Griftlands

Griftlands

Bog Survival
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Update: 20 Mar, 2022 @ 7:07pm

An issue was brought up from the discord and I fixed it as well as some other scraps. Honestly, I had a plan for this mod but lost a lot of motivation. Although I do feel a bit of drive after this long time away from the mod, if it ends up not getting another substantial update until next Bogtober, don't be surprised.
But anyways, the fixes
* Fixed crashes from sleeping at camp and spawning a dungeon with the debug tool. Now, you can sleep for a full heal but your parasites will progress rapidly while you do.
* Added new dialogue to the living in camp quest. Now there's unique dialogue for when the player is leaving and when you...well, die. You'll see if you see.

Update: 16 Jan, 2022 @ 8:35am

As it turns out, a combination of winter tiredness and trying to learn a completely different game engine does not bode well for your other projects.

I apologize for how slow I've been on this. This update kind of ran aground due to lack of ideas and excitement for other projects.
* Added a secondary camp location. The camp jobs you receive are now different depending on which campsite you choose. (currently very simple)
* Added a chum bonus at the beginning of the game. Also added a small explanation for the parasites afterwards.

Update: 21 Dec, 2021 @ 6:47pm

* Added new opinion events to the locations, both loved and hated
* Fixed Guest Star Part 1
* Updated more dialogues

Update: 9 Dec, 2021 @ 8:00am

Update: 9 Dec, 2021 @ 7:23am

The Bazinga Update
Starring:
Denikus as The Heartbreaker
Theroux as The Wealthy Merchant
and Shel as The Corporate Instagram Manager.
*Filmed in front of a live studio audience, I have never actually watched sitcoms, I just think Bazinga sounds funny*

Other features;
Modified something small behind the scenes, but long story short, I can now adjust what items you get for loot from encounters much, much easier now instead of manually changing things.
Added some temp changes for new paths to dungeon areas. Mostly because I had a different design for the entire campaign when I started and the dungeons still reflect that, they all need balancing. Expect a bit more of that in the next update
...I can't remember anything else I added okay bye

Update: 20 Nov, 2021 @ 8:30am

Some tweaks, this and that.

Balanced the intro encounter a bit better than the complete hogwash it was before. Now the ally joins you and the Erchins are slightly less capable of being unkillable
Fixed some menu mutations with the camp. I think. That thing needs to be torn down and fixed, but for now...it's not *great* but it's *fine enough*
Fixed a debug tweak I made. Don't want to give you all free pets now.
Added...okay I guess this is a bit more than a *tweak*. It's more of an *alright kiddies things are getting serious now, and not just higher difficulty*. Just get a unique level parasite. You'll see.
Changed how camp jobs spawn. Now every dungeon completed will give a chance to start a camp job when you enter camp, equal to about 10% per person in the camp. This (should) also fix a problem where the game would give you a camp job with no one in your camp who can be talked to.

Update: 14 Nov, 2021 @ 6:44pm

The Camp Counselor Update

This update adds a few new Camp Events, possibly not fully hooked up, as I quickly realized was the same with other parts of the game.

Added new events to the Camp. You'll get mail, deal with people attempting to leave, or find a stash of booze
Added a new travel event with a new face.
Fixed a lot of bugs. Like, A lot of bugs. Spree Ambush no longer acts stupid, and you can actually have this mod on without screwing up Sal's campaign!
Adjusted some stats on the Meat Man (also made his event not immediately kill your run because I forgot to put a Complete Quest)

Update: 6 Nov, 2021 @ 4:11pm

The USDA Prime Update!

Nothing wrong with having a bit of protein every now and again, innit?
Changed numerous dialogues
Added new mechanics to the Headquarters of each faction leader. Currently the Spark Barons are the only ones up and running, but the Rise and Boggers should follow suit soon enough
Added new cards that can be seen under...certain circumstances
Added some new, though currently under construction, grafts. They'll mostly be from the Bogger's headquarters
Added 2 new events. One you may not notice at first...the other...hoo boy, you'll know him when you see him.

Update: 2 Nov, 2021 @ 7:25pm

Game Development and Amateur coding go together like Coke and Mentos

Fixed crashes in the Infected Camp Site. Still need to change the recruit method, though, so ignore the fact they're coming "willingly"
Added those "Grosser than usual" erchins to the beginning sequence. You may notice their health and a few new habits
Added a system for the camp. Now, when you enter the camp, you can mix and match people in the camp with your party so you'll have a whole group of your best allies prepped when issues arise. More functionalities coming soon!

Update: 2 Nov, 2021 @ 12:05pm