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A power outage ate my first go at this post, so let's try this again...

A bunch of under-the-hood work this month plus a long-awaited gameplay addition!

Under the hood, I generalized all transformation into a single function which also handles crewmate responses to their own transformations and then allows other crewmates to respond as well.  All responses are logged and are visible in the Expressed Desires section of the crewmate display.

I removed the "loyalties" code that was increasingly an overcomplicated fit for the game.  Crewmate retention is now streamlined down to one stat, Happiness.  If a crewmate's happiness hits zero, they'll check out and walk into the Teayeph wilderness to try to survive on their own terms.

And you can now order crewmembers to eat unprocessed, raw foods.  This is a sizeable Happiness hit for your entire crew, so it's real easy to tank your game by telling everybody to gobble down random mutagens.  However, if the resulting transformation is something a crewmember likes, their individual happiness will immediately hit 100%.

So while there is nothing new to build, the game feels a lot closer to the "manage a crew's survival in a hostile and transformative environment" vibe that I'm aiming for.  The underlying code is a lot sleeker (although there's always more I can do) and future expansions should be even simpler to implement.  This feels a lot more solid.

You can play it here: http://dexsin.com/teayephvi/

Changelog for v0.1.2

Expressed Desires

A per-crewmate log as to what kinds of changes they'd be into or disgusted by

Crew who experience a change they like or dislike comment and their desires are logged.

Crew who overhear about a change that they would like or dislike also comment and their desires are logged.

"Eat Local" Orders

You can order your crew to eat the local food unprocessed.

Upsets your entire crew, docking a chunk of happiness for everybody

If they like what changes they experience, however, their happiness goes to 100.

Unified TF Function (simplifies a lot of code)

- ties into radio chatter and expressed desires

Removed "Loyalty" stats to simplify gameplay.

- Crew check out when their happiness hits zero

- Crew can develop preferences for tentacles rather than tentacle monsters reducing loyalties to captain and crew

Files

Previews only

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