- Ursula K. Le Guin, The Dispossessed
This total transformation mod (not following Fallout lore) aims to bring to life anarchist utopias after Global meltdown. It takes place in eastern part of former Canada and United-States. The game is a bilingual (french & english) single player non-linear RPG. It can be called a radical camping simulator or a positive post-apocalyptic game. The world has been challenged by the Sum of all heavily anticipated catastrophies. Humans survived and organised themselves according to a mix of anarchistic, aboriginal, technological and nomadic ways of living, mostly driven by anarchist ideas (anti-domination, direct democracy, freedom and autonomy). In-game, "Sum" refers to the sum of all catastrophies, a cult, a currency and mispellings of words "son" and "sun". The Sum (french version : Nous Aurons) is an art project created by the french-canadian artist Hugo Nadeau (www.hugonadeau.com).
FOLLOW THE LINKS below to get up-to-date information on the upcoming version, report bugs or make a suggestion / SUIVEZ LES LIENS ci-dessous pour voir ce qu'il reste à faire avant la prochaine version, noter un bogue ou suggérer du contenu.
Just to let you know where I am heading... So my next goal is to produce a version with 50 new quests, a full integration of all skills including the...
The first complete PC version of The Sum is on the way! It will be available in about two-three weeks. It include over 350 new tile objects, many many...
A new year means a new Demo version! The next weeks will see the coming of a version with over 230 new items with their sprites and effects (slingshots...
Patch from The Sum + Nous Aurons (fr/en) 1.7a to 1.7.1a. If you don't already have the game, download the full version instead.
The Sum + Nous Aurons (fr/en) 1.7.1 Alpha standalone version. No installation required. Place in "c:\TheSum" and launch one of the two shortcuts.
Patch from The Sum + Nous Aurons (fr/en) 1.6a to 1.7a. If you don't already have the game, download the full version instead. This is intended as a major...
The Sum + Nous Aurons (fr/en) 1.7 Alpha standalone version. No installation required. Place in "c:\TheSum" and launch one of the two shortcuts. This is...
Patch from The Sum + Nous Aurons (fr/en) 1.5.6a to 1.6a. If you don't already have the game, download the full version instead. / Patch de Nous Aurons...
The Sum + Nous Aurons (fr/en) 1.6 Alpha standalone version. No installation required. Place in "c:\TheSum" and launch one of the two shortcuts.
Hi all! The next version (1.5.7) is near completion! I am currently debugging extensively and changing very old contents that should have receive attention a very long while ago...! In the next days to a week, it should be on "the shelveS" :D
I remember playing version 1.5.5 with different characters and starting in different areas, but in this latest version (1.5.6) I always appear on the same starting map. It should be like that?
Hi there. Oh I'm surprised by that. The game is still intented to have various starting locations... around 20 like in 1.5.5. If you still have the file core/missions/uniques/ARRIVEE_Introduction.mis from 1.5.5, you could replace the one in 1.5.6 this should solve it for you. If not you can edit the file directly using the launcher after pressing MORE then LEVEL EDITOR, but I will have to give you some more pointers on how to accomplish this. Still, a new version is coming in the next weeks with many additions and bug fixes!
1.
Same happened to me, only one starting location and no intro.
I did what you suggested and downloaded "1.5.5" version, took necessary file and replaced the on from 1.5.6 with it.
Starting positions and intro work.
2.
Played a bit, but noticed many bugs, mostly with item description, doubled items that have different properties....example: yellow players when breaking the lock with them, some work, some don't...
There is a bug with yellow gas mask.
I started the game and put the mask on....got trait "masked".
Ok, nice feature, but i removed the mask and "masked" trait stayed there.
Now when i want to remove that trait, i have to put the mask on....somehow that feature reversed itself.
3.
And one major bug that i have noticed too late and can't say what is causing it
"Hunger system stopped working" no hunger at all.
I think it happened when i left the starting map, playing with two guys that start in "army depo/warehouse"....
For some reason i got "vegetarian" trait at the start so i had to pick up many apples on that map and was using one apple every 10 minutes or so....on 3 small local maps i had no hunger at all.....cooking, collecting water, fishing.....staying in one place for hours, but no hunger.
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1.
Items must be sorted out.....game makes inventory living hell, too many items that don't serve any purpose or are doubled / broken.
Even ammo is doubled
It would be nice to incorporate some new features for those items...perhaps...like "some items speed up cooking, skinning, add more bonuses to fishing,
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Too much food around. Post apocalyptic world should have much less usable food, so eating hunted rats, bats and cats is a must :)
Only organised urban areas should have food for sale, and finding it in lockers and such should be lessened to 2%.
In that world main mission is always "Don't die from starvation today" and every day should be new horror
3.
Too much ammo
4.
NPC's missing with firearms like they are blind.
Never mind the game difficulty setting...i can just stand in one place and pick them 1 by 1 without getting a scratch when 4-6 NPS"s are shooting at me.
Ill play more and report.
Oh thank you for all this! I am currently debugging for the next version, so I'll tell you where I am at now :
GAS MASK : Took a note of the gas mask. As it works by identifying the item name, there must be a bug with the whole script. I'll take a look.
HUNGER : Following another player's comment, I added an effect to every food, giving temporary hunger immunity when eating to slow down hunger. I think I went too far, so I divided that effect duration for the next version (max 30 ingame minue immunity). This might still be too much and I am thinking about removing that entirely. It was probably better before.
FOOD : I will try removing some of them, you are right that in some places, there is a very high quantity of food.
AMMO : I am surprised by this one, I thought that ammo was rare in the game. I recently changed most of the bullets for broken ones that now stack together. You can use them but they are not effective. As soon as your character has 50 and more repair, he.she converts parts of them into regular bullets (the more Repair, the more bullets are "saved"). I think this will solve the Too much bullets problem at the same time as bullet duplication.
NPC missing : I realized yesterday that all NPC levels were poorly implemented in the game, resulting in them missing almost all the time. I changed all these NPC to give them proper level and XP value consistent with the lore. A lot of NPC will still miss often as they are not combat-oriented guys, but soldiers and other paramilitary character will give you hell of a fight now I think.
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Black location
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Compas as an example of doubled / broken items
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Poor cow
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Too much exp. points
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I appears that the mission maps too can multiply xp a lot of some characters, so please report if you find any other character give way too much XP, I'll fix that easily.
Oh thanks for the detailed screenshots! Hopefully, with all my rework of the entities, the engine will completely stop multiplying the XP ad infinitum after kills... :P It is happening when a level is set in an entity, asking for the engine to level up a character by itself. The results are... euh... strange to say the least.
As for the cow, I realised that if you assign a condition to a character, like "prone" or "unconscious", and then that character joins the team, the condition is permanent and reset every damn time it spawn. Quite sure this is what is happening with the cow. I will have to switch the cow for one that is not unconscious for the bug to stop happening, but yeah thanks for this!
As finally for the doubled items, this is very hard to arrange as the engine is often bugged, resulting in tagname being not assigned in various situations. Then items with and without tagnames do not stack, even if this is the same item... Very frustrating Engine...
1. Stats over 10
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2. Broken weapon
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3. Broken entrance
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4. Almost stuck at map
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5. Here fishy fishy fish...
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6. Short hands
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7. Crouch / Prone broken.
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Thanks! Nothing that can't be fixed. I think some of the bugs you experience comes from armor sprites not having the same size as other sprites, resulting in some characters being able to easily squeeze through surprising thight spaces while power armors get stuck. Still, I will see if I can slightly reduce the power armor bounding box, as I hate when the engine is blocking us for no apparent reason. Anyone should be able to force his.her way in those kind of small corridors.
As for the stats over 10, it is a design choice to allow having the night person trait still be useful if you have 10 in one of the stats already, and also power armor when you already have 10 of strengh. But the grey boxes next to the numbers and logic indicate that 10 is the limit, and you reported this as a bug, SO I am unsure it was a good design decision... I'd appreciate your thoughts on this.