OO Merchant Mode v0.2 + Hotfit 2.2.2 (Patreon)
Content
I FINISHED THE GAME!!!
Now that I have your attention, here are the caveats:
I was debating whether I wanted testers to test this out, but I think there's too much content for them to try (but I did my best to test it out... mechanically. Balance is all theoretical). This version has ALL (most) of the mechanical content originally planned. All 6-7...-8 weeks have been implemented, all powers, passives, body tfs, etc, all debts, so on and so forth.
So... what is the catch? Well... there's no story (or images, even if I have these lovely images above). I'll try to write the story before the contest (focus on the main story and try to fill out the rest). And after that, I will try to write a little bit here and there.
Changelog:
- Added all passives, and skills.
- Added all items, and debts
- Added how NPCs will want different items
Changelog 2.1:
- Added a way to recycle items you think you won't use for 50% off the price (green man near well).
- Added difficulties . It includes the base x2.5 all the way down to x1.1 or as high as x4 (why? Masoquism is a fetish, right?)
- For the last two difficulties, buying items is even cheaper
- Added the Gossip mechanic. Go to the green crystal after getting the skill so you can hear the latest news (it will tell you what items to buy).
Changelog 2.2
- Fixed difficulties (changed the difficulty in 2 places, so the initial jump was x4 regardless of difficulty).
Changelog 2.2.1
- Fixed(?) difficulties. Could not really replicate the bug... but I change the formula and change the dependency. It now doesn't multiply itself, but instead rely on the number of the week. Tested it and seems to work.
Changelog 2.2.2
- Fixed merchants not selling the appropriate items and them asking for doughnuts (0)
- Fixed the Cafe/Gossip