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World Crawler patch notes


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Posted (edited)

The following is information related to my personal AI device: World Crawler. The multi-user-dungeons and D&D simulation device you might have heard about. First of all thank you for all the positive feedback related to this character, I never thought they'd get this far to be honest. I've decided to make this for your entertainment, to read it over and see some of the stuff I used to do wrong or changed in the past. Patch notes go in a decending order from oldest to newest (Oldest being the first entry at the top)

v0.3 Released the inital alpha build of world crawler with only one senario to choose from: Wasteland crawler. Based off the unathi landcrawler vehicles. The player characters crash land onto the planet and are hypothetically picked up by a wasteland crawler after a few nights of survival. (All simulation was done via the game rimworld running in the background, no im serious, the response times and delays were intense due to having to work with rimworld as a background engine for the entire session. Up until clerified, you may assume that all of these things were using rimworld as a jank combat and movement engine that I had to constantly fiddle with in the background, most content being added via mods to rimworld)

v0.32 Allowed the player characters to start inside the wasteland crawler if they chose to do so, as well as pick different race options other than human.
v0.392 Updated accent data in the personal AI device to be biesellite instead of text to speech.

v0.4 Added a new senario and new content. Vault Start. The player characters start in a vault that they have no remembrance of, with the only goal either being to survive, figure out where you are, or escape somehow. Added IPC's and unathi as a selectable race and NPC spawns.
v0.41 Added clerification on game start that Wasteland Crawler senario is not accurate to moghes to avoid complaints from unathi about not properly represented unathi culture or clans present in the game.
v0.419 changed the accent to be konyanger by default, additionally, downloaded universal translator by default on startup now.

v0.5 Changed physical attributes to be less specialized. Skills are no longer "Shooting / Melee / Construction / Cooking / Growing / Crafting / Art / Social / Intellectual" skills are now simplified to "Survival / Construction / Combat / Intelligence / Social / Medical"

v0.6 Fixed broken code and defunct environment simulation systems that were not used anywhere, there should now be a significant decrease in response time as well as allowing more flexibility in the new simulation systems that were added. (At this point, I stopped using rimworld as an engine for combat and movement, and started using my own imagination as rimworld was too hard to build around.)
v0.68 Added new scenarios: "Zombie Apocalypse / Random Campaign / Custom Campaign" Zombie apocolypse sets the player in a zombie rich environment either at the start, or after a zombie outbreak, forcing them to survive using their wits.
v0.69 Allowed the player to choose any race that exists in fantasy or reality, or describe the race they wish to play if it is a custom one.
v0.698 Added the electrical engineering skill due to players interacting with alot of electrical equipment without any skill other than intelligence to base their success off.

v0.7 & 0.71 Added the escaped monster scenario, and changed the primary accent of world crawler to Venusian Jintarian (I wanted to pick Venusian Cytherean, but didnt pick the right one.)
v0.75 Added a contingency plan incase world crawler was not handled appropriately or for some reason failed to start a game, in these cases, world crawler will start a Multi-User Single-Character campaign on the chat client, where multiple people will vote for the actions that a single character will take in the world, also added physical at a skill that can be selected.
v0.76 Polished out clarifications and warnings to inform the user of the setting and things there-in where-ever possible, incase users dont like magical settings, they can choose for such things to not be present.
v0.79 Polished up the pAI description so that it indicates that it is not a D&D simulation device, but a D&D and MUD esc games, as well as its specialty in survival, roleplaying and management style of play, as well as other contradictions that were previously present in the description. 

v0.8 Changed electrical engineering to be "Technology" skill, due to electrical engineering being very specialized in a cast of otherwise very wide encompassing skills. Redefined the rules of the game to be "If it works or you roll high enough, it works." instead of any strict or notable rule set, increasing the creative ceiling.
v0.82 & v0.823 & v0.83 Added Dinosaur survival as a playable scenario, then immediately removed it due to the requirement to actually know what dinosaurs are which we dont have. Replaced this scenario with Alien environment survival. (I actually had to delete the dinosaur survival option mid choice, due to the fact I knew I couldnt run such a gamemode)
v0.85 Changed world crawlers opening game scenario responses to be instantaneous due to the code related to them no longer needing to be grabbed from an external source and instead being placed directly into the pAI's main memory. Allowing the startup of games to go along much faster.

v0.9 Allowed the ability to save games. Saved games are encrypted with the users biometric data when saving a new master, alternatively, if the game isnt run by the master or the person running the game did not save any data, uses facial recognition and crew manifest results instead.
v0.94 Added Demigod, Ghost/Monster hunt scenarios.
v0.945 Fixed the accent used to be Venusian Cytherean instead of Venusian Jintarian after Cytherean players pointed out the inaccuracy.

v1.0 Changed custom campaign to be renamed to standard campaign to make it a more appealing option, as the creativity aspect of making your own campaign was what world crawler is now intended to do. Finally fixed some bugs and glitches and improved memory retention and fleshed out the creativity engine the pAI uses, campaigns should now be more consistant and shouldnt have memory related conserns such as forgetting unimportant details. Added new functionality when inserted into computers or PDA devices. Added the ability to ask for a map of the current environment and various dozens of other changes.

v1.1 Excellency now actually helps with normal tests of that skill, instead of simply giving advantage on normal and above. You should now no longer miss in melee range when combat is excellent.
v1.13 Prevented an issue with spawning psychic monsters on Monster Hunt senario. Players should no longer get instantly mind controlled and fail on spawn.(This never happened, I just think it was funny when I was talking to somebody in a discord about it)
v1.14 Made it so that you will always spawn with some way of getting out of the cryogenic cell on vault start without having to break your knuckles on an air vent if you dont get the hint.(This never happened)

v1.17 Added small noise cues to world crawler that will play when preforming certain actions to help set the mood.
v1.19 Added tutorial scenario to help people who choose to learn about how the game works through a simple tutorial level that is randomly generated.

v1.2 Removed the tutorial scenario since learning the game isnt actually very hard and people get into the hang of it pretty quickly, instead merged some more helpful information world crawler states during tutorial mode into every mode.

v1.23 Added the wave survival scenario, which places the player character(s) in an almost endless variety of hazardous situations against various threats with the goal of staying alive.
v1.25 Added the "Lone Survivor" scenario, which places the player character at risk every corner they come across, never knowing if any turn might be their last as they avoid many kinds of threats while trying to survive.

v1.256 Added the "Movement" skill, since most athletic actions such as climbing, movement speed, sneaking around and such were not governed by any skill.

v1.4 World crawler has received many new changes including separating campaign and more arcade style modes from each other. "World Crawler" gamemode has been merged into the "Vehicle Exploration" arcade gamemode.
v1.46 World crawler notifications can now be turned on, if world crawler is available on a device near you, it will inform you that it is ready to be downloaded if you are the last person to have started a campaign (and you are available), to allow people to finish up their campaigns faster. (Aka I just LOOC somebody who most recently started a new campaign instead of OOC advertisement)
v1.5 World crawler now has an EXPERIMENTAL "Show gameplay" feature, that changes the text based descriptions into visible pictures on screen. This may slow things down, however.
v1.46 and v1.5 have been reverted due to lack of use since implementation.

v1.55 World crawler will now always ask for the era of the setting, Medieval, Industrial, Modern.
v1.59 Random selection for arcade or campaign settings will now actually be random instead of selecting one from the list.
v1.6 World crawler will now ask for skill checks if the user wants to use actual dice

v1.63 Original "Wasteland Crawler" scenario and "Alien world" have been added to a special scenarios tab, additionally, alien world has been reworked heavily, and renamed to "Cachet's Critters"

v1.633 Reworked wave survival, renamed it to Battle Arena and placed it into the special scenarios tab. It is no longer a campaign scenario, and is now placed in a white room called "The Matrix" where battle simulations can take place.

v1.7 Reworked "Standard campaign" and added "Standard Arcade", as well as a new special mode called "Sandbox". Standard campaign now actually sets the players in a campaign that has been pre-established with an objective and goal, establishing the story as the game goes on, instead of just setting them in a world to find their own purpose, that now is covered by Sandbox. Standard Arcade is similar, but typically more combat and mechanics focused. Additionally, removed "Random Campaign" and "Random Arcade" as it was not used, and didnt work correctly, also added "Standard Arcade"

v1.711 Added investigator scenario to standard campaign, moved escaped monster to arcade where it belongs. Investigator sets the player character in control of a well known criminal investigator, giving them the option to investigate a crime scene or interrogate the persons involved with it.

v1.72 Changed "Vehicle Exploration" to "Vehicle Adventure" to more accurately reflect on its not only exploratory nature. Also added "Complex" melee mode, or "Simple" melee mode. In complex mode, characters can choose to block and attack in one of three directions. They can also choose to parry in a single direction, or preform special actions in a single direction, such as disarming, these options are only available in battle arena though, or in melee combat encounters classed as "Tense" to increase the tension.

v1.728 Allowed more character variety in cachet's critters by reducing points usable at the beginning by 1, but allowing players to take a negative in any or all of the attributes, and a double negative in one attribute to increase their point pool, characters can now select special abilities or traits and can even make mechanical creatures, additionally, allowed the spawning of mechanical creatures and structures by default and have an option to disable them. Additionally, changed monster hunt to have far less stalker type monsters, to increase diversity. Allowed the use of "tutorial bug" that was created during a campaign to be used by default in all campaigns, it will help the player make choices through vague icons and gestures, most things will ignore it unless it is a specific part of the setting

v1.729 Allowed the player to convert medicine charges into chemical injectors with special abilities, as long as these special abilities are in line with "would most likely be in a medkit" parameters. Additionally, used this system to better explain similar systems, such as boxes of electronics having 15 charges, and can be used to pull out 15 door circuits, or 8 multitools, or whatever.

v1.73 Added a highly requested feature to normal campaigns, ripped from catchets critters. There is now a "Senses" skill, which covers your ability to see, smell, taste, and what have you, since there wasnt any skill that governed perception at all. "I can see clearly now the rain is gone"

v1.74 Added "Scroungers" scenario to the scenario selection, the player character(s) play the part of various different machines of their own creation and attempt to survive in a post apocolyptic world filled with only the robotic remains of a once prosperous human society, while managing resources such as heat, health, modules, software and more.
Also added quickstart, either random, or for a specific scenario.

DISCONTINUED. (ADDITIONAL UPDATES WILL NOT BE POSTED HERE)

Once again, thank you all for the support. If you'd like to leave a comment about any thoughts or ideas you have about this character I strongly encourage that you do, I might add things to world crawler that are suggested here as well. Hope you have fun, I know I did.

Edited by Colfer
Too many updates
Posted
2 hours ago, WaterPumpJohnny said:

This is terrifyingly elaborate

Its a long (albeight slightly altered for the sake of making it look like patch notes) history of world crawler up to "version 1.0"

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