory. (Don't tell Nintendo's lawyers)
- You can always ransom faction members back to a faction, even if they hate you and you can't otherwise interact with them.
- Some animals can also be sold.
- Creature morale has been expanded.
- Morale decreases when residents work most jobs and take damage, and increases when they sleep or take breaks.
- Some new rooms have been added which offer additional morale-boosting activities they can take during breaks.
- Some creatures cause morale to increase or decrease when they're in the tower (eg non-mutants dislike living with mutants, but people like having a dog around)
- You can give residents raises, increasing their daily costs but boosting their morale.
- Animals and prisoners require rations daily. Rations can be created from most food items, and are consumed by animals and prisoners automatically. If not fed, they'll lose health and eventually starve to death, which in the case of prisoners will really upset the faction they belonged to.
- Some residents are better or worse at certain jobs.
- You can now manage the equipment for your residents. Go nuts building up an army of followers with overpowered magic weapons and armor.
New Rooms:
- Brewery: Produce alcohol, including some new special types of alcohol, or vinegar. (Wine and cider recipes in the Kitchen have been removed)
- Orchard and vineyard: Grows apples or grapes respectively. Can only be built outside.
- Field: Grow wheat or herbs. Can only be built outside and requires a worker to function, but produces more yields than the Greenhouse room in the tower.
- Dungeon: Provides Prisoner slots, which let you store captured people.
- Smoking room: A morale-boosting break room for wizards. Requires pipeweed to function.
- Tavern: A morale-boosting break room for everyone. Can be supplied with alcohol or food to increase morale even more.
- Light condenser: Collects and bottles Sunlight or Starlight. Can only be built on the top of the tower.
Other New Content:
- There are more residents available to hire from the various factions.
- There's a new store, Rare and Medium-Rare Meats, which buys animals and sells meat. They also teach the Bloodletting skill and the new Butchery skill, which lets you harvest meat from animals yourself.
- Wizard residents can now Meditate in meditation chambers, which causes them to level up over time.
UI:
- Opening the inventory at home, including when managing inventory of an NPC, now always shows the stash.
- Dropping and sending to stash are now separate actions on the examine item screen.
- You can now look at all the sub-screens on the faction screen even if your reputation is too low to use them.
- Recipes that require a specific workspace are no longer listed when using the workbench.
- Added a "Summary" section to the resident screen that lists available jobs and total resident cost.
- Added a new "Ammo" equipment slot (only on new characters). Ammo equipped in this slot will be used to reload by default rather than pulling up the reload menu each time.
- Matching items all stack into one line in the stash, regardless of their normal stack size. (Does not apply to named items.)
- The inventory screen and examine item screens show the max stack size of an item.
- The "financial status" option at the Magic Mirror now shows the total amount of money you've made and spent for the current playthrough (tracked going forward).
Bug Fixes:
- Clicking "No" on the "Are you sure you want to move there?" warning after clicking to move wouldn't stop your movement, resulting in the dialog continuously popping up and forcing you to select "yes" to continue.
- Throwing ghosts in bottles now works.
- Fire in the fire meditation chamber no longer deals damage. Fires and tornadoes in meditation chambers no longer cause "that tile may be dangerous" warnings.
- Mutations with negative alcohol/food HP % reduce the HP gain from alcohol/food to 0, not to negatives.
- Rifles were not reloading if no ammo stacks were big enough to fill them up all the way.
- Dismissed creatures leave the tower properly instead of hanging around the portal generator but not actually leaving.
Renown Points?
As a potential way to expand gameplay goals beyond simply paying off your debt, the game has started tracking various things and assigning points to them. Currently points are just tracked and don't do anything, but may come into play in the future.
You can check your points from the new "How renowned am I?" question at the Magic Mirror. I'm curious to see what people's points are by the time they pay off their debt, as well as any suggestions for additional things that could be tracked.
Currently tracked for renown points:
- Arcana levels (and bonus points for maxing Arcana out)
- Total value of items stolen
- Completing missions
- Freeing prisoners
- Ransoming your own prisoners
- Number of residents in your tower
- Befriending factions
- Current money
- Potions crafted
- Meals crafted
- Barrels of alcohol produced
- Negatives for debt and trashed/disabled tower rooms
Files
Get Wizard School Dropout
Wizard School Dropout
Be mage do crime
| Status | In development |
| Author | Weirdfellows |
| Genre | Role Playing |
| Tags | Crime, Fantasy, Magic, Pixel Art, Roguelike, Turn-based, Wizards |
| Languages | English |
| Accessibility | Configurable controls |
More posts
- Release: Preview 13: Insane in the Brain11 days ago
- Release: Preview 12.3 - Bug Fixes31 days ago
- Release: Preview 12.2 - Bug fixes and study screen improvements36 days ago
- Hotfix: 12.138 days ago
- Release: Preview 12: I'll Believe in Anything39 days ago
- Release: Preview 11.1: QOL changes and Bug Fixes65 days ago
- Release: Preview 11: One More Year70 days ago
- Preview 10.3 - Bug fixes81 days ago
- Release: Preview 10.2 - Selling Fixes94 days ago
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