SamSuka
Kyzrati
Kyzrati

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Beta 11 X11 Prerelease - It's Special

This is it, folks, the last version before Beta 11. How fitting that it's X11 :P

There is one more prerelease to come, but that'll be the actual Beta 11 put out shortly before public release for last-minute testing. This one includes the Special Commands interface I wrote about last time, as of which I've now completed all the major features to come with Beta 11--the remainder are smaller bug fixes and QoL stuff.

Changelog

Since X10 we have the following changes:

About half of the time spent working on this release went into a single entry, "NEW: Unique new late-game build type with special access conditions and effects on some major NPC interactions." I wonder what that could be!

But regardless of when players discover that, there's already all the new QoL features in there, plus the alert changes which will have a much broader impact. Alert is now split into two types of sources, which determines what the response will be at higher levels of alert, i.e. not always assaults anymore.

Get Beta 11 X11

On Steam, Beta 11 X11 is located on the new beta branch "beta_11_x11" accessible with the code "MoreThanMeetsTheChangelog", or if you don't have Steam and bought through FastSpring and would like to try the DRM-free version, send me an email at gridsagegames@gmail.com to be added to the Beta 11 cycle notification list. (Anyone already on the list will receive an email with a new link.)

Saves are not compatible with previous releases.

There's always the chance of another one or two small updates in the near term (for example if something goes wrong), which will be otherwise unannounced except to append a notice to this announcement on Patreon, and via an announcement on the #patron Discord channel. It's not uncommon due to the experimental nature of these releases, and if saves are compatible then the same branch is simply updated, otherwise a new branch is created and announced here.

Addendum: More Wizardry

For those of you using Wizard Mode, we have a new "remove_slot"/"rs" command to remove a slot of the designated type, working just like the existing "as" command, but in reverse. Note that it can only remove empty slots of that type, so you'll have to empty enough of them first.

"as" also now obeys the 26-slot cap to save you from yourself.

Comments

Yay! I was actually a bit worried about that one during the implementation, because it *needs* to feel slick and convenient, but before I'd polished it it was actually a bit sluggish. Then when I got to the polishing stage I realized I just hadn't finished connecting all the architecture correctly, and it ended up being really nice, I think :D

Kyzrati

the new special commands window feels so slick

Young Young


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