Skip to content

Commit

Permalink
Merge branch 'release-0.9'
Browse files Browse the repository at this point in the history
  • Loading branch information
timothymtorres committed Jan 21, 2018
2 parents 33abdee + a64ef1b commit f341045
Show file tree
Hide file tree
Showing 396 changed files with 5,166 additions and 3,090 deletions.
189 changes: 189 additions & 0 deletions CHANGELOG.md
Original file line number Diff line number Diff line change
@@ -0,0 +1,189 @@
# Changelog

All notable changes to this project will be documented in this file.

The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).

## [Unreleased]

## [0.9.0] - 01/21/2018
### Added
- CHANGELOG.md
- Zombie skill icons for: Rejuvenation, Smell Blood, Smell Blood Adv, Satiation Bonus, Resurrection, Armor, Armor Adv, Maim, Maim Adv, Power Claw, Hide, Hide Adv
- Human skill icons for: Roof Travel, IP Bonus, Diagnosis, Pyrotech Adv, Gadgets, Scanner, Syringe, Terminal, Renovate, Tech, Tech Adv
- `Maim` brute zombie skill damages a humans potential hp. (when using claws) There is also a possibility to severe limbs if a human has low health. This will result in permanent hp loss that is unhealable.
- `Power Claw` brute zombie skill now has an increased chance to degrade armor that humans are wearing when attacking with claws
- `Leap` hunter zombie skill allows them to travel from ruined building to ruined building. `Leap Adv` skill allows for travel from ruined building to unruined building.
- `Rejuvenation` general zombie skill replenishes hp from successful bite attacks.
- `Satiation Bonus` general zombie skill grants a bonus to max satiation a zombie can store.
- `Smell` general zombie skill displays the presence of zombies on a tile regardless if the player or zombies are inside/outside a building. It also displays wounded humans nearby.
- `Smell Adv` hunter zombie skill displays wounded humans regardless of the player's position. (So you can basically see wounded humans who are inside buildings from the outside, aka x-ray vision)
- `Resurrection` general zombie skill grants a hp boost per ap spent to revive.
- Zombies now gain 15 HP gain when feeding on corpses. The `Rejuvenation` skill increases this amount by 15, resulting in a total of 30 HP gained.
- `Hivemind` general zombie skill now allows zombies to communicate via telepathy regardless of location.
- `Armor` brute zombie skill generates organic armor for a zombie by feeding on a corpse. The armor is selected at random unless `Armor Adv` skill is purchased. `Armor Adv` also boosts the armor condition when it is generated.
- Radios for humans can now toggle the power on/off and retune the channel frequency. The durability code for handheld radios is only checked for radios that are turned on. (so keeping backup radios that are turned off might be a good idea)

### Changed
- Human and Zombie skill names, descriptions, and icons
- Combat accuracy has been increased for certain skills
- Reviving as a zombie is no longer a fixed ap cost action. A player can choose to spend `x` ap to regain lost hp. The conversion rate is 5 hp per ap. The `Resurrection` skill boosts the rate to 10 hp per ap. The minimum hp needed to revive is 20, and the max hp to revive is 50. (`Hp Bonus` skill automatically gives +10 HP when reviving)

### Fixed
- Organic armor code to spawn correctly

## [0.8.1] - 01/02/2018
### Added
- A link to the discord server on the README.md
- FAQ.md
- Zombie `power_claw` skill provides a x2 degrade multiplier against human armor. (only when attacking with claws)
- GPS destruction/degrade message
- Armor destruction/degrade message to both attacker and target

### Remove
- Descriptions for door health.

### Changed
- Buildings integrity is now set based on building type. The max integrity range is between 3-30 depending on the building. Large buildings and ones with resources will have more integrity. - A zombie's ruin ability works by decreasing the integrity of a building by -1 per action.
- Ransacked integrity state is when the building is not at max integrity, this results in lowered search rates and quality of discovered items.
- Ruined integrity state is when the building is at or below 0, this results in *severely* lowered search rates and quality of discovered items.
- Ruin decay sets in once the building is at or below `0`, and keeps decreasing by 1 until the negative of max integrity is reached. (ie. if max integrity of a building is 5, then the max ruin value is -5)
- The human skill 'renovate' repairs buildings with a toolbox by increasing the integrity by 1 per action.
- Toolbox durability is 1, ap cost is 5 (with modifiers -1 for repair, and -2 for repair_adv)
- Max feedings from a carcass is now 4.
- A zombie can create organic armor from feeding on a corpse with the `armor` skill. If the zombie has `armor_adv` they may select which armor to spawn, otherwise it is random.
- Organic armor resistance values.

## [0.8.0] - 12/24/2017
### Added
- Hide ability for Hunter class. Can only hide in a unpowered building with no humans present. Hidden players cannot be seen unless the area is successfully searched. Performing any action while hidden will reveal a player.
- Powering a building with a hidden players inside will reveal their location.
- Hide icons for `hide` and `hide_adv` skills.

## [0.7.0] - 12/17/2017
### Added
- Message for item destruction/degradation
- README.md

### Removed
- Action/Item/Ability scenes
- Building descriptions
- Impale status effect

### Changed
- Burn status effect to deal 1 damage per turn.
- Zombie decay to be called zombie hunger instead.
- Split infection status effect into two effects. Infection and Immunity. (immunity provides temporary resistance from infection)

### Deprecated
- Item/Organic Armor
- Radio transmission
- Enzyme cost for zombie abilities

## [0.6.0] - 11/02/2017
### Added
- Item destruction/degradation messages for acid ability
- Item condition change visible based on human class
- Broadcast event for player, tile, object, or the entire map
- Broadcast messages for player actions and status effects

### Fixed
- Items now updating condition properly
- Syringe targetting the wrong player
- Humans being able to respawn from their dead bodies

### Changed
- `drag_prey` skill has been moved from general to brute class

### Deprecated
- Attacking barricades

## [0.5.0] - 08/28/2017
### Added
- Humans can reinforce a building to make room for barricades
- Humans can barricade a building provided they have available room
- Humans can be prevented from reinforcing or barricading a building if a zombies are present
- Zombies can ruin/ransack a building to prevent humans from using it
- Toolboxes can repair a ruined/ransacked building
- Buildings can decay when ruined (costing more AP to repair)

### Changed
- Item condition spawn odds based on ruined/ransacked/intact state instead of powered/unpowered state

## [0.4.2] - 08/17/2017
### Fixed
- Selecting proper target for actions
- Attacking with item causing problems due to defunct code

### Changed
- Tracking ability activation to require the zombie to be outside

## [0.4.1] - 08/12/2017
### Fixed
- Typo that was causing a crash.

### Changed
- Armor items are now single use.

## [0.4.0] - 08/12/2017
### Added
- Acid ability for hive zombies. This ability melts a humans inventory causing item destruction/degradation.
- Firesuit armor for humans that provides acid immunity. (fragile to melee attacks though)
- Syringe item and skills. This allows an antidote to be created from a weakened nearby zombie.
- Antidote item that cures infection.
- Antibodies item that gives immunity from infection.

### Removed
- Stinger weapon

### Fixed
- All medical items disabled for zombies (we need to use syringes on them at least)

### Changed
- Items are now categorized into single use, limited use, and multi use durability.

## [0.3.0] - 07/11/2017
### Added
- Flashlight gives a bonus to searching when not inside a powered building.

### Changed
- Infection status effect to be active on zombie bite. At first it goes dormant for a period of time and then once active does continous damage.

### Removed
- Poison status effect

## [0.2.0] - 11/14/2016
### Added
- GPS item that gives a chance of free movement when outside.
- Durability values to flashlight and GPS

### Removed
- Sentient zombie class
- Medical human class

## [0.1.0] - 11/07/2016
### Added
- Durability checks for items
- Barricade item that fortifies a building to prevent zombie entry.
- Tracking ability for Hunter class that allows a zombie to locate humans.

### Fixed
- Item/armor degrades properly

## [0.0.0] - 05/24/2016
- This is the starting point where I moved my code from Dropbox to Git.

[Unreleased]: https://github.com/timothymtorres/zombotropolis/compare/v0.9.0...Develop
[0.9.0]: https://github.com/timothymtorres/zombotropolis/compare/v0.9.0...v0.8.1
[0.8.1]: https://github.com/timothymtorres/zombotropolis/compare/v0.8.0...v0.8.1
[0.8.0]: https://github.com/timothymtorres/zombotropolis/compare/v0.7.0...v0.8.0
[0.7.0]: https://github.com/timothymtorres/zombotropolis/compare/v0.6.0...v0.7.0
[0.6.0]: https://github.com/timothymtorres/zombotropolis/compare/v0.5.0...v0.6.0
[0.5.0]: https://github.com/timothymtorres/zombotropolis/compare/v0.4.0...v0.5.0
[0.4.2]: https://github.com/timothymtorres/zombotropolis/compare/v0.4.1...v0.4.2
[0.4.1]: https://github.com/timothymtorres/zombotropolis/compare/v0.4.0...v0.4.1
[0.4.0]: https://github.com/timothymtorres/zombotropolis/compare/v0.3.0...v0.4.0
[0.3.0]: https://github.com/timothymtorres/zombotropolis/compare/v0.2.0...v0.3.0
[0.2.0]: https://github.com/timothymtorres/zombotropolis/compare/v0.1.0...v0.2.0
[0.1.0]: https://github.com/timothymtorres/zombotropolis/compare/v0.0.0...v0.1.0
6 changes: 6 additions & 0 deletions FAQ.md
Original file line number Diff line number Diff line change
Expand Up @@ -52,6 +52,12 @@ Additionally:

To enable these things would be the trivial task of removing a few lines of code. This may get added as a feature to a new map (such as Monroeville), or in game event (a dark fog), or a map subsection (sewers). Don't expect it to be a normal occurrence in game though.

### Q: Will there be a crafting system? Or will it all the items need to be scavenged?

There are no current plans to implement a crafting system at this time. Initially at the start of the project I had considered making a component system to mod weapons, but ultimately deemed it unpractical.

Humans will have a (limited) capacity to repair buildings and equipment. Once the game is launched I will experiment with adding item repair to test balance issues. In the meantime, it will either be omitted or have heavy restrictions and penalties.

### Q: Will this be free? What is the monetization plan?

Free for freedom! Yes, it will be free. The monetization plan I have in mind is to have an occasional ad inserted into the game. (probably after AP is used) Another source of funding is to have cosmetic items in game that can be unlocked via purchasing tokens or surviving for `x` amount of days.
Expand Down
18 changes: 0 additions & 18 deletions code/player/zombie/ability/abilities.lua

This file was deleted.

Loading

0 comments on commit f341045

Please sign in to comment.