From 873bd00487a751cf396481b3187def998eb1c3e8 Mon Sep 17 00:00:00 2001 From: jc_gargma Date: Mon, 21 Sep 2020 17:12:43 -0700 Subject: Fix folder layout --- vamp_stuff/Changelogs.TXT | 184 +++++++++++++++++++++++----------------------- 1 file changed, 92 insertions(+), 92 deletions(-) (limited to 'vamp_stuff/Changelogs.TXT') diff --git a/vamp_stuff/Changelogs.TXT b/vamp_stuff/Changelogs.TXT index d43eaaf..3bf2554 100644 --- a/vamp_stuff/Changelogs.TXT +++ b/vamp_stuff/Changelogs.TXT @@ -1,93 +1,93 @@ -Vampiric Stuff v1.4 - Axema Vales (author) - -https://discourse.cataclysmdda.org - CDDA official website - - ~ Recent changelogs are noted in this file, especially if its important such as gameplay tweaks or a total overhaul. - - - - =>CURRENT UPDATES<= (#changes, +contents, ~rebalances, -fixes...) - ---> V1.4 - We are now continuing the progress... little by little. <-- - -# TILESETS (if possible) - -+ ADDED NEW MONSTERS (infected vampires expanded, with much more lethal counterparts) -+ ADDED A NEW MELEE WEAPON (fanged falchion) -+ EXPANDED CONDITIONAL DIALOGUES (even more talky stuff, some avoidance to repetitive dialogue lines of NPCs) -+ ADDED MORE MISSIONS (missions to expand, defend and fortify the outskirts) -+ ADDED NEW NPCS (quest related NPCs for the wasteland outskirts) -+ ADDED A MAIN LOCATION (vampirus, home for the infected vampires) - -~ ARMOR DATA TWEAKS (massive decrease in damage resistance) - -- MISSION IMPROVEMENTS (an even better flow of progression with some missions) -- FIXED MAJOR MISSION BUG (accepting the first quest ends into the final rewards) -- LOCATION SPAWN TWEAKS (major reduction of overmap generation, quest structures now spawn super rare) -- VAMPIRES (now are immune to most common debuffs) - - - - =>PAST UPDATES<= - ---> V1.3 - With tons of new JSONable NPC dialogue features, an idea came up and has eventually gave birth to the Vampiric Stuff + Arcana Mod Extension. Simple, but it ate most of my time (worth it!) <-- - -+ ADDED A NEW VAMPIRIC GUN (very cheap pistol) -+ ADDED GHOST TOWNS (aesthetic hidden villages) -+ ADDED NEW MAPGENS (reworked old crypts with a new layout) -+? ADDED A NEW NPC (arcane seeker, a vampire NPC that collects item from the Arcana mod) -+? ADDED A NEW MAPGEN (for the wasteland outskirts as its basement) -+? NOW FEATURES A TRADING MECHANICS (gather tokens as currency in exchange of exclusive items) -+? TRADEABLE ITEMS EXPANDED (essences, monster trophies and almost all non-generated artifacts) - -- NPC MISSION FIXES (quest bugs fixed, especially for item retrievals) - - - ---> V1.2 - Focused on fixing loadsome of bugs, some rebalances, removing nonsensical contents, and reworks to NPCs. <-- - -+ ADDED A NEW NPC (underground seeker, the scout of the cove) -+ ADDED SOME MISSIONS (regards to the undervamps of the vampire cove) - -~ ITEM DATA REWORKS (various item price fixes, weight and volume tweaks in certain items) -~ ARMOR DATA FIXES (blood hoods will now protect vampires from sunlight, encumberance changes) -~ WEAPON DATA FIXES (large decrease on damage) -~ TWEAKED NPC STATS (large decrease on skills, reduction of natural stats) - -- NPC GEAR FIXES (reorganized npc clothing and minor bug fixes) -- NPC MISSION REMOVALS (non-loric quests erased) -- REWORKS ON NPC MISSIONS (large fixes and some changes for most quests) -- NPC DIALOGUE FIXES (statement recorrections and some removal/changes) -- UNUSED CREATURES REMOVAL (trashed non-loric entities) -- ISOLATED SPAWNRATE FIXED (only the leeches spawn in the swamps) -- FIXED STRUCTURAL ISSUES (static overmaps fixed) -- LOCATION SPAWN FIXES (structures spawn as independent, in which it has no affixed city name) - - - ---> V1.1 - After returning to the project, I focused on major rebalances along with a bunch of new contents. <-- - -+ NEW ARMOR SETS (blood and blood infused, recipes also included) -+ A NEW MELEE WEAPON (knuckle biters) -+ NEW RANGE WEAPONS AND AMMUNITION (blood-projecting and modified human gun types) -+ ADDED REINFORCED WEAPONS (simple requirement) -+ ADDED NEW LOCATIONS (blood hole, random graveyards) -+ ADDED MAIN LOCATION (wasteland outskirts, a large location acts like the vampire cove) -+ MONSTER UPGRADES (blood compact zombies and leeches further upgrade paths) - -~ WEAPON TWEAKS (moderately reduced damage, removed ultimate techniques and are regained after reinforcement) - -- MONSTER TWEAKS (greatly reduced monster stats) -- FIXED A MAP (vampire cove is even larger now) -- MAPGEN FIXED (slightly increased the chance to see structures) -- FIXED NPCS (they are now wearing blood armors, few got vampiric guns) -- FIXED NPC STATS (greatly reduced stat) -- CHANGED VAMPIRE FACTION LORE (no more hate, they want humans to survive) - - - ---> V1.0 - Introduced the idea to the forums... But it didn't end so well, so I left the project for "few" months. <-- - -+ INTRODUCED VAMPIRIC STUFF (built the major structure from a jumbled idea, which served as the main outline for the upcoming updates) - +Vampiric Stuff v1.4 - Axema Vales (author) + +https://discourse.cataclysmdda.org - CDDA official website + + ~ Recent changelogs are noted in this file, especially if its important such as gameplay tweaks or a total overhaul. + + + + =>CURRENT UPDATES<= (#changes, +contents, ~rebalances, -fixes...) + +--> V1.4 - We are now continuing the progress... little by little. <-- + +# TILESETS (if possible) + ++ ADDED NEW MONSTERS (infected vampires expanded, with much more lethal counterparts) ++ ADDED A NEW MELEE WEAPON (fanged falchion) ++ EXPANDED CONDITIONAL DIALOGUES (even more talky stuff, some avoidance to repetitive dialogue lines of NPCs) ++ ADDED MORE MISSIONS (missions to expand, defend and fortify the outskirts) ++ ADDED NEW NPCS (quest related NPCs for the wasteland outskirts) ++ ADDED A MAIN LOCATION (vampirus, home for the infected vampires) + +~ ARMOR DATA TWEAKS (massive decrease in damage resistance) + +- MISSION IMPROVEMENTS (an even better flow of progression with some missions) +- FIXED MAJOR MISSION BUG (accepting the first quest ends into the final rewards) +- LOCATION SPAWN TWEAKS (major reduction of overmap generation, quest structures now spawn super rare) +- VAMPIRES (now are immune to most common debuffs) + + + + =>PAST UPDATES<= + +--> V1.3 - With tons of new JSONable NPC dialogue features, an idea came up and has eventually gave birth to the Vampiric Stuff + Arcana Mod Extension. Simple, but it ate most of my time (worth it!) <-- + ++ ADDED A NEW VAMPIRIC GUN (very cheap pistol) ++ ADDED GHOST TOWNS (aesthetic hidden villages) ++ ADDED NEW MAPGENS (reworked old crypts with a new layout) ++? ADDED A NEW NPC (arcane seeker, a vampire NPC that collects item from the Arcana mod) ++? ADDED A NEW MAPGEN (for the wasteland outskirts as its basement) ++? NOW FEATURES A TRADING MECHANICS (gather tokens as currency in exchange of exclusive items) ++? TRADEABLE ITEMS EXPANDED (essences, monster trophies and almost all non-generated artifacts) + +- NPC MISSION FIXES (quest bugs fixed, especially for item retrievals) + + + +--> V1.2 - Focused on fixing loadsome of bugs, some rebalances, removing nonsensical contents, and reworks to NPCs. <-- + ++ ADDED A NEW NPC (underground seeker, the scout of the cove) ++ ADDED SOME MISSIONS (regards to the undervamps of the vampire cove) + +~ ITEM DATA REWORKS (various item price fixes, weight and volume tweaks in certain items) +~ ARMOR DATA FIXES (blood hoods will now protect vampires from sunlight, encumberance changes) +~ WEAPON DATA FIXES (large decrease on damage) +~ TWEAKED NPC STATS (large decrease on skills, reduction of natural stats) + +- NPC GEAR FIXES (reorganized npc clothing and minor bug fixes) +- NPC MISSION REMOVALS (non-loric quests erased) +- REWORKS ON NPC MISSIONS (large fixes and some changes for most quests) +- NPC DIALOGUE FIXES (statement recorrections and some removal/changes) +- UNUSED CREATURES REMOVAL (trashed non-loric entities) +- ISOLATED SPAWNRATE FIXED (only the leeches spawn in the swamps) +- FIXED STRUCTURAL ISSUES (static overmaps fixed) +- LOCATION SPAWN FIXES (structures spawn as independent, in which it has no affixed city name) + + + +--> V1.1 - After returning to the project, I focused on major rebalances along with a bunch of new contents. <-- + ++ NEW ARMOR SETS (blood and blood infused, recipes also included) ++ A NEW MELEE WEAPON (knuckle biters) ++ NEW RANGE WEAPONS AND AMMUNITION (blood-projecting and modified human gun types) ++ ADDED REINFORCED WEAPONS (simple requirement) ++ ADDED NEW LOCATIONS (blood hole, random graveyards) ++ ADDED MAIN LOCATION (wasteland outskirts, a large location acts like the vampire cove) ++ MONSTER UPGRADES (blood compact zombies and leeches further upgrade paths) + +~ WEAPON TWEAKS (moderately reduced damage, removed ultimate techniques and are regained after reinforcement) + +- MONSTER TWEAKS (greatly reduced monster stats) +- FIXED A MAP (vampire cove is even larger now) +- MAPGEN FIXED (slightly increased the chance to see structures) +- FIXED NPCS (they are now wearing blood armors, few got vampiric guns) +- FIXED NPC STATS (greatly reduced stat) +- CHANGED VAMPIRE FACTION LORE (no more hate, they want humans to survive) + + + +--> V1.0 - Introduced the idea to the forums... But it didn't end so well, so I left the project for "few" months. <-- + ++ INTRODUCED VAMPIRIC STUFF (built the major structure from a jumbled idea, which served as the main outline for the upcoming updates) + ?? FORGOTTEN LOGS \ No newline at end of file -- cgit v1.2.1