Jakers’s, too! Three of them are his, and all of mine were made for/inspired by his scenario proposal. :)[/quote]
True, his original idea, and we appreciate it. You put in the effort to get it off of the forum though and most of the ideas are yours. The actual heavy lifting here was you. And you’re gonna have to live with that.
Niten Ichi-Ryu has been merged, which is a martial art based on katana, wakizashi and alike weapons, such as bokken and quarterstaff. (I discovered it today by reading the relative book inside a mansion)
From a quick look to the JSON file, it looks like perception based (more means higher damage), and increases block but reduces dodging while moving/attacking. However, if you manage to dodge, you can unleash a special attack next turn.
New Sunday; new review of Cata’s updates over the week. This is a long one. Something like 150 changes were made over the week and I include some more in-game footage of those changes.
At the end of the video we do a local json change to modify an item for how I want to play the game. This isn’t a change to the official game through a Github request, but if folks are interested I could try walking through that next time. The local change is highlighted early in the video - see if you can spot it!
[quote=“Mattamue, post:643, topic:5582”]New Sunday; new review of Cata’s updates over the week. This is a long one. Something like 150 changes were made over the week and I include some more in-game footage of those changes.
At the end of the video we do a local json change to modify an item for how I want to play the game. This isn’t a change to the official game through a Github request, but if folks are interested I could try walking through that next time. The local change is highlighted early in the video - see if you can spot it!
[quote=“Mattamue, post:643, topic:5582”]New Sunday; new review of Cata’s updates over the week. This is a long one. Something like 150 changes were made over the week and I include some more in-game footage of those changes.
At the end of the video we do a local json change to modify an item for how I want to play the game. This isn’t a change to the official game through a Github request, but if folks are interested I could try walking through that next time. The local change is highlighted early in the video - see if you can spot it!
The potatoes and oats are probably the really important crops in that PR, though. Broccoli and zucchini are mostly for the folks who want V8, and I probably would have skipped over celery and cucumbers entirely had they not been requested. This is much of the reason I felt a need to follow up with a PR to add uses to cucumbers (just pickled vegetables, alas) and celery (plenty of soups, at least). IMO they still don’t have a lot going for them, but at least a little more than they did before.
[quote=“Mattamue, post:643, topic:5582”]New Sunday; new review of Cata’s updates over the week. This is a long one. Something like 150 changes were made over the week and I include some more in-game footage of those changes.
At the end of the video we do a local json change to modify an item for how I want to play the game. This isn’t a change to the official game through a Github request, but if folks are interested I could try walking through that next time. The local change is highlighted early in the video - see if you can spot it!
http://youtu.be/hLiB-ulwQcA[/quote]
2 small things. Cygwin is pronounced “sig”-“win”, and you got it backwards, it’s the linux environment being run on Windows (as opposed to Windows being run on Linux). Great update review though.
No skip button this time, but I think I stayed focused on the changes and kept up the pace.
For something new next time; any contributors interested in an interview? I think I’d like to take 10-20m and get some nibbles on how you found CDDA, inspiration, and the willpower to help grow this unique little community. Send me a pm with times if you are interested. We’ll see if we can schedule and find a voip to chat.
Indeed. We also merged some speed-optimization with lighting, some localization fixes, and plenty of other cleanup-code. Rivet’s been proofreading ALL THE THINGS and Kevin hopefully streamlined mod-handling for the stuff that made it into mainline.
Indeed. We also merged some speed-optimization with lighting, some localization fixes, and plenty of other cleanup-code. Rivet’s been proofreading ALL THE THINGS and Kevin hopefully streamlined mod-handling for the stuff that made it into mainline.[/quote]
Daaaaamn, I have not been keeping up with this at all, ahaha. I’m really excited to try all of these things out, but ideally I wanna wait until 0.C is ready and stable before I attempt to play it! That said, I might still pick up an experimental build soon and give it a little poke - now that I have my own mods for my custom class stuff, it’s easy enough to at least bring ChazMoth forward to new versions
[quote=“KA101, post:646, topic:5582”]Sorry, can’t hear you over all these potatoes & oats I’m processing for food, preservation, and brewing.
AllisonW is doing a lot of nice work lately, and aeirce should have put paid to the piercing-XP problem, too. :-D[/quote]
Are you trying to put a bomb in my potato wife?!
Just added, item damage statuses have been changed from descriptors to two colored characters! Makes it much more convenient to assess the condition of your gear at a glance. Also, more filtering options have been added to the advanced inventory menu: multiple item search, negation, and category and material search.