Game
BioFuse
1 year ago

A Biofuse update dropped. It's only been years, yknow. I know I probably should've put my energy elsewhere but these things kept bugging me in my psyche. I put more stuff in the article at the bottom if you'd like to see some of my thought process.


The update log follows as such:
1.5.0
- Fixed a bug where robots wouldn't take corruption damage properly
- Added the "infected" health tag, only applies to robots.
- Added a new weapon, "Death Machine"
- Removed delayed expansion on checkVar as it was causing issues.
- Fixed EXP and Nodes not properly adding to the user's stats.
- Fixed an issue where checkVar would send you back into battle with an enemy in the negative HP... living dead thing.
- I cannot guarantee that the save will "fix" itself due to the way batch saves things.
- Added in a few details relating to the negative HP thing. If an enemies HP EQUALS 0, they get one final shot- and a bonus to the user!
^ Because it's not a bug, it's a feature muahaha
- Fixed Flatlands having 1, 2, 4 as the options.
- Fixed Forest having improperly set command variables
- Fixed BioFuse in general being formatted as LF instead of CRLF because Windows is speshul.
- The missing operands came back for me, generally speaking it won't really affect gameplay since it only happens on the first fight or damage or whatever. It's super inconsistent and I'm just gonna leave it be unless I feel like trying to make delayedexpansion work again. But it broke other things in a major way, so like... no. Deal with the missing operands for a turn.
- Maybe I'll remove all the little ^'s littered about all the dialogue. Maybe. It'll prolly be something like update 1.5.1 if I ever wanna do some janitor work.

That said, I've been feeling the urge to actually do a proper rewrite since I have all the baselines here. But that highly depends on how life is treating me. I'm more impressed I pressed through my old code and still updated it. As far as calling this an engine though, I'm kinda tickled by my line of thinking back then. My interpretation of an engine now is something you call to rather than editing everything in-engine. Like, totally separate file compared to engine. I'm gonna have to sit and think about how I even want that to be done. All of the attack and shop keeping stuff are separate and a lot- and I mean a lot of crap is patchworked together in the main batch file. If I could somehow separate all that gristle and make it so batch won't hate me for calling so much, I think it'd work out.

On that note, have fun with it and tinker about as much as you please. I'm more just getting this outta my system, yknow?



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