Welcome To... Chichester 2 - Part II : No Regrets For The Future - Triority Interactive Novels
Various things have been updated :
There is now a gender selection option - dialogue will, of course, change depending on which gender you select. At the moment, only a little bit has been started. This will filter (to various degrees) through the other episodes
Take on the hidden dangers lurking in the Demokron Factory and the Manglemire! With the launch of patch 83 on 23rd July, we’re not only re-releasing these two dungeons, but also swapping out the event dungeon – the Forsaken Island is making way for Darkan and the Sky Cruiser Endeavor! Please note that some names used below are subject to change and may differ from those in the game.
As you can imagine, this is a huge step for us. In the last couple of months we put in an enormous amount of work and now we’re happy to see a larger audience enjoying the game.
First of all, we would like to thank everyone who has supported us this far with feedback, translations, videos, and more.
Of course, Alpha 8 brings a bunch of new features, too! The major news are:
Goblin kidnappings
Roofs
Beer + parties
Loads of new equipment!
Fortifications, for your castle building needs 😉
Find the full changelog below.
If you would like to support Founders’ Fortune in additional ways, tell your friends, tell your favorite youtubers and post about it on social media. Every bit of support pushes the game.
Finally, we would like to thank everyone that’s with us on this journey to make Founders’ Fortune an amazing game!
Have fun with Alpha 8!
(Almost) Full Changelog
New Features
Cages in goblin villages + kidnappings
Roofs!
Fortifications: Huge walls to keep your colony save!
Beer brewing
Parties for colonist enjoyment
Dancing, cheering, hugging, enjoying fire interactions
2 pieces of clothing for every single profession + 2 more pieces of armor for soldiers, reworked iron armor
Lots of new world elements to make the random world more interesting
Russian and Ukrainian translations! Thanks to the community!
Potion storage furniture
Precision placement of furniture with shift
Also: Showing grid when building
Huge UI update! New fonts, new panels, new buttons, new dropdowns!
Mod overview panel to manage supporter packages (and hopefully mods one day 😉)
Animation + thought bubble when path can not be found
New free-flying camera mode accessible with F4
Changed Systems
Adapted prices of walls and floors to make more sense
Colonists no longer steal beds of their friends if their own bed is not available
Bugs fixed + improvements
Major color update + construction elements rework
AI performance improvements
AI navigation system completely changed. Way more dynamic and stable now
Colonists now eat at closest chair
Carrying to bed no longer uses ragdolls for stability
Lots of typo corrections
Fight music no longer stays on after losing game because of goblins
Some fixes for broken saves
Equipment on human now properly saved and loaded
Fixed furniture rotation bug when placing it quickly
Colonists no longer sleepwalk
Can’t add survivalist traits when trait already on the colonist
Uncontrollable colonists can no longer be controlled by multi-selecting them
Fixed important possessions update bug
There was a bug in the error message screen. Oops 😀
Colonists can no longer forget orders when switching active colonists.
Fixed rock mining issue
Fixed stuttering issue in build menu
No more accidental sleepwalking
When colonist dies in bed, bed no longer says “somebody else is using this”
Fixed issue where people would forget orders when woken up by combat mode
Trader garment no longer in research tree
Better colliders -> more precise furniture placement and AI navigation
Fixed strawberry icon seasons
Fixed inconsistent UI button sound
I skipped some minor points here and there to keep it legible.
The main focus of this update, one of the most heavily requested things I recall being asked for in warsim, there have been numerous emails, comments, steam community threads and reddit comments, now you can select any prefix for your custom races allowing you explore weird and specific prefixes you'd like to and create the exact races you want for your world.
* You can now choose a prefix to go along with race selection giving you full control
**PRE-BATTLE SCREEN IMPROVEMENTS**
Now when you're under attack you will not be given the same text everytime, hopefully improving things to be more dynamic and different over time!
* Added 10 different texts for prebattle attack * Added 5 different text for prebattle attack but you have no general
**NEW THRONE ROOM ENCOUNTERS**
Thank u/ScarsAndStripes for a bunch of great suggestions of throne room encounters, I still have a few of them on my to-do list but got two of them in this update!
* Added dynamic caravan of ale encounter (credit u/ScarsAndStripes) * Added dynamic soldiers celebrating victory throne room encounter (credit u/ScarsAndStripes)
**ARENA TWEAKS**
Just a few adjustments to the arena, now the victory screens are better and more dynamic!
* Added horn sound to arena victory screen * Made commoners tourney have two victory screens (tourney chart, winners face) * Made 8-man tourney have two screens at the end (tourney chart, winners face)
**THE WHEEL OF WEALTH**
The wheel of wealth was coded while I was in an airport on the way back from the Netherlands, It definitely needed to be improved and now has sounds and a proper spinning wheel graphic!
* Added new screen for paying to play wheel of wealth * Added sound effect for paying to play wheel of wealth * Added sound effect to winning wheel of wealth * Added sound to spinning wheel of wealth * Added new wheel graphic for wheel of wealth * Fixed text skip bug with wheel of wealth
**MERCENARY ORIGIN STORY PACK**
Been a while since I've added any of these so here's a new pack of origins!
* Added Shepherds merc origin story * Added dung weapons merc origin story * Added dirt bath merc origin story * Added gods merc origin story * Added head cross merc origin story * Added ex baker merc origin story * Added silent men merc origin story
**HERO ORIGIN STORIES**
The same for heroes, now there are more backgrounds!
A casual few billion additional faces in the game!
* Added 869'365'094'400 new goblin faces * Added 3'919'104'000 new halfling/homunculi faces (doubled)
**NEW DIALOGUES**
A bunch of new dialogues,
* Added 5 new love cult dialogues * Added 5 new nomad dialogues * Added 5 new prison dialogues * Added new leafburner dialogue pun * Added 5 new universal tavern dialogues
**NEW NAME SUFFIXES**
A heap of new prefixes for the game, haven't added a bunch for a while so here are some new ones!
* Added new name suffix 'the Twitchy' (-10 battlescore) (this suffix can also be mixed with random additions) * Added new name suffix 'the Worthless' (-6 battlescore) (this suffix can also be mixed with random additions) * Added new name suffix 'the Dog Rider' (+9 battlescore) * Added new name suffix 'the Dog Whisperer' (+7 battlescore) * Added new name suffix 'the Cat Whisperer' (+5 battlescore) * Added new name suffix 'the Horse Whisperer' (+6 battlescore) * Added new name suffix 'the Beast Whisperer' (+30 battlescore) * Added new name suffix 'the Whisper' (+25 battlescore) * Added new name suffix 'the Rosefaced' (+1 battlescore) (this suffix can also be mixed with random additions) * Added new name suffix 'the Boneclad' (+34 battlescore) (this suffix can also be mixed with random additions) * Added new name suffix 'the Ironclad' (+29 battlescore) (this suffix can also be mixed with random additions) * Added new name suffix 'the Steelclad' (+30 battlescore) (this suffix can also be mixed with random additions) * Added new name suffix 'the Bronzeclad' (+30 battlescore) (this suffix can also be mixed with random additions) * Added new name suffix 'the Woodclad' (+12 battlescore) (this suffix can also be mixed with random additions) * Added new name suffix 'the Stoneclad' (+15 battlescore) (this suffix can also be mixed with random additions) * Added new name suffix 'the Crystalclad' (+44 battlescore) (this suffix can also be mixed with random additions) * Added new name suffix 'the Skullclad' (+36 battlescore) (this suffix can also be mixed with random additions) * Added new name suffix 'the Hideclad' (+14 battlescore) (this suffix can also be mixed with random additions) * Added new name suffix 'the Goldclad' (+33 battlescore) (this suffix can also be mixed with random additions) * Added new name suffix 'the Glassclad' (+10 battlescore) (this suffix can also be mixed with random additions) * Added new name suffix 'the Silkclad' (+3 battlescore) (this suffix can also be mixed with random additions) * Added new name suffix 'the Obsidianclad' (+50 battlescore) (this suffix can also be mixed with random additions)
**BUGFIXES**
* Fixed custom title text spacing bug * Fixed always horn bard system not working with ascii disabled * Fixed he ones again text bug in lucky gnome quest * Fixed setting your own custom title bug * Fixed Book rental stall restarts theme music instead of blackmarket music * Fixed pause line error in recruiter screen * Fixed state of the realm text bug * Fixed loadtip length bug * Fixed new goblin slaver not spawned at new game start * Fixed custom game race selection colour * Fixed satchel of gold explore encounter causing another encounter to follow * Fixed he ask your business text bug for blackmarket leaders den * Fixed blackmarket leaders den wordwrap on each type * Fixed blackmarket leader dialogue missing line bug * Fixed wordwrap and text colour of under attack screen * Fixed text colour and grammar issues with custom game screens
**EVERYTHING ELSE**
* Added ability to name your character after choosing random name * Added 4 new pickpocket gang leader name suffixes * Added new monster part 'torsoless thick legs' * Added a new loadtip about extras screen * Added random number of goblins available at game start (5-204)
That's one small step for man, one giant leap for mankind. Does this ring a bell? 50 years ago the space race took humans to the moon. For most of us, this is still a place reachable only in our dreams. The dream comes true this weekend - Steam is running a special sale to honor this historical event!
This means discounts for all space themed games! Go ahead, dreamers, to infinity and beyond!
This is a small bus which was designed for short-range transportations. It was manufactured from 1967 to 1989. It is pretty maneuverable bus which is good in both urban and highway conditions. This bus consumes not much fuel and it is easy to do necessary maintenance. Small windows are compensated by additional ones on the roof. Narrow doors with pneumatic actuators can only let one passenger pass at a time. There is individual door to driver's cabin. The cabin itself is separated from the passenger compartment with a curtain or small partition.
There are two paintings and two headlights variants bundled with the DLC.
That's one small step for man, one giant leap for mankind. Does this ring a bell? 50 years ago the space race took humans to the moon. For most of us, this is still a place reachable only in our dreams. The dream comes true this weekend - Steam is running a special sale to honor this historical event!
This means discounts for all space themed games! Go ahead, dreamers, to infinity and beyond!
As the game opens, the protagonist wakes up in an unknown place after an accident. Searching for help, he heads to a mansion which exudes horror and chill. From the very beginning, we want to show the player that they have no choice other than going to that house. Neither the player nor the protagonist of the game are aware of what they are doing here and what they should expect.
The mansion itself, where the story takes place, becomes a principal character in the game. The house is built in a nineteenth-century European style. The realities and the way of life of the time are painstakingly reproduced, yet they are in a state of desolation and decline. Collapsed ceilings, ragged curtains, creaking floors - all of this serves to build a dismal atmosphere in which the player will spend the following hours.
Nonetheless, the fireplaces in the house are still burning, there is a piano you can play, and the exploration of the mansion’s many rooms is frightening and exciting in equal measure. All of this gives the player the ability to perceive the mansion as a full-fledged character in its own right.
The game’s frightening atmosphere is also stressed by the score, whose slow chords will haunt the player to the very end. Certain scenes feature additional music which matches the nature of that particular portion of the game.
https://www.youtube.com/watch?v=-y18Sy1koqw In addition, Silver Chains features other characters who will not leave anyone indifferent. Throughout the course of the game, they will scare you, observe you, and make you empathize with them. As we mentioned before, the player, like the protagonist, does not know anything at the start. As they follow the story, the details of the plot will fit together like pieces of a puzzle, revealing the nature of the characters completely.
Creating a suitable antagonist was a major point for us. A terrifying, unkillable monster that curdles your blood. We found our antagonist in the shape of a woman - a terrible monster that pursues the player throughout the game with a murderous intent. She became an excellent way to create the atmosphere where a monster suddenly appears, running at you, and you can do nothing but flee. Of course, we gave the antagonist plenty of background, and the player’s attitude towards her will strongly depend on how much they feel for this woman’s story.
The content of the game is not limited to screamers and a villain, we found plenty of space for puzzles, too. They are organically connected to the plot and the mansion, preventing the player from disconnecting with the narrative. The puzzles are not complex, all they require from the player is to be attentive and memorize minor details.
Key to understanding the plot of the game are pages from a diary which the player needs to collect in order to understand the story in its entirety. These pages are scattered throughout the house, the player will find them one by one, thus filling in the gaps of what exactly happened there. They will be recovered out of order, and so we have put the date of writing on each of the pages. This will allow the players to pause and read all the pages in the diary, like a book, finding answers to all of their questions.
https://www.youtube.com/watch?v=dH0cfTVoPP4 We devoted plenty of attention to the main character, too. His name is Peter, he is a young man, and he ended up in the mansion for a reason. We deliberately went with a first-person perspective and never show the character’s face, all in the name of making it easier for the player to identify with the protagonist and to experience the terror he is feeling.
We are not concerned that some players might unravel the secrets of our story before the final twist. On the contrary, that would feel like a personal discovery, and we are all for it. In any case, the player will reach some ambiguous conclusions. This openness to interpretation would reflect the player’s own view on the narrative, making the story more exciting.