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Releases: jwvhewitt/gearhead-caramel

v0.612: Quick Service, New Mecha

13 Jan 12:28
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GHC_Century

This is a quick fix release to correct a problem with the GH1 character import. Also, I've added the CNA-15 Century mecha from GH1 and GH2. Enjoy and let me know what you think.

v0.611: New Year, Newer Release

04 Jan 09:30
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GHC_ScenarioMenu
There was a problem with the binary for the previous release on Windows, so I switched from PyInstaller to cx_Freeze. The only difference that users should notice is that instead of a single file executable, the game now comes with all of its support files in separate folders. Thanks to everyone on Twitter and Discord who helped me fix the issue.
GHC_Hyolee
The big change this time around is the scenario menu. Instead of just placing your character directly into the default scenario, you can choose which one you want to play. And when you're finished with one scenario your character can move on to another one. There are only two scenarios for now, but let me tell you about another great new feature: GHC can now dynamically load content from the user folder. This means that players can create their own scenarios and content.
Try it out and let me know what you think.

  • Added a description for DeadZone Drifter and updated the README.md for the first time in forever
  • Packaging system changed from PyInstaller to cx_Freeze, fixed Windows NumPy issue
  • Added Adventure Module selection menu
  • Moved faction score from a Character property to an Egg property
  • Color menu will recognize identical colors now
  • Reworked the way scatter damage scatters
  • Added Eggzaminer to dev mode
  • Fixed Egg ejection bug
  • Fixed a lot of GH1 import bugs
  • Fixed a problem with asynchronous IO and menus
  • Lancemates and major NPCs should be imported correctly from GH1
  • Cybertech skill imported correctly from GH1
  • Vadel's hover jets are now bigger and integral
  • Zerosaiko mass driver improved
  • Changed the formula for armor damage absorption
  • Reduced chemthrower chem usage
  • Scene viewer may now get postfx function called after normal map rendering
  • Fixed bug with LancematePrep cutscene element
  • PC can bring mecha, stash with them between adventures
  • Updated the Winter Mocha scenario
  • Python scripts in user content folder will be loaded at startup

v0.610: New Year, New Packager

04 Jan 07:34
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Turns out I forgot to add a description for DeadZone Drifter in v0.610. So, I immediately went and released v0.611. Please ignore the release behind the curtain.

v0.600: Completely Completeable

27 Dec 04:29
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GHC_Osta
I'm happy to announce a new release of GearHead Caramel. The biggest change in this update is that the DeadZone Drifter scenario is now completeable- after clearing the highway to the distant town, there's one more task that will require your attention. In addition, you can now buy consumable items like quick fix pills and duct tape. Plus, skill trainers have been added to relieve you of all that extra cash you've been lugging around.
GHC_SkillTrainer2
Here is the complete list of changes:

  • DeadZone Drifter scenario now has a conclusion
  • Monsters may get a different number of actions per round
  • Fixed serious CharacterMover bug
  • Mecha scale beings have their Mobility calculated correctly
  • Burst fire bonus applied to accuracy, not to hit roll
  • XP for destroying enemy is capped at 500
  • Added skill trainers
  • CharacterMover will not move NPC back to original scene if NPC gets moved away from dest scene to another scene first
  • Haywire now correctly works on human-scale robots
  • Added consumable items
  • Added more cyberware from GH1, GH2
  • Combatants who are out of visual range and don't know where to go next will deactivate
  • Lancemates moved by CharacterMover will be removed from party and re-added if possible at end of plot
  • Potential lancemates can tell you a little bit about their skills
  • Most random lancemates will start with lower renown, but may have extra skills
  • Added merit badges for GH1 PCs who defeated Cetus, Ladon
  • Shops without a defined faction will use the faction of the town they're in

v0.560: Kerberos Attacks!

29 Nov 12:43
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GHC_Kerberos3

It's been a busy month, but I just finished a new release of GearHead Caramel. This one comes with some graphics upgrades, balance tweaks, and the ability to (finally!) retreat from combat... which you might need if you wander into the new Kerberos scenario.
GHC_Kerberos2

Here's the list of changes:

  • Added Kerberos storyline to DeadZone Drifter
  • Can now load same image in transparent and non-transparent versions
  • Monsters can power their own weapons
  • Can now flee from combat by using an exit
  • Attackers will move a bit so you can tell who's attacking
  • Added AttackInvocation
  • Added COMBATROUND script trigger
  • Added error message to gear loader if unknown command encountered
  • Activated the BioCorp biotech hunting mission
  • Added missing formatting for many tarot memos
  • Nerf Charge Attack, which was incorrectly not rescaled during the previous health and damage scale adjustment in 0.542.

As usual, try it out and let me know what you think.

v0.551: Quick Bugfix and Aesthetic Adjustment

20 Oct 05:47
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GHMini_Corsair

This is a quick bugfix release that repairs the crash when starting v0.550 from a clean install. Also, it changes the number of rockets in the Corsair's heavy rocket pod from 5 to 4 because I'm making a Corsair model for 3D printing and want to keep the rectangular shape.

v0.550: Ran Magnus Mecha Works

15 Oct 11:46
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GHC_RanMagnusMechaWorks

Finally, a new release of GearHead Caramel! This release has lots of balance and UI improvements, plus some new content. Give it a try and let me know what you think.

  • Added Ran Magnus Mecha Works
  • Added stretchy_screen config file option
  • Added Pro Duelist Association faction
  • Missile salvos drain target's stamina faster than other attacks
  • Removed redundant (and outdated) are_ally_factions, are_enemy_factions methods from GearHeadCampaign
  • Improve success rate and casting cost of LISTEN TO MY SONG.
  • Fill out Mecha Graveyard adventure.
  • Highlight the tile where we completely consume one action point when showing the trail of a move or move-attack.
  • Fix the missing Haywire attack on Phoenix L-Cannon
  • Added unique EWar system, Necromatix. Start doing those sidequests for a chance to get it!
  • Fix bug that would prevent deadzone town plot from advancing if you do "Recon by Force" mission.
  • Fix bug where we mistakenly give odds for hitting a dead mecha when its ally is standing on top of it.
  • Some particular unique shops might now sell parts of, or even complete, champion mecha.
  • Fix bug where mechas you own suddenly disappear after you take out their engines or torso in the mecha engineering terminal.
  • More body options.
  • Implement 'Create New Mecha' in out-of-game mecha editor.
  • Add batteries to Musketeer.
  • Champions that upgrade their missiles now make sure it fits in the largest Launcher.
  • Memos now include location information as appropriate.
  • Made missiles more accurate, cheaper, and not shield-blockable (now only interception and dodge work against missiles), and increase missile quantities on almost every mecha.
  • Intercept weapons are now much less effective, but you can now stack several to improve your interception chances.
  • Added some dungeon decor
  • Destroyed mecha will be announced at end of combat
  • Slightly increased and curved damage
  • Missions change your faction score for both enemy and allied factions
  • Only one LMDEV plot can be active at once
  • Added GET trigger when an item is picked up

v0.542: The Mecha Graveyard

18 Aug 14:11
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GHC_RobotsInUndercity

I'm excited to announce another new release of GearHead Caramel. The big change this time around is the addition of dungeons and personal scale combat. Other stuff includes various balance tweaks, improved enemy AI, and a new variant of the Daum. Try it out and let me know what you think.

GHC_CrateWork

  • Added Mecha Graveyard adventure
  • Adjusted mass, health, and damage scaling
  • Added crates and other item-storage waypoints
  • Mecha melee damage bonus also toned down
  • Melee attack multiple hits toned down
  • Added Treasure gear type
  • Dropped items may be picked up by clicking on tile where PC is standing
  • Lancemates may now trade personal inventory items
  • Monsters use a different target selection routine
  • Got rid of annoying short hallways from PackedBuilding map generator
  • Melee weapons can have the Multi Wielded attribute, which lets you attack with multiple instances of that weapon.
  • Personal scale combat gives more direct XP than mecha scale combat
  • Added dungeon generator
  • Random NPCs should get a faction-appropriate job
  • Standardized the lancemate hiring cost
  • Tooltips may be several lines of text, if needed

v0.541: Release Early and Destructively

10 Aug 10:29
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GHC_Secutor2

I was planning to make a new release after adding dungeons, but have accumulated enough bugfixes and improvements to make a release right now. Dungeons should be coming up next week... or sometime...

GHC_VikkiTutorial

Anyhow, there's lots of exciting stuff this time around. The Phoenix and the Secutor have been added! Combat AI has been updated! Melee attacks and electronic warfare get a much-needed boost! Vikki gets actual lines of dialogue! It's been a busy week.

GHC_Phoenix

  • Added Phoenix and Secutor mecha
  • Modified some mecha designs
  • Added Brutal attack attribute that causes extra damage to armor
  • Melee attacks have a chance to cause multiple hits
  • Fixed autosave config menu option
  • Melee weapons can have the Ignites Ammo attributes, which replaces Burn for melee weapons, and reduces armor of enemy mecha, preventing them from using ballistic and missile weapons.
  • Melee weapons can have the Drains Power attribute, which greatly reduces the power supplies of enemy mecha, preventing them from using energy and beam weapons.
  • Heavy actuators provide melee damage bonus to the module they're installed in
  • Melee attacks now get a damage bonus
  • Attacking a model will activate it
  • When combat starts, all nearby teams are activated
  • Added advanced EW programs
  • Added the Solar Navy faction
  • Vikki now gives a brief tutorial about mecha and pilot stats
  • Combat AI for enemies updated; target choice is no longer random or permanent
  • Random NPCs should now have consistent mecha colors
  • Tarot cards marked as UNIQUE should now be unique (unless generated during play)
  • Enemy factions in missions may bring in allies iff all faction members are busy
  • DZD town threat rank increases as you move deeper into the dead zone
  • Fixed FactionComputer password bug

As usual, try it out and let me know what you think. And also let me know which GH1/GH2 mecha I should add next.

v0.540: Tarot for Everyone, Plus Dinosaurs

31 Jul 08:54
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GHC_FutureCrime3

Welcome to the new release of GearHead Caramel. The big addition this time around is content; every town now has a random threat scenario for you to interact with. These scenarios can affect things about the town, such as shop inventories and mission availability. Two new mecha have been added: the Daum and the Vadel. Lots of bugs have been squashed. Game balance has been adjusted. A new buff femme body type has been added.

GHC_NoChance

  • All towns now have a tarot scenario
  • Added Quality of Life indicator to all towns
  • Highway encounters won't clutter the road with trees or other obstacles. It's supposed to be a road.
  • Fixed the disappearing enemy commander bug
  • One on One Champion Fight now uses faction leader if possible
  • Town prosperity now affects shop items
  • Larger movement systems are now lighter (two size-3 Wheels is heavier than a size-6 Wheels) but more expensive.
  • Slasher champions upgrade their plain shields to beam shields.
  • Raider champions upgrade their sensors (to take advantage of their weapon increased range) and may also gain Overchargers.
  • Tone down EnergyWeapon prices.
  • Add Explodium champion. Boom!
  • Major NPCs now always get customized mecha
  • Dungeons will clean out their dead daily
  • Combatant NPCs get starting equipment
  • Added Monster gear type
  • Improved visibility of Green Boarding Chute
  • Added storage scene to GearHeadCampaign
  • Tarot card transformation now passes on default elements from alpha card.
  • Add Overchargers.
  • Champion mecha are special, so they should be easier to salvage.
  • Increase Charge cost even more: treat it like a ranged weapon.
  • Added Daum, Vadel mecha
  • Melee weapons blocked by energy weapons or beam shields take damage
  • Added beam shields
  • Added indie plots
  • Renamed the tarot card modules
  • More variety in road stop garages.
  • In combat, default to the fastest movemode of your mecha.

out2

Try it out and let me know what you think.