AGR 1.0.0 Final Update


In a nutshell:
The final update here and there’s a few new enemies that can be killed for their unique loot… that is if you manage to find their lairs. Also quite a few bugs have been squashed and mines got an overhaul to align them with the rest of equipment.
Oh… and guards and quartermasters grew a tiny brain and now can spot stolen goods.


New features:
- Items harvested from objects now show in the event log
- Crafting using stolen object is now a crime 
- Removed mouse support
- Quartermasters and guards no longer accept stolen goods


Game balance:
- Added unique npc Sniper 
- Added unique npc Hermit
- Added unique animal Nightcrawler
- Added Razor, unique throwing weapon
- Added Techbow, an unique bow
- Added Spiker, an unique bioweapon
- Lowered AugmentBody(Novice) power from 25 to 20 pts
- Added T1 biomines
- Added T2 biomines
- Added T3 biomines
- Added pits to jungle filler 
- Added spawns for alpha animals
- Added spawns for miniboss animals
- Added spawns for miniboss bioanimals
- Added smelting recipes for 1h weapons 
- Changed bar weight to 0.25 from 2 (updated a recipes, drops, etc)
- Merged feet and hands into legs and arms
- Added layers to armor (restricting armor is now checked per layer rather than per body part)


Bug hunter log:
- Fixed a typo in canteen crafting recipes
- UpperCase letter are no longer sorted before lowercase ones when 
sorting by name 
- Numlock, etc no longer interferes with keyboard input
- Fixed duplicated Biomass in biogun recipe's name


What’s next?
Well, that’s all folks, no more updates, time to move on to another generic project :).

Get Another Generic Roguelike

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