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Messages - ThatGuy

#1
https://workupload.com/file/WfwmvBLzkkw
https://mega.nz/file/hctxQAjb#J72GOBhvIONAeoyx-PRXlTlqsqZ3p0kQ0ImMC1Gqgbw
https://vik1ngfile.site/f/roqB9kHvOx
https://pixeldrain.com/u/okMSBFYA

Highlights

    Major character/world expansion: added the Aspect System, Rituals, dynamic camp NPCs, tribe leaders, character age, and multiple new trait systems.
    NPC and raid overhaul: raids now use proper enemy leaders and command points, dynamic NPCs can lead and die in raids, and non-player raid leaders can now be injured as well.
    Camp and prisoner systems: added Camp Positions, the Prisoner System, and more interaction with dynamic camp NPCs.
    World generation and migration additions: added the World Gen Menu, Long March for migrations, and advanced world shaping options for tier 4+.
    Visual/content refresh: replaced old art in all current Outcast/Helona scenes, added foreigner portraits, updated intro art, added custom cursor options, and introduced legacy art options.
    Fixes + polish: improved story passage visuals, fixed the Talk screen return button on smaller resolutions, and fixed the double-click bug when choosing powers.

Full changelog
Core Systems, Characters & Progression

    [SYSTEM] Added the Aspect System.
    [SYSTEM] Added Rituals.
    [CONTENT/RITUALS] Added 10 rituals.
    [SYSTEM/NPC] Added dynamic camp NPCs and interactions.
    [SYSTEM/CHARACTER] Added Character Age.
    [SYSTEM/CHARACTER] Added Character Traits.
    [SYSTEM/CHARACTER] Added Physical Traits.
    [SYSTEM] Added Camp Positions.
    [SYSTEM] Added the Prisoner System.
    [SYSTEM/TRIBES] Added Tribe Leaders.

Raids, Combat & NPC Leaders

    [RAID/NPC] Added the ability for dynamic NPCs to die while leading a losing raid.
    [RAID/NPC] Added the ability for raid leaders other than yourself to be injured during a raid.
    [RAID/NPC] Enemies now have NPC leaders during raids.
    [RAID/SYSTEM] Reworked the enemy side of raids somewhat. Raid leader stats now affect enemy lanes just like they do on the player side.
    [RAID/SYSTEM] Enemy command points are no longer effectively infinite; they are now determined by the enemy leader's Leadership.

World Generation, Migration & Economy

    [WORLDGEN] Added the World Gen Menu.
    [TIER 4+ WORLDGEN] Added Advanced World Shaping Options in the World Gen Menu.
    [MIGRATION] Added the Long March option to migrations.
    [SYSTEM/ECONOMY] Added passive generation for resources.

Visuals, UI & Presentation

    [VISUALS] Added Foreigner portraits.
    [VISUALS] Replaced old images with new images in all current Outcast/Helona scenes.
    [UI] Added a Custom Cursor option.
    [UI/VISUALS] Added Legacy Art options.
    [VISUALS] Replaced the old scene during the intro choice with new art.
    [UI/VISUALS] Made some tweaks to the Story passage visuals. (Quests, Events, etc.)

Fixes & Maintenance

    [BUGFIX/UI] Fixed a small visual bug where the Talk screen return button was not visible on smaller resolutions.
    [BUGFIX] Fixed a bug that forced a double click when choosing powers.
#2
https://pixeldrain.com/u/DimdB9yt
https://mega.nz/file/NIc1DYoY#Y8ROP1oMiIPvleIE6G1MEezOwbPDo9GmQIE-XFBjb1Q
https://workupload.com/file/vSWC9XPt55M
https://vik1ngfile.site/f/O1wT88e4HD

Changelog-0.1.5.1-Trading Season

## Highlights

* **Major Federation and diplomacy expansion:** Diplomacy has been renamed to **Federation**, the new Federation system is in, and it now comes with reforms, events, diplomatic interactions, aid mechanics, and renaming support.
* **Trade and item progression overhaul:** trading has been reworked, **Item Rarity** and **Item Recipes** were added, many starting recipes were removed, and raids/infiltration now offer more ways to steal items, recipes, and opportunities.
* **Dynamic quest and tribe growth:** added **Knowledge Share**, dynamic quest timers, several new dynamic/Federation quests, and the **4th tribe**.
* **Raid and balance improvements:** raids now have **Momentum**, better rewards, visual effects, improved pacing, easier early-game tuning, and stronger support from Federation allies.
* **Worldgen and survival updates:** added **Tile Features**, adjusted terrain/resource logic, buffed passive food and positive seasons, and made harsh seasons more dangerous.
* **UI and polish:** added new map/camp/action-point visuals, clearer tooltips, improved Tribe/NPC list presentation, and a range of smaller fixes and readability improvements.

## Full changelog

### Federation, Diplomacy & Tribe Interactions

* **[UI/NAME]** Renamed the **Diplomacy** button to **Federation**.
* **[SYSTEM]** Added the **Federation System**.
* **[INTERACTION]** Added the **Visit** interaction.
* **[INTERACTION]** Added the **Non-Aggression Pact** interaction.
* **[EVENT/FEDERATION]** Added Federation events.
* **[SYSTEM/FEDERATION]** Added Federation reforms, with **3 levels** and **7 possible reforms**.
* **[EVENT/FEDERATION]** Added the Federation event **Plea for Aid**.
* **[EVENT/FEDERATION]** Added the **Weak Link** Federation event.
* **[EVENT/FEDERATION]** Added the **Good Relations** Federation event.
* **[EVENT/TRIBE]** Added the **Peace Oath** major tribe event.
* **[EVENT/FEDERATION/RAID]** Added the **Defense Aid** mini-event during defensive raids. Federation members can now join your side if they are close enough, have suitable temperaments, and have good relations with you.
* **[UI/DIPLOMACY]** Added a Diplomatic submenu to the Tribe Info screen.
* **[FEDERATION/QOL]** Added the ability to rename federations.
* **[BALANCE/FEDERATION]** Nerfed **Head of the Federation** slightly. It now also reduces other tribe members' military strength by **25%**.
* **[BALANCE/FEDERATION]** Swapped reform tier levels: **Provisions** moved to **tier 1**, and **Military** moved to **tier 2**.
* **[QUEST/FEDERATION]** Tribes in a Federation with the **Great Binding** reform now count toward **Dominate the Region** quest completion.
* **[INTERACTION]** Added a Trade interaction for the **Machi Tribe**.

### Trade, Items & Recipes

* **[TRADE/SYSTEM]** Reworked how trading works.
* **[ITEMS]** Added **Item Rarity**.
* **[ITEMS/CRAFTING]** Added **Item Recipes**.
* **[PROGRESSION/CRAFTING]** Removed many of the recipes players started with in previous versions. These now need to be acquired.
* **[BALANCE]** Limited trades with a tribe to **1 successful trade interaction per turn**.
* **[BUGFIX/TRADE]** Fixed a bug where the AI kept offering you the same trade deal after you accepted it the first time.

### Dynamic Quests, Knowledge & Infiltration

* **[INTERACTION]** Added the **Knowledge Share** interaction. *(Dynamic quests.)*
* **[QUEST/SYSTEM]** Added quest timers to dynamic quests. *(Older quests may receive them later as well.)*
* **[QUEST/DYNAMIC]** Added the dynamic quest **Abandoned Supplies**.
* **[QUEST/DYNAMIC]** Added the dynamic quest **A Small Tribe**.
* **[QUEST/FEDERATION]** Added the repeatable dynamic Federation quest **The Raid**.
* **[QUEST/FEDERATION]** Added the dynamic Federation quest **Guard the Deal**.
* **[INFILTRATE]** Added a chance to steal **items/recipes** or overhear dynamic quests during **Infiltrate**.

### World, Tribes & Generation

* **[SYSTEM]** Added the **Tile Features** mechanic.
* **[CONTENT]** Added the **4th tribe** to the game.
* **[BALANCE/WORLDGEN]** Tweaked game start logic so tiles with a max game level of **None** should feel less common.
* **[BALANCE/WORLDGEN]** Tweaked resource start logic so **Rich** tiles are much more common in mountain terrain, while **None** is a bit more common in other terrain types.
* **[BALANCE/SPAWN]** Fixed AI tribes spawning right next to the player. There is now a minimum distance of **2 tiles**.
* **[BALANCE/SPAWN]** Tweaked spawn logic.
* **[AI]** Merged the **Fearful** and **Cowardly** temperaments into one, since they served a similar purpose and are easier to track this way.

### Raids, Warfare & Balance

* **[RAID/BALANCE]** Fixed raid chance incorrectly displaying **"None"** even when AI tribes could still raid you.
* **[RAID/BALANCE]** Added a longer grace period for the **Cautious Exchange** and **Demand for Tribute** major events.
* **[RAID/BALANCE]** Increased the cooldown between trade and raids.
* **[AI/BALANCE]** Tweaked AI logic for choosing raid size, making early raids easier to deal with.
* **[BALANCE]** Nerfed population losses from death/kidnapping during lost raids, making recovery easier.
* **[RAID/REWARDS]** Updated raid aftermaths. You can now steal both **recipes** and **items** that a tribe is trading if the raid succeeds.
* **[RAID/VISUALS]** Added a visual effect to raid commands.
* **[RAID]** Added **Momentum** to raids.
* **[RAID/BUGFIX]** Fixed losses to AI warbands so they no longer apply to the player, and vice versa.
* **[BALANCE/RAID]** Made **Ordered Withdrawal** more useful. It now reduces the withdrawal timer to **2 rounds** instead of **3**.
* **[RAID/REWARDS]** During raids, you may now gain **Goods, Resources, or Food**, not just Resources.
* **[RAID/BALANCE]** Buffed the amount of loot gained from successful raids, making them more attractive.
* **[BALANCE]** Buffed the **Tribute** action, making it much more worthwhile.

### Food, Seasons & Plan Balance

* **[BALANCE]** Buffed passive food generation.
* **[BALANCE]** Buffed **Starving Winters** and **Scorching Summers** to make them more dangerous.
* **[BALANCE]** Buffed the **Conceal Camp** season plan.
* **[BALANCE]** Buffed how much extra resources each point of **Endurance** gives for the **Gather Resources** season plan.
* **[BUGFIX/DEPLETION]** Removed a bug where **Crafting Resources** and **Scouting** would contribute to tile resource depletion speed.
* **[TIER 2+ EXCLUSIVE]** The **Nostalgia** event chain now additionally increases **Power Limit** by **+1**.
* **[BALANCE]** Buffed the positive effect that good seasons give to food generation.
* **[UI/QOL]** Made it clearer which stats affect which season plans. *(See season plan event details.)*

### Map, UI & Presentation

* **[UI/MAP]** Added tooltips for tiles on the **Map** and **Migration** screens.
* **[UI]** Tweaked the look of **Force Migration** and **Tribute** to make missing requirements easier to understand.
* **[VISUALS]** Added new camp icons.
* **[VISUALS]** Added a new map illustration.
* **[VISUALS/UI]** Added new action point icons.
* **[UI/TOOLTIP]** Made the season tooltip more readable.
* **[UI/TOOLTIP]** Hub area tooltips now provide more useful info where relevant, such as current population consumption and production.
* **[UI/MIGRATION]** Added present tribes to **Migration Survey / Tile Notes**.
* **[UI/QOL]** Split the **Shift** command into **Shift Left** and **Shift Right**.
* **[UI/QOL]** Future-proofed Tribe and NPC lists with a new look.
* **[TIER 4 SANDBOX]** You can now change the **mood** and **temperament** of AI tribes in debug.
* **[BUGFIX/CSS]** Fixed some background image issues in the CSS.
#3
Fulfilled requests / The First Gods [v0.1.4.1]
May 04, 2026, 12:05:51 AM
https://gofile.io/d/AOal1l
https://mega.nz/file/5Il13YoK#upJELNnClYcBpYXWQsSA3EKCcB3Jm18JxFDhC7s2580
https://workupload.com/file/xk4kqvFHDAp

Changelog-0.1.4.1-Raiding Season

Highlights

    Major raid overhaul: added the new Raid System, replaced the old raid defense flow, and expanded raid-related gameplay with NPC raid leaders, returning hostile actions, and multiple follow-up fixes.
    Food, seasons, and strategy expansion: added the Food Generation overhaul, Seasons and Season Types, new season plans, reworked season plan categories, and fixed several season-related issues afterward.
    AI and tribe interaction growth: added the new Tribute major event, several new inter-AI interactions, and new hostile tribal actions including Tribute and Force Migration.
    New progression tools: added the Mend Wounds power, updated older quests to react to it where appropriate, and added the first Level Up event.
    UI and readability improvements: improved crafting presentation, adjusted Report/Event screens, split Distant Rumours into its own screen, and made several readability and compatibility improvements.
    Fixes + polish: fixed Tribute, fixed the defensive raid screen bug, fixed season timing issues, fixed visual bugs, and continued smoothing out the new framework.

Full changelog
Raiding, AI & Conflict Systems

    [RAID/SYSTEM] Added the new Raid System.
    [RAID/SYSTEM] Replaced the old Raid Defense System.
    [RAID/NPC] Added the ability for certain NPCs to act as raid leaders.
    [AI/EVENT] Added the new AI-player major event Tribute.
    [AI] Added a few new inter-AI interactions.
    [AI/HOSTILE ACTIONS] Added new hostile tribal actions: Tribute and Force Migration.
    [HOSTILE ACTIONS] Re-added Infiltrate Camp. (Requires Ghost Walk.)
    [AI/BALANCE] Removed the Supremacist temperament from the normal AI pool.
    [RAID/BALANCE] Tweaked the grace period: AI tribes will no longer raid you during the first 12 turns, giving you more time to prepare.
    [RAID/BUGFIX] Fixed a raid chance bug where the game was showing both raid and trade chance together, causing the displayed chance to appear artificially high.
    [BUGFIX/AI] Fixed Tribute.
    [BUGFIX/RAID] Fixed a defensive raid bug where it was still leading to the old raid screen.

Food, Seasons & Plans

    [FOOD/SYSTEM] Added the Food Generation Overhaul.
    [SEASONS/SYSTEM] Added Seasons and Season Types as part of the food generation overhaul.
    [SEASON PLANS] Updated season plans to fit the new raid framework.
    [SEASON PLANS] Added new season plans.
    [SEASON PLANS/UI] Reworked season plan categories.
    [BUGFIX/SEASON PLANS] Made sure new season plan costs stick properly.
    [BUGFIX/SEASONS] Fixed Season Change triggering too early. (It was being calculated before food gain was applied.)
    [BALANCE] Buffed Train the Hunters.
    [BALANCE] Buffed Gather Resources slightly, increasing base food generation from 10–20 to 18–30.
    [TIER 4+ EXCLUSIVE] Added new commands to control Season and Conditions.

Powers, Progression & Quests

    [POWER] Added the new power Mend Wounds.
    [QUEST/REACTIVITY] Made tweaks to older quests so they check whether you own Mend Wounds and react appropriately where logical.
    [PROGRESSION] Added the first Level Up event. (Requires 20 total stats and increases Power Limit by +1.)
    [BALANCE/PROGRESSION] Tuned down the number of points needed for the Echoes level-up event to fire.

UI / UX & Presentation

    [UI/CRAFTING] Made tweaks to the Crafting menu.
    [UI/CRAFTING] Added an image showcase for crafted items.
    [UI/CSS] Tweaked CSS for the Report and Event View screens.
    [UI/EVENTS] Separated the normal event Distant Rumours into its own screen for less clutter and more information.
    [UI/TEXT] Boldened text in Force Migration and Tribute.
    [UI] Future-proofed the Tribes Info screen.
    [BUGFIX/UI] Fixed a bug where quest offers in the Talk screen would hide questions.
    [VISUALS] Fixed some reported visual bugs.
    [UI/COMPATIBILITY] Worked a bit more on resolution compatibility.

Fixes & Maintenance

    [BUGFIX] Fixed the Help section infinite loop.