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  1. Basically, this is the first serious attempt to rewrite the
  2. game code to something that's not an unmaintainable and
  3. unscalable mess, so we can make it properly and start
  4. focusing on game content instead of the permanent "hitting
  5. our heads against the wall" style.
  6.  
  7. The only parts not included are brothel code and map scene,
  8. although even for them we have written internal reports
  9. for the problems that need to be solved after this.
  10.  
  11. #==== Overview ==================================
  12. Systems expanded and moved to xml:
  13. - Enemies
  14. - Alter States
  15. - Items, materials and books
  16. - Shops
  17.  
  18. Preparation for new systems:
  19. - Achievements
  20. - Summons
  21. - Crafting and alchemy
  22. - Abilities
  23. - Crafts
  24. - Editor API
  25. - Expansion Packs
  26. - PlayerInfo file and HexCodes
  27. - Revamped relationships system
  28. - Alter forms full support
  29. - New battle system with AI and non-linear battle
  30.  
  31. Code restructuring:
  32. - Battlers (actors, enemies, summons)
  33. - Items and equipment
  34. - Cache and XML parsing
  35. - Combat classes, battle skills
  36. - Battle actions
  37. - Party management and access
  38. - Savefiles
  39. - Redesign of a couple scenes with new UI
  40.  
  41. Codebase extra thingies:
  42. - Documentation and introspectivity
  43. - Cacheing
  44. - Constant modules metaprogramming
  45.  
  46. #==== Limitations ===============================
  47. - Saves breaking
  48. - Alter states map effects not implemented (they will be in time)
  49. - Move tactic not implemented (it will be in time)
  50. - Some UI is not completely developed, because there are many new effects which are not displayed yet
  51. - Many API methods not implemented
  52. - Battle hook dialogues are not implemented yet
  53. - Alter state changing resistances are not implemented yet
  54.  
  55. Won't be implemented, features have been deleted:
  56. - Skillgroups with multiple proficiencies or required skills. Now you only have one proficiency.
  57. Though you have extra features like locked skills and expanded skillgroups (which inherit
  58. from other skillgroups and allow "skillgroup expansions")
  59. - Multi-source weapon growth. Now you can only use proficiency or stat source, not both.
  60.  
  61. #==== Additional Details ========================
  62. - AI and battlers: not only enemies, summons and actors are unified
  63. to use the same code (which means less bugs, clearer code, easier
  64. to maintain and scale the system), but AI is included for everyone
  65. too, allowing not only the creation of much more interesting enemies,
  66. but also auto-battle for actors, for example during quests.
  67. - Hooks are a system that allows us to go beyond turn-based battle
  68. and add reactive and triggered behaviors/battle actions. We also
  69. have a new battle scripting system and battle counters, which offer
  70. a system of variables that exist during battle and can be used to
  71. program complex behaviors in AI and more interesting conditions/
  72. effects for most battle-related elements. For example, with battle
  73. skills we can use the variables to make skills with changing effects
  74. on different uses.
  75. - Alter state changes fix many shortcomings and allow us to properly
  76. balance bonuses/maluses and progressive damage alter states. First,
  77. we can have states like poison become stronger with use. Second, we
  78. have much more control over how states are applied, and instead of
  79. just random, we also have accumulators so states can be triggered
  80. after a few uses. This, besides being helpful for weapon induced states
  81. like confusion with heavy weapons, is also great for creating items
  82. with negative effects when overused, to be applied to shop healing items.
  83. We also get much more control over alter state effect termination, which
  84. can be used for things like talismans that have effect for a whole day.
  85. There's also states overriding, which allows for protective and coherent
  86. multi-tier states, and state opposites, so no more atk+ and atk-. Auto
  87. states have now full support, and we have many more options in general
  88. for alter states, due to them being able to use battle behavior hooks,
  89. expanded modifiers, etc.
  90. - Items get to XML, so we can finally have drops and add them to the game
  91. properly, we also get custom item max amount depending on item (equip are
  92. also items, so all this applies to them too), aliases for items, all the
  93. benefits that come from proper XML loading (ensure data integrity), and
  94. regular items are compatible with new alter states and battle actions, so
  95. pretty much everything that can be done with skills can be added to items
  96. in the same way. We also get books.
  97. - Abilities: the new system can be triggered by directly assigning abilities
  98. to actors, or triggering them dynamically from equipment sets or single
  99. equip pieces, and their effects include: auto-states and stat modifiers
  100. (we already had this, now moved here), alter state modifiers, added skills,
  101. added weapon wieldings, and evasion, hit rate, and other battle modifiers.
  102. - Editor API: a well documented set of functions that allow game editors to
  103. have simpler access to more and stable functionality from editor script calls,
  104. and coders to make changes to the code without having to modify script calls
  105. in all current maps, making the system much more robust and scalable. Amongst
  106. the new functionalities, we also include some like the ability to program
  107. variable or switch changes for a future date, which allows us to have recurring
  108. or cyclic events (examples: farming herbs/minerals, randomly appearing events),
  109. or waits in events (can't proceed until the next day, or can schedule a meeting
  110. for X day/hour, etc.) [still a work in progress]
  111. - PlayerInfo.sb2r, a file to store player achievements, global options and some
  112. additional info. Also gives us the possibility to distribute game codes that
  113. are only usable to that player, generated through HexCodes system.
  114. - Actors get many things: proper XML loading (<= and this is the most important
  115. thing in the list even if you don't realize), full alter forms compatibility
  116. (pretty much all XML information can be set for alter forms too, we get some
  117. autoform change systems like battle-start/end, direct access to form change
  118. from menu, and for the other cases we have support in the Editor API and in new
  119. skill XMLs), better cache compatibility (you can change name folder, actor name,
  120. stats, source,... you get warned when something can't be changed later, and pretty
  121. much nothing (except deleting alter forms) can crash now), a new and much more
  122. expressive, scalable and consistent relationships system. Improved dynamic
  123. sprite generator, able to handle different size images, faster and with support
  124. for arbitrary custom body parts (ears, horns, wings, and if you want a pony you
  125. can too). We also get improved wielding options, and a hand to hand system to
  126. determine actor/enemy/summon proficiency without weapons. And access to all these
  127. from code is clear and documented.
  128. - Massive clean up for codebase libraries. We also significantly expand RGSS library.
  129. - A new Time system. This might take a bit to be added.
  130. - New UI. This includes UIStyles (a system that allows players to change the game UI
  131. style), new windows that are more stable, better looking, but specially easier to
  132. build and are compatible with UIStyles, many new built-in pop-up windows (to display
  133. achievements, quest progress, region changes, loading screens, etc.), and many
  134. rewritten windows, aimed at improving the user experience and fitting all the new
  135. features that need to be displayed in the game.
  136. - Balance logs. A system that automates analysis of game content to generate files
  137. to help with game balance. Everything gets balance logs. Skills, skillsets, classes,
  138. abilities, alter states, weapons, items, actors, enemies, etc.
  139. - We get all the groundwork done so after this revamp is stable we can get summons,
  140. achievements, alchemy, etc. With a couple weeks of work for each (and basically
  141. because making the new UIs takes at least a week for each one already)
  142. - Many more things that I don't add here because they are either very technical,
  143. invisible to most people, or too minor and scattered around to add here, but that
  144. sometimes take a lot of work and have important effects on future consistency,
  145. maintainability and scalability for the game's code.
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