Release: Preview 12: I'll Believe in Anything


Sure sure, I’m playing into the zeitgeist a bit with this update’s song choice, but it’s not like this is the first update I named after a Wolf Parade song

Highlights

  • Cult factions for arcana besides fire.
  • New upgrades for your own cult, including a few new active abilities.
  • Village Ruins location type.
  • World events system: An event will occur every week, modifying some aspect of the game (mainly just item prices right now).
  • Reputation is lost when stealing from faction-owned locations.

Village Ruins

  • A new location type has been added: Village Ruins. Formerly peaceful places now filled with monsters and cultists. They’re less dangerous than wizard tower ruins, but have some unique content of their own.

World Events

  • Every week, a world event will occur. Details will be displayed on the new day screen. As of now, they mostly just change the costs of certain item types.
  • Many events are purely random, but some become available or more likely to occur based on your actions.
  • The hope with this feature is to make the game a little more dynamic. Instead of focusing on a specific high-value item or item type and grinding out getting as many as possible, items may become more or less valuable, requiring a change in strategy.
  • Alongside this addition, the daily news screen has also been improved with sections and icons rather than just being a wall of text, and more things have been added to this screen. A future update will let you review news from previous days, but I didn’t manage to get to that this time.

Factions

  • Taking items home from a faction-owned location now reduces your reputation with that faction. The reputation impact is noted when hovering over the item or examining it.
    • The reputation lost is generally more than the reputation you’d gain from selling it, so no more becoming friends with the Wizards by stealing from them and then selling them back their stuff.
    • Mutants’ increased suspicion trait and the suspicion decrease from being Authorized apply to this reputation loss.
  • Due to the change above, factions now become hostile at -100 reputation instead of -50.
  • Reputation loss due to killing is reduced by half if it’s not witnessed by anyone else, or if you’re Authorized and Blending in and manage to kill someone in a way that doesn’t trigger hostility (like poison darts).
  • Flame cultists renamed to Firekeepers, and no longer show up in non-ruined wizard towers.
  • Cult factions added for the other arcana.

Spells

  • Summon spells (but not animation spells like Raise Dead or Awaken Statue) remove old summons previously created by that spell.
    • Summons from DIFFERENT spells will remain.
    • Example: If you cast Summon Fire Elemental while you have both a Fire Elemental and Flamelings, your old Fire Elemental will disappear, but the Flamelings will remain.
  • Rock Eater now lets you eat bricks (though unfortunately for characters who’ve already learned the spell, the amount healed per brick can’t be upgraded)
  • Starting charges for Whirling Rock Aura and Fiery Aura have been increased.

Tower

  • Breweries now have 1 barrel per room size + 1, instead of 4 per room size.
    • The number of brew jobs available changes based on the number of barrels currently brewing. (Multiple workers can’t be assigned to one barrel turning it into a super-barrel anymore.)
    • Bottling the contents of a barrel advances time if you do it. If a worker does it, a single worker can bottle one barrel per shift.
    • The max yield bonus of a worked barrel is now 50%.
  • Fields now take 3 days to grow. They offer a number of Tend Plants jobs equal to their size, and must be worked a number of “man-hours,” so to speak, equal to their size per day.
  • Other plant-growing rooms also offer a number of Tend Plants jobs equal to their size, and require more work to grow as well.
    • The balance is probably wonky between Fields and the other plant rooms, but unfortunately this was the last change I was working on and I finished minutes before uploading the new version, so I didn’t have time to run the math. All that to say, there will probably be adjustments here in the future.
  • Cult Changes
    • Cultist base HP raised to 15 from 10.
    • More cult upgrades are available, including a few that grant spells that use Faith.
    • You can now spend Faith to turn cultists into cultist crusaders. This makes them stronger, gives them more HP, and they can train similarly to other warrior residents.
    • Cult upgrades are less expensive.
    • Giving a Sermon increases Faith by 1 per cultist instead of 2.
    • Martyrdom grants 25 Faith instead of 5 and heals and strengthens other cultists. It only applies if you’re not at the tower and if you weren’t the one who killed the cultist.

UI

  • New “Traits” section on the character screen that lists ancestry traits and their bonuses. (Only for new characters)
  • The portal room and stairwells are now on the room management screen, though you can’t do anything aside from fast travel to them.
  • Total estimated sell value stored in inventory and stash is displayed on the inventory screen.
  • Total estimated value looted is displayed on the heist summary screen.
  • Some rooms show room-specific information on the Rooms screen (eg breweries showing remaining fermentation time, plant rooms showing growth % chance)

Misc

  • You no longer gain or lose reputation from killing your own summoned/animated creatures.
  • Tomes of Forbidden Knowledge no longer populate in non-ruined wizard towers unless specifically placed due to a mission.
  • Suspicion values for taking items have increased.
  • Faction gift boxes are removed from the map when you take all the items inside them.
  • Creates that get both the Chilled and Wet conditions applied to them no longer become frozen. The bonuses from the two conditions do stack, though.
  • Perk balancing:
    • Charged Up now increases your max charges by 10%, not 25%.
    • Overcharged now increases your max charges by 25%, not 100%. It can be taken a second time to increase both the charge increase and HP decrease to 50%.
    • Damage Overload now increases damage by 25% instead of 50%, and deals damage equal to the spell’s level instead of 1.
    • Contaminated Spells now increases damage by 25% instead of 50%.
    • Healing Presence now restores 1 HP to your followers every time you cast a spell, rather than every turn, and only outside the tower.

Bug Fixes

  • Player sight cache is cleared when entering a new map, preventing some creatures being unseen until after the first turn
  • Food or drink items’ bonuses were stored in the same place as equipment bonuses, which means that when equipping them to your Utility slot they could change your stats. I believe I’ve moved them all over to a separate field and updated everything to use that field, but let me know if you notice anything weird. (This will only apply to new items going forward, any food and drink you have in a current save will still show as equipped bonuses)
  • Lava, chasms, and sky weren’t working properly.
  • Grapes and apples weren’t being removed from the map properly, leading to insane numbers of grapes and apples being harvested over time.
  • The “how much has this room been worked” variable wasn’t resetting for plant-producing rooms, meaning that once they were worked once they would produce even without being worked.
  • Trying to set the job schedule for an animal would result in an error.
  • Eggs were not removed from the item stash when placed into a nest.
  • Deconstructing disabled rooms wouldn’t remove the “disabled” flag and would cause an error on the room screen. Deconstructing rooms with effects in them wouldn’t remove the effects.
  • Mountain stance had a > where it should have had a <, meaning it had 100% chance of spell refund when un-upgraded, and every upgrade reduced the chance by 25%, instead of the other way around.
  • Non-human wizards didn’t have the “wizard” job profile so couldn’t do wizardly jobs.
  • Recipes requiring more than one knowledge to unlock are no longer greyed out on the purchase recipe screen when you have enough knowledge.
  • Crafting a recipe using non-stacked items in your inventory would sometimes delete too many of the item.
  • Fixed the acid splash spell not applying the condition to creatures, and causing an error when creatures stepped on the acid puddle.

Files

wsd p12.1.love 2.3 MB
38 days ago
Wizard School Dropout P12.1.zip 6 MB
38 days ago
Wizard_School_Dropout-P12-1-x86_64.AppImage 6.5 MB
38 days ago

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