I really like the soundpack idea. This could turn out to be
something where people could distribute various packs, and see
what everyone likes best. I could even see some kind of
competition coming out of this.
The plague already sounds difficult, though it might be
beatable with a lot of doctors. I've never been one for making
houses (they're a waste of valuable resources when I can beat the
game with the starting number of people (at least on easy)), so
I'm ot sure how much I'm going to use the new building.
I really like the idea of upgrading farmers (this was
something I thought was missing from the last version). The open
and closed being mentioned probably would have been more useful a
couple of versions ago as the sounds now demonstrate whether or
not a building is open or closed.
Overall though, I certainly think this will be an
improvement once I can get around to downloading it.
----- Original Message -----
From: Jeremy Kaldobsky <jer...@kaldobsky.com
To: audyssey <gamers@audyssey.org
Date sent: Thu, 15 Sep 2011 00:51:54 -0700 (PDT)
Subject: [Audyssey] Castaways version 2.3, mission 4 is here.
The version 2.3 update has finally been posted, and it has quite
a few new features that will keep people entertained. For
starters, I must again apologize for not having the new
multiplayer mode ready, but each day I get a little closer.
I fixed a few more small bugs, as well as another piece of the
tome bug that I had apparently missed the first time. A few
errors were fixed that caused the game to crash for people using
unregistered files. The debuglog.txt file is a little better
now, so it should log more useful information in the event of a
game crash.
Monks had a bug that caused them to sometimes ignore their tome
writing duties in exchange for leather working. This is fixed
now.
If you move over a closed building on the map, it will now say
the word closed after the building name.
I've added a clearer mission objective to mission 2's
introduction. Some people were getting confused about what
exactly was required of them in that mission. Hopefully it is
easier to understand now.
The upgraded fisherman job Bait master has been changed to
Angler, to make it sound a little more accurate.
With all of the new sounds, some people will want to lower their
volume so that they can hear their screen reader better. Hold
shift and press brackets [ and ] to raise or lower the sound
effects volume within the game.
I've added a new feature to the main menu, which allows people to
select a custom sound pack. Rather than actually replacing the
sound files, people making their own sound packs can simply
create a new folder within the castaway directory. Populate that
folder with your own sounds that match the names found within the
original sounds folder. As a sample I have included a folder
called oldpause which is a tiny soundpack that just changes the
pause and resume sounds back to how they were in past versions.
You'll notice that I didn't have to use any other sounds except
pause and resume, since the game will automatically look back to
the default sounds folder for any missing sounds from the custom
sound pack. To try out the small soundpack, set it on the main
menu by typing oldpause where it prompts you for the sound pack
name.
Another feature on the main menu is a toggle called pauses. By
default it is set to short, but if you change it to long, the
supply messages Z X C and V will use periods instead of commas.
Some people like the messages how they have always been, but a
few people have had trouble since the comma pausing isn't long
enough for their screen reader. Hopefully this helps everyone
have what they feel is easiest to understand.
Farmers can now be upgraded using tomes. Upgrading farmers is a
lot like upgrading soldiers into the different troop types. A
menu allows you to turn your farmer into a Gardener, a Wheat
farmer, a Winemaker, or a Shepherd. The upgraded farmers get a
boost to their working speed, and will also focus their efforts
on only their particular skill. Gardeners work in Vegetable
farms, Wheat farmers grow wheat, Winemakers work in vineyards,
and Shepherds work in animal farms. For a while now people have
wanted to divide up their farmers into specific duties, and now
you can.
Mission 4 has been added! Prepare yourself for a vicious new
enemy that will force you to call upon skills from your past. In
addition to a tricky new enemy, plague becomes your first viral
foe. The longer it takes you to complete the mission, the higher
the risk that your people will catch the disease. If the illness
wasn't already bad enough, each person who is sick with the
plague raises the odds that more of your people will catch it.
You had better keep on top of the situation, or you could quickly
find yourself overwhelmed with dying citizens.
A new type of building has been introduced for mission 4. The
Tudor house is a larger home able to support 7 people instead of
the usual 4. The buildings are more expensive than using normal
sized houses, but if space is important to you, the Tudor house
may be your new best friend.
I wish everyone luck on the new additions. Have fun, and I will
continue working whenever I have time.
Download link for castaways can be found here:
www.kaldobsky.com/audiogames/
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