Small patch:
- Food and alcohol again give you empty container when used from inventory
- Trying to travel from forbiden locations will not take away your food
- World map shows locations of NPCs you befriended (10+ relationship)
Unfinished feature / oversight. I added humanoid meat in as a basis for alternate recipes (Some cooking recipes can be switched between using normal meat and humanoid) as well as a stepping stone for morality system. Basicaly what I want to do is to make humanoid meat unobtainable even if you have the skills. You will start getting it only after your character goes through some traumatising events or goes pretty much insane. None of this is in the game yet so I made the meat drop normaly and I simply forgot to put it in drop tables for some enemies.
I got more
you can also abuse other people in your party for free reload/swap. you got few people ready to act and for example you tell mc to swap then the turn goes to... let's say Billy, you hit "esc" and it takes you back to mc with already loaded/swapped weapon. I think it happens because they do it before they act and there's something wrong with "defend", i've them taking full damage while in that state but with full action gauge
I'm assuming you misspelled "introvert" and now we got trait "inrovert" (does it give 0 mood or -1?)
I'd argue that sickly should give 2 trait points given how inferior its effect is
Same with "mutagenic" and "wimp" I'd say they should give an extra point
Do vendors even trade with someone else? i've sold a few medikits to Suong, half a year passes and they are still there and Suong is still broke.
And the last question, are you planning on adding mouse controls and memory of previous turn?
That's a good catch. Fixed the switch and reload issue and I will release new patch soon.
As for the guard, yes. It's most likely broken, but never worked right with that combat system to begin with. Enemies attack random targets and so far there is no skill to make them attack specific target, which makes using the guard option a coin toss in most cases, since the enemy will likely attack someone else. On top of that, I think it works only for certain amount of time and not untill your turn comes up again.
I removed the defend option for now, but I will put it back once I add some actual aggro management.
I fixed the typo and adjusted the perk values. That being said, the entire perk system is not balanced properly yet so if you find anything else unbalanced, be sure to tell me.
NPCs don't trade between each other for now, but some have restocking items and money. Items you sold to them should stay with them. This was done mainly so that you can't get completely rid of some important items you might need later, for example the rope and dynamite.
I will do something about the money though. This will be a temporary solution, but should make things little more interesting.
Every week, most NPCs will restock their money. This amount will be modified in a range from -80% to +80%, so you can have weeks where everybody is poor but you can also have weeks when everybody is rich. Again, temporary thing.
Again, thanks for the feedback. Be sure to tell me if you find more bugs or have other suggestions.