A free-roaming squad based RPG. Focusing on open-ended gameplay features rather than a linear story. Be a trader, a thief, a rebel, a mercenary, a business owner, a doctor, a bandit... the list goes on. Aid or oppose the various factions in the world while striving for the strength and wealth necessary to simply survive in the harsh desert. Purchase and upgrade your own buildings to use as safe fortified havens when things go bad, or use them to start up a business. Train your men up from puny victims to master warriors. Carry your wounded squad mates to safety and get them all home alive.
Full version and demo all in one, v0.58.3. It will automatically update itself to the latest version.
This is a big one. I strongly recommend you import your squad into a new game world, or else things are going to be messed up and you may find yourself in a world with no NPCs or something.
I rushed it for release so you could all have something to play over the christmas holidays. Cannibal AI is still really buggy and I had to disable a few of the new features.
-Female characters are now in the game (can't recruit females in demo version though)
-Cannibal faction. They capture people and take them back to their camps and put them in cages. In future versions they'll eat your guys one limb at a time until you can rescue them. Right now, they are very buggy and unfinished, but basically functional.
-All NPC squads and patrols are persistent throughout the game world. They don't spawn/unload, they wander seamlessly. If a town or faction suffers heavy losses, then you will notice there are less of them around.
-Your characters have proper portrait icons on the GUI
-More sound effects and tweaks
-New weapon type- Cleaver
-Weapon types now have different bleeding effect damage multipliers
-Some passing patrols will heal wounded strangers (ie you)
-World map color-codes towns and outposts so you know which are hostile
-You can now build a research bench and small shack by default, the "Outpost start-up kit" blueprints are no longer a requirement but you can still buy them to save a little research
-Portrats flash red when your characters are under attack off-screen.
-Totally new deferred shading system
-Resource containers now have infinite capacity. This stops AI production from blocking up and confusing both players and AI, and I think is a nice easy alternative to DF style leaving excess resource items all over the floor.
-Fixed some bugs with Town markers, you're less likely to create multiple towns by accident, or see a town from a past game
-The game now keeps rendering when the window doesn't have focus. This will help those with multi-monitor setups
-The science skill was increasing 10x faster than it should, that is now fixed.
-Loading/saving fixed for when carrying characters / being carried
-Fixed the right-click menu on character portraits not working
-Fixed the game not being saved if you don't enter a save name
-Hopefully fixed the key-binding bug
-Fixed ceiling fans appearing on the floor, but it will only fix new games or towns you haven't visited yet
-Fixed faction relations not loading/saving properly.
-A temporary quick-fix for the blue screen bug. This forces "disable terrain cutting" in the options, so the side effect is that some buildings will have terrain penetrating the interiors.
-Fixed some import-game crashes
-Characters no longer try to lock-pick their own doors to open them
-Temporary fix for the lighting darkness problem
-Stopped the black dragon clan, they weren't supposed to be there
-city patrol spawns reduced by 2 thirds
-Fixed respawning of the "homeless" squads such as dustbandits, so the desert doesn't end up deserted.
-Squads were wandering way off the world map and getting lost, making the desert empty. They'll start to wander back now, though it might take a day or two.