Releases: rm-code/On-The-Roadside
Releases · rm-code/On-The-Roadside
0.7.0.880
Additions
- Added main menu
- Can be navigated via mouse or keyboard
- Added options menu
- Allows the user to change the language (currently only german and english available)
- Allows to toggle fullscreen mode
- Added ingame menu
- Allows user to save the game or to exit back to main menu
- Added german translation
- Added savegames
Removals
- Removed spawning of ammo in crates at the start of the game
Fixes
- Fixed memory leak caused by upvalues and closures not being collected with LuaJIT enabled
- Fixed crash with pathfinding in cases where the target was the same as the origin
- Fixed removal of previous movement paths when character was selected via mouse click
0.6.0.841
Additions
- Added random spawning of items when a world object is destroyed
- Added interaction with inventory of adjacent tiles
- Added automatic opening of container objects if they are the target of a movement path
- Added dogs as the first non-human creatures
- Added a passive AI for the neutral faction
- The neutral faction now only consists of dogs
- The neutral faction is ignored by the other factions
- Added AI actions for picking up items
- Added inspection of other characters (clicking on them in interact mode opens their health panel)
- Added damage reduction based on worn armor items
- Added simple gameover screen
Removals
- Removed automatic camera movement during attacks
Fixes
- Fixed color code for impassable world objects when aiming
- Fixed potential error where projectiles weren't updated if one of them hit the map borders
- Fixed error where tiles were hit twice if the projectile lost all energy
Other Changes
- Use an improved algorithm for FOV calculations
- Improve bleeding mechanics
- Apply bleeding effects directly on a hit instead of waiting till the next round
- Amount of blood loss is now based on the damage type of the attack
- Weak body parts will receive higher bleeding damage
- Updated the inventory system
- Container items such as backpacks now increase a character's carry capacity
- When the item is unequipped all items that don't fit the inventory will be dropped
- Increased inventory size for tiles
- Updated colors for neutral characters
- Improved the health screen
- Added better bleeding indicators
- The character type is now also displayed
- General balancing trying to slowly move towards a good "feel" for the combat
- Changed world objects to not block shots when the character is adjacent to them
- This only applies to world objects that are small enough
- Changed size of door objects
- Improved balancing for damage values of explosive weapons
0.5.2.741
0.5.1.727
0.5.0.725
Additions
- Added a new smaller map with more tactical possibilites
- Added new tiles "Gravel" and "Wooden Floor"
- Added new world object "Tree"
- Added preliminary item descriptions
- Added log file writer
- Added indicator displaying the AP costs for an action
Removals
- Removed german translation files for now
- Removed automatic changing to crouched mode when a character climbs over a world object
Fixes
- Fixed AP cost calculation in pathfinding algorithm
- Fixed enqueuing of impossible actions (#104)
- Fixed AI getting stuck in behavior tree (#106)
- Fixed crash with the Rearm Action (#107)
Other Changes
- Changed colors of crate objects
- General improvements of the user interface
- Debug info is hidden by default
- Rearranged the other UI components to match the game's grid system
- Changed movement input to use two stages again
- The first click plots the path
- The second click starts the actual movement
- AP cost for interacting with a world object is now dependent on the character's stance
- AP cost for traversing a tile is now dependent on the character's stance
- Help and debug info overlays are still visible during AI turns
- Camera now starts centered on the map
0.4.3.685
0.4.2.668
0.4.1.664
0.4.0.658
Additions
- Added knife item to test slashing damage
- Added the first implementation of an in-depth health system
- Each create has an actual body model consisting of separate body parts
- Each body part does have its own effects and attributes
- Destroying a vital organ leads to a character's death
- Destroying the eyes will blind the character
- Attacks can cause bleeding which can lead to a character's death
- Added a custom image font for the user interface (#86)
- Added simple (preliminary) health screen
Fixes
- Fix merging of item stacks (#84)
- Fix camera moving while inventory is open (#90)
- Fix issue with Lua's default io libs (#91)
Other Changes
- Do not restore camera position after movement (#43)
- Reduced amount of camera movement during AI turns
- Taught AI to rearm throwing weapons
- Use layout-independent key scancodes (#82)
- Added a custom error handler
- Made throwable weapons stackable (#83)
- Equipment slots are no longer hardcoded but can be determined by a character's body template
- Hide equipment when looking at another character's inventory
- The camera actually takes tile sizes into account when moving
- Mouse Pointer is no longer updated when the inventory is open (#87)
- Made game window resizable (minimum size is locked to 800x600)
- General inventory layout improvements
- Added scrollable item description area
- Added item stats area