Nota Bao Games released a new game called Fractured Fantasies and the version is 0.1.12. The game’s story is about In the desolate aftermath of a world plunged into chaos, where civilization has crumbled and humanity teeters on the brink of extinction, you find yourself navigating a harsh and unforgiving landscape. The air is thick with the acrid scent of decay, and the once vibrant cities now lie in ruins, haunted by the ghosts of a bygone era.
v0.1.12
New content
- Added new theme (Ashfall) with a font.
- Added new variable $currentSeason to track and store the current season.
- A notification will now pop up when a season changes.
- Added birthdays to all NPCs in the house.
- Added a birthday to the player.
- Added holidays to the game, like Christmas and Halloween.
- Added a small event description when food is low in the kitchen.
- Added NPC pair events in the living room and the kitchen. When two NPC’s are in the living room or kitchen, a special pair event has a 50/50 chance of appearing instead of the default fallback event.
- Added ability to throw a small birthday gathering for the birthday person (this is one scene).
- Keeping a poor house condition now decreases sanity every night.
- Keeping a poor house condition now results in a worse sleep when sleeping at home.
- You can now assig NPCs to two more tasks, that will affect the house condition and growth time on growboxes.
- Added ability to build two more growboxes behind the garage.
- NPCs in the house now have a hard requirement event before being able to increase RP further. This event is a small scene, and will also unlock an NPC speciality. (I.e, assigning Carl to repair the house at night, it will jump two conditions instead of one.)
- Karma now affect critical chance.
- Karma will now grant a small boost to first impressions with NPC’s, making thier relationship points slightly higher.
- Companions who are actively accompanying you will now mitigate a small amount of damage in combat.
- Combat actions now show their expected output, hit chance and crit chance.
- Amor now provides real defense instead of increasing your max health.
- Strength training will now improve your max health.
- Escape chance in combat now scales with your cardio chance.
- Difficulty now also scales your own crit chance and hit chance during combat.
- Healing and failing to escape during combat now gives the enemy an attack against you.
- Enemy factions have different background stats during combat, i.e some factions has more critical damage, some has armor, some has an incredibly low miss chance.
- Scavenger Group and Swarm of Vermin are now groups of enemies instead of one blob, meaning you’ll fight them like a wave. They will effectively have the same amount of HP as the blob, just spread out.
- Beating an enemy now gives a choice to incapacitate them or finish them off, the former giving a boost in reputation to the enemy faction.
- Added Health to debugger.
- Added option to set health to 1 in debugger.
- Added content to the concrete catacombs. It’s not built fully yet, but the main structural work is done and added already!
- Added flavor design to certain back-links.
Bug fixes & Optimizations
- Velka is no longer removed from the NPC list if you have her, and still have the old Jeniffer name convention.
- Velka is added back to players NPC list if she was removed during the Jennifer renaming.
- Fixed wrong naming in an item handler widget, accidentally setting to an undefined item.
- Removed accidental >> in widget closing tag in the deleteItem widget.
- Changed “You:” to “$player.name” as per correct convention when speaking to Haddie in 1 instance.
- settime now reads _args[0..2] instead of the never-assigned $args, so it no longer corrupts $gameDate into Invalid Date.
- The new-day listener now compares an epoch-day index (Math.floor(time / 86400000)) instead of raw day-of-month, so a jump like Jan 15 → Feb 15 correctly triggers the daily rollover instead of silently skipping it.
- Added mod screen to the ‘Kevin’, and fixed two other links throwing errors in the mod screen.
- Standardized all set and run statements from “to” to “=”.
- Fixed spelling error in variable name $player.hasEasten to $player.hasEaten.
- Removed double initialization of $assigned, so that it now only initializes once.
- Achievement display now correctly displays 25 unlockable achievements.
- Weapon descriptions now correctly match the damage output of the weapons.
- Removed unnecessary whitespace.
- Fixed a $player.corrupt to $player.corruption
- Fixed the sanity checks around the house driving off bare $sanity instead of $player.sanity as intended.
- Set difficulty level now correctly assumes enemy across all boards.
- The “set difficulty” in the debugger now correctly sets the medium difficulty.
- Combat reputation decreases now correctly affects the faction that you have been fighting.
- Grenades no longer remain set if they fail to hit, this previously meant that it could roll over.
- Fixed scaling and whitespace issue during combat.
- Made sure the entirety of the casino correctly adds minutes when navigating.
- Made sure that you are no longer able to buy the raiderboots and raiderjacket if you have them stashed away or equipped.
- Getting caught in combat no longer gives you resources on certain conditions. It was never meant to do so.
- Removed unused [WIP] tag on passage that wasn’t work in progress.
Nerdy specs
- Words: 145.118 → 162.263 (+17.145)
- Passages: 705 → 771 (+66)
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