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Pilgrimage Changelog

Pilgrimage version 0.3.4 Released

Version 0.3.4

This is a biggen!

  • Creatures now grow as they age.
    • Both visually and in the simulation. Size determines what you can eat based on what the adult version of that species is capable of eating. So now, for example, baby Baleen Water Wogansp occupies a different ecological niche than the adults (They eat coral!).
  • Creature size is now visually represented during encounters. Your own creature gets bigger with age (depending on its block file), and encountered creatures and plants scale relative to your current physical size. and their own size and ages A Jeremite looking at something enormous relative to a jeremite now actually sees something enormous. And something young and small will actually look and behave young and small. This now affects all encounters. Even creatures that dive to fish for you use their age-appropriate size, which in turn changes what they’re capable of eating. And something huge will see everything else as appropriately tiny.
A digital game interface displaying a narrative where the player encounters an ancient lobster. Choices for the player are presented, including options to eat, chase away, escape, or ignore.

When you are a worm, everything looks like a leviathan.

  • Creature ascii art and plant ascii art now support multiple lines Also, A large portion of the creature and plant roster received new or revised ASCII art to take advantage of this, including things such as the Water Wogansp.
  • Removed old tiny flag, repalced with size similar to creature sizes. Existing plants were assigned sizes, and their encounter presentation scales relative to the player just like creatures do.
    • Plant sizes matter in gameplay aswell, hard large plants  are harder to eat for example. It also change sowe ytou escape suffocating plants.
  • Made food encounters more forgiving
  • Land fauna generation is now habitat based instead of diet based (there was  a bug in previous versions where certain creatures would always be settled even if they were supposed to be silentSettlers or powerSettlers. This is fixed.
  • Dangerous generated plants will be appropriately large when their block files imply they should be capable of trapping/killing large creatures.
  • Escaping a ghost now rewards +1 food instead of +2.
  • Jeremites are now a unit of measurement
  • The bestiary now has a fun facts section that tells you each creature’s size relative to a Jeremite. And yes, that comparison will actually change if you mod the Jeremites size.
    • An adult Jeremite is, naturally 1.00 Jeremites.
  • Procedurally generated plants can now also have multiline art.
  • Large ASCII creatures are positioned based on their actual rendered label dimensions instead of a simple font-size assumption.
  • Failing to eat a hard plant now has its own silly animation: the creature repeatedly tries to jab/eat the plant, fails,then sladly slinks back home. 
  •  Ghost encounters received more appropriate fade/attack/death animation instead of reusing animations that visually implied the wrong participant was attacking and other nonsense. 
  •  Creatures dying of old age during encounters now an appropriately honrable death animation (totally honorable, totally) . 
  •  The Character Sheet now displays your creature size versus its adult forms size.
  • A whole ton of balance changes to almost all creatures and plants.
  • Water Wogansps and Honey Wogansps received updated and very elaborate ascii art/lore
  • Existing creature descriptions and lore received various little tweaks.
  • Added more thematic ponder lines, particularly around physical scale and growth.

My original intention for this release was actually filling out land scosystems a bit, and i did get to some of this

  • Hell Turkey, carnivorous mutant turkey, with actual gobbling sfx.
  • Giant Centipede, large terrestrial predator. 
  •  Giant Diving Centipede a water-loving centipede that can dive after fish, with appropriately awful insect SFX. 
  •  Giant Cave Jeramy, an enormous blind translucent cave slime. Importantly, it is a Jeramy, not a Jeremy. Note the A.
  •  Grindylow , a long-armed aquatic shoreline predator with a collection of deeply unpleasant ambient vocalizations. 
  •  Emu, the classic large, aggressive, omnivorous, surprisingly good swimmer that booms, drums, and grunts and is great at killing rogues.
  •  Elephant Emu, a titanic Emu relative,noit so sbtly based on the extinct Elephant Bird, it is a strong swimmer and eater of plants/small animals/tall fruit,and a producer of titanic BOOOOMs. 
  •  Deer, classic large, swift herbivore with Foraging and Escape Artist skills and a meaningful plant-food size range.
  •  Carrion was also added as new edible for water things to make playng as a worm/lobster/whatever moreinteresting
  • Fixed historical creatures being born into the player’s currently selected region instead of the region they were actually supposed to be born in. The region fallback order was backwards in the previous release.
  • Fixed creature-selection tooltips being able to run off-screen. The creature selector now uses a custom wrapping tooltip. 
  •  Fixed confused players learning a creature’s identity through old-age messages. Old-age death/ancient-creature text now respects observer confusion instead of leaking the real species/name. 
  • Fixed queued sound effects surviving into the next game. 
  • Fixed bug where generated creatures from old worlds would “leak” into new ones and be just completely broken (I basiclaly had a missngNo situation)
  • Fixed silent settlers that lived outside of water always existing when they ate meat but not fish, instead of only settling based on the intended chance.
    • Non-Aquatic Creatures that ate both worked properly and non-aquatic creatures that only ate fish also worked properly, it was literally just non-aquatic creatures that only ate meat that were broken (And technically exclusive plant eaters/exclusive rot eaters aswell, but they didnt exist before this release). Anyway it was a weird one.
  • Fixed being able to issue commands while a new encounter was still resolving. In particular, this could cause weird behavior when an encountered creature immediately died of old age because the player could click a command before the death sequence completed.
  • Fixed some encounter labels near the bottom of the screen not responding to mouse hover. The bottom UI containers were intercepting mouse input.

For the next version, I’m planning to spend some time cleaning up the Canon Viewer. As the simulation has gotten more complicated, there’s also a lot more information to dig through, so I want to make it easier to actually find the interesting stuff. That means better searching, sorting, and filtering, along with some general UI cleanup so large creature entries are easier to read. And more little things on creatures an dplants that thye bestiary/canondex can ramble about.  I also want to introduce a temperament system that will have some smaller effects on creature behavior for now, but will matter a lot more later once dungeon delving and the RPG/Tile Based modes exist. A creature’s diet shouldn’t really determine its personality and a small thing should still sometimes attack you. 

There are also a bunch of smaller things and i never want to promise that a release will be about specific things becaus I might be pulled into a wonderful rabbit hole liek i did this time.

One other thing I want to tackle is making encounter logic much less mode-dependent. Right now, encounters are tightly coupled to the “King’s Sea III” mode when they really should be handled by generic resolvers that don’t care what UI or game mode is presenting them (Or whetehr its a game mode at all, hist figs should be abel to basiclaly play the game like the player does, which woud also mak ehistory way more interesting) . If I can separate those systems cleanly, it should make adding the planned “King’s Wilds” Mode much easier, and there’s a real chance it could even make it into this version, though that mode also relies on things like regional pois an dregional connectivity so, we will see.

It could even end up becoming the regional connectivity release, where I suddenly add a bunch more civilization sim, caves, pois, and related systems. So, like I said, I don’t really want to promise anything too specific beyondwhatever gets added next, I want it to be at least as cool as what made it into this version.

And this version was already pretty damn cool, like encounting a water wogansp is literally like encountering a fanatastical sea leviathan. Which is just fucking aweosme

Just Pilgrimage nonsense…

We measured god, he’s apparently 2962.96 Jeremites.

Text graphic presenting fun facts about the size of an adult Fishlord, stating it is approximately the size of 2962.96 Jeremies.

:3

Pilgrimage: Version 0.3.3

Version 0.3.3

Next big update!

  • Creatures can now have different first-person, third-person, out of sight, and above-water behaviors and sounds. Also confusion and ghostly creatures are all handled (ghosts get extra Os added after Os so you get things like “I can doooo ittt” rather then “I can do it” or “Yooou hear a noooise abooove” for ghosts, which is just fun.
  • Because of this most creatures have much stronger peronalities.
  • The fishlord is now like  a mix of maui and dagoth ur :3
  • You will see a lot more extra flavor text in the log from cretaure-unique utterances by you and others.
  • The game’s visual presentation was heavily upgraded with new shaders. The main menu, options, character screens, world-loading screens, and King’s Sea III now use animated/distorted shader effects that give the game much more organicness and charm.
  • Water biomes now look and move differently. Rivers, lakes, and oceans have different shader behavior, flow, and current effects.
  • Creature labels now float in the current.
  • There is a new block tag “DiveHunter” which needs to be true for creatures to dive-hunt you , but also creatures with high natural or learned  swimming (including hist figs that otherwise wouldn’t) can also do it. 
  • Added rats, giant rats, and even bigger rats
  • Added marine snow to oceans
  • Shiny player creatures are now possible :3
  • And i fixed just a boatload of bugs.

In total, this update actually has more player-visible things than the last update, but a lot of it is just buried in creature configuration, and I’m not going to list every little thing individually. It’s just a much more flavorful experience overall, IMO. :3

I should also say, the plan for the next update is to add temperament to creatures and fill out the above-water ecosystem more. That probably includes proper land and amphibious plant generation unles i get pulled into a rabbit hole or dont see value in it, making poisonous/toxic plants actually matter more when you interact with them, and generally making the surface feel like an ecosystem instead of just “the place things sometimes attack you from.” :3

I also want to start adding weirder encounter-specific creatures, like a Water Grue that hides in the deep and can trick you into diving toward it. The temperament system is also being built with an eventual dungeon-crawling mode in mind, so a lot of this should be reusable later.

After that it’ll be on to more specific locations and systems like caves, which should be VERY exciting.

Pilgrimage: Version 0.3.2

Okay, so, apparently I made 113 commits since the last version update. I thought I had mostly been messing with balance and infrastructure, but that’s clearly nonsense because there is actually quite a bit here O_O

  • Shiny creatures now exist, they hav eteh same base odds as Pokemon 1 in 4096
  • Shinies recieve an exploding 1d6 bonus to Tenacity, so a lucky shiny can become completely ridiculous and overpowered
  • Shiny creatures appear in Tenacity Yellow in encounters.
  • They even get unique birth events
  • Species now define their own default starting skills in their block files
  • Those skills are applied when an individual creature is created, including the player.
  • Players cannot remove or refund the natural skill levels belonging to their species during character creation.
  • Added these starting skills to nearly the entire creature roster
  • Species should all feel a bit more differnet from each other without me having to add whole new mechanics (yet)
  • Also, leveling costs are based on how many levels you’ve gained, not your starting skill. So if you naturally start with Fighting 2, getting to Fighting 3 still only costs 50 XP, as though level 3 were your first level.
  • Swimming now exists as a skill
  • Creatures can clumsily fall into water in the history sim, and if that happens teh cretaure must mak e aswimming roll to avoid drowning
  • One out of every 6 drowning checks is now substantially harder
  • Also added a bunch of fun event texts for it, including creatures sinking like bricks and ending up in Davy Jones’ locker.
  • This means aquatic creatures and natural swimmers are now distinguished mechaniclaly , swimming is also now used in a bunch of other checks
  • Replaced the old binary aquatic plant concept with an actual habitat system. (Yeah for nonbinary concepts :3)
  • Plants can now be aquatic, terrestrial, or amphibious.
  • Land and water encounters now pull from the appropriate plant pools.
  • Amphibious plants can appear in aquatic gameplay when appropriate.
  • The bestiary also now displays a plant’s habitat.
  • Added seven terrestrial plants:
    • Beach grass
    • Bittersweet nightshade
    • Maneater
    • Moss
    • Nightshade
    • River willow
    • Venus flytrap
  • Different regions can now have their own associated terrestrial plants.
  • Historical figures encounter plants much more frequently now that plant encounters are substantially more survivable.
  • Expanded the procedural plant-name generator by a dumbstupid amount.
  • Suffocating plant generation now chooses its associated spheres more intelligently.
  • Historical creatures can now roll to avoid dying from natural causes.
  • They can escape suffocating plants via rolling foraging tenacity, escape artist, etc.
  • They can overcome starvation through Foraging skill checks.
  • They can survive poisonous plants. (Just like the player)
  • They can fall into water, attempt to swim, and either survive or drown or get killed by some random eldritch plant that lives in the water in that region.
  • Successful escapes and survival rolls now produce their own history events instead of simply causing nothing to happen (And this applys in game too, not just in the sim, so if you starve then get out fo starvation, it is logged as a historical event).
  • Fixed encountered creatures not receiving XP or leveling correctly.
  • Cleaned up my dice roll system so the same systems can work for player-versus-creature, creature-versus-creature, and world-simulation events instead of assuming every roll involves the player.
  • Massively increased the variety of pretty much all historical events
  • Combat descriptions now use combanatorial sentance generation, which produces an absurd level of variation
  • Added more mundane combat descriptions so not every fight is a elaborate longwinded paragrpah about the metaphysical concept of tenacity or whatever
  • Added a system for less verbose combat text (which isn’t used for players yet, but is stored on events)
  • Fixed several grammar, comma, article, repetition, and event-ordering problems.
  • Added the Silkfolk
    • They are an extremely long-lived sapient species whose long lives encourage insane skill growth. (I wanted my freiren style  depressed, bored,  elves who master everything gioven enough time) 
  • Added the “Tenacious Ones” as a kind of distorted mirror to the Silkfolk.
    • Tenacious Ones are ancient, long lived, bloodless shapeshifters who lack empathy and patience but can relentlessly pursue a goal until they master it, which, with 1000 yea rlives can get quite insurmountable.
  • Added more detail and mechanical identities to the existing sapient species.
  • Gods now start with extremely powerful skills, but not such ridiculous ones that mortals have absolutely no hope of killing them.
  • Added additional possible historical names, including Mara, Ringo, Dante, and Nibbles (hehe).
  • Added the first version of my probability-collapse/wavefunction collapse resolver system.
  • The resolver can take weighted possibilities, collapse them into a concrete fact, apply already-established truths, and then permanently materialize the result into the world save.
  • Creature creation is now using this shared resolution flow.
  • Shininess is the first real application of it, but the system is intended to eventually handle unresolved historical and world details without contradicting things the game has already established, so i can do more on the fly procedural genration when you interact with things (The world state need not be fully decided on world gen), this will also allow me to optimize save file size and do crazy detaield pot-hoc world/history generation.
  • Added an initial truth/constraint system, which right now supports facts such as a creature already being known to have been born on a particular date, before they are generated.
  • Consolidated several previously separate creature-generation paths.
  • Simplified plant, region, and block getters and shit ton of duplicate code.
  • Removed redundant hardcoded nonsense
  • Added a verbosity-controlled debug logger and converted a number of miscellaneous debug prints to use it.
  • More spots use the cleaner tooltip style that was previously only used in Kings Sea III mode
  • Added tooltips explaining the available game modes.
  • Added King’s Wilds to the interaction screen as a disabled upcoming mode.
  • Added initial support for POIs
  • Fixed several character reroll and skill-reset issues.
  • Reduced noisy debug output and added a controllable verbosity system to the game.
  • Fixed the Canon Viewer producing noisy errors while loading.
  • Fixed aquatic and terrestrial plant lists being mixed up.
  • Fixed several plant retrieval and habitat-selection bugs.
  • Fixed historical figures failing to level after encounters.
  • Fixed assorted commas, duplicate phrases, bookkeeping errors, reversed conditions, and other little acts of violence I had committed against the codebase.
  • Fixed indefinite articles around words such as “one.”
  • Fixed several newly added survival events using species names instead of individual names.
  • Various bug fixes i probably forgot

So, this update adds shinies, species-specific starting skills, swimming and drowning, plant habitats, terrestrial plants, two new sapient species, more fleshed out creatures, new historical events that can also trigger on the player, a vastly expanded text generator, and the beginning of an entire wavefunction-collapse system.

That last bit is especially exciting to me. Because instead of generating every single detail about the world upfront, the game can now leave something unresolved in a superstate until it actually becomes relevant to the player or simulation. It can then collapse the available possibilities into one permanent answer while respecting everything history has already established. 

Right now, shininess/creatures are the first real use of this system, but eventually it could determine things like what is inside a cave, whether a town built a statue of a historical figure, or other details that nobody had any reason to know until the player or sim encountered them. The world can essentially fill itself in as it is observed without contradicting its own past. Which is extremely cool. I think :3

I will say, a lot of this stuff is not very up front to the player. So playing now won’t feel substantially differnet from playing it before this release, unless you not being able to throw well as a tenacity jelly was bothering you :3. There is just more, more stuff happening beneath the surface, more detailed simulation and better text, and occasional new rare cool things and more cretaures. 

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