BadPotato Games released a new game called To See Another Day and the version is 0.1.7c. The game’s story is about You wake up in a strange world without any memory of who you are or how you got there, you must learn to adapt quickly alongside your new companion Ophelia who isn’t quite so human herself anymore. Craft, fight, and romance your way through a city while you try to uncover the secret of what brought you to this world and who is responsible for it going to hell as it has.
v0.1.7c
Events:
- The Anchor Part 1 + MM path variation. Standard path is shorter
- The Anchor Part 2 + MM path variation.
- MM path – memory fragment 2 unlocked via Anchor part 2 – can be found in the feather afterwards
- Amy – MM path only – Failure – Reaching the first side story cutoff point (Anchor part 1) after either refusing to help her or not helping fast enough. To be clear, this is not a required MM event. This is the first failure added
- Main Event #5 – Picking up the trail – 3 parts. Parts 1 and 2 have 5 variations each based on equipped companion or having none at all with you at the time. Part 3 is Ophelia only.
- Momento Mori Event #5 – Infernal Choice – 2 parts, 2 endings based on a pivotal choice, available after main event #5
- Non-canon..ish – Amy witnessing Zera/Ophelia together long ago. Found in the Patreon events
- Metro room 16 events – currently 2 rooms have special events if they are in the final position on the map. Both require you to complete the earlier events in those rooms. – more to come with room 16 events in v0.1.7b
- Basic shield gain event. Beginning of Act I, 2nd day going out it will trigger. Older saves, just sleep and then head outside in the morning to trigger it – At a later time, I’ll go back and give it a full length event, but it was a quick unplanned add after adding in the player block mechanic
- Main Event 6 – Part 1
- Main Event 6 – Part 2
- Amy – PoaM Event 6
- Marcus/Jenny – Final equipment required for the network – Small new freeroam area to move about in. Will be returning here fully in v0.1.8. 2 endings to this event, 1 of them is viewable but it loops back to when it started as I decided to hold off as it’s part of an optional bad route within the Momento Mori Main path. (Remember, that path allows you to fuck up in big ways… this is one of them but holding off for now)
- Zera – Anima/Sarah discussion
- Zera – Random Dialogue + 3 wakeup variations + 1 random event coming back into the hideout
- Metro – Awkward Raider/Charly – Event 3 – Hangout + repeatable – I Gave the player back the ‘give up’ button while in combat with her to trigger the initial event line.
New Mechanics/Mechanics updates and bugfixes:
- Anchor item – Can force a room to stay in the current position OR force it to become room 16 (Bottom right of grid) after the next shift. Return to that room to recover the anchor.
- Expanded metro map now shows in green the available discovered paths.
- Rewrote room shuffle mechanic to add doors if necessary to zones to ensure at least 1. route is always viable to room 16.
- Keys – Added to random drop pool inside the metro, used to unlock doors marked with red X’s on the expanded map. Keys are reset back to zero upon shuffle. Right now as of posting, they are less relevant as I had just reworked the shuffle system AGAIN to include more available paths after a string of bad luck with the weekly shuffle in testing.
- Quick equip toggle – found in preferences – While enabled, if you’re in your hideout, you can have access to all weapons/armor that you’ve acquired through the backpack and can easily swap between them without having to go to either the storage locker for melee weapons or the gun table for guns/armor. Reason for it being only in the hideout, is that it keeps to the idea of having to plan ahead and decide what weapons you want to leave the safety of the hideout with.
- Added shield – basic shield – 16% block chance + 2% per 1 str. Durability 5. Can be repaired via repair kits in the backpack. Thought process is it gives opportunities to either build a char for evasion/glancing blows or go pure strength for melee weapon dmg + block chance – Will add another section for shields in the gun crafting table at a later time as again, this wasn’t planned for.
- Neomi – If alive and working the crops – Auto harvest
- Companions now target the enemy with the lowest HP first
- Enemy Desperation – At critical HP levels, enemies are more likely do use their most powerful attacks or use healing abilities if they aren’t on cooldown
- Give up button now works in the Metro for awkward raider combat to easily get to her events
- Shuffle mechanic and the metro map as a whole has been further optimized from v0.1.7a to v0.1.7b
- Safehouse Mechanic – Send companions or hired survivors out to man the abandoned barricades – Search for supplies – Gather Intel – Attack enemy safe houses – This mechanic will be HEAVILY expanded upon in v0.1.8. Attacking enemies safe houses will include large open areas to move around including special variations based on character stats
- Bug – Not showing what ranged weapon you have equipped in combat. Not sure when the code for this broke, but just re-equip it at the gun table and it will update and be fixed
- Bug – Music player button is now integrated into the stats screen rather than layered on top, it should no longer randomly overlap the quests button as it has been chained in place.
- Bugs – Several more fixed that I forgot to document that I only have vague memory of now so not explicitly explaining here
- Fixed wording in Rowena’s current last event to specify the ‘Eastern district’ that she was trying to get to where is friend is, not Northern. You are already in the north part of the city
Password: theanchor
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