Manor Alpha 9


Alpha 9 is now available :D

This one mostly has item additions, which do include some fun tools (like a fake revive that transforms someone into a trainee and some corruption increasing items) but for the most part the additions are intended to make the visitors a little stronger (for the first time in a while) and create some varied little challenges/situations to deal with.

Full Changelog:

+ Adjusted screen showing/hiding to avoid further screen order issues (and some overlap ones)
+ A couple of performance adjustments have been made (particularly disabling auto-sizing of a lot of text which may have side effects)
+ Added some options for how the revival of a character from incapacitation should be handled
+ Maids assigned to clean should now clean the manor more efficiently
+ The destination of several additional maid orders can now be changed (drag, hide clothing and general item movement)
+ Changed how incapacitation, being tied up, etc. are handled. There's some intentional changes here (e.g. tied up characters will do some talking actions like calling for help, the master can do magic while tied up (when not unconscious) and visitors will revive maids they want to interrogate), but there will probably also be weird side effects
+ Some items are now initially hidden. Unaware visitors will sometimes be tempted to search for tempting items in their current room; aware visitors will sometimes decide to 'power up' and search for items in locations that have them
+ Added the lucky clover, which gives a broad buff, moves itself, and can be moved by the player
+ Item buffs from items they cannot hold long term are no longer applied to maids
+ Resistance to magic movement and maids being unable to carry an item have been split; the latter is now shown by an icon
+ Added the precious ring, which gives a decent buff, moves itself, and corrupts the holder over time
+ Added the gem of obsession, which debuffs and slowly corrupts the holder, and can be moved freely by the player
+ Added the heavy statuette, which debuffs the holder, and can be moved freely by the player
+ Added the helpful skull, which buffs the holder but is very ominous (will rarely be picked up when seen)
+ Item descriptions now include details on whether they can be carried by maids, moved by magic, and stat changes
+ Magical movement susceptible items carried by characters can now be teleported, however there is a chance it will fail
+ Fixed teleport item action creating concerns in the destination, rather than origin, room
+ Visitors now have a chance to arrive with a small buff item - a branch/lucky rock/watch/friendship pamphlet, increasing combat/magic/initiative/social by one respectively
+ The player can now create a gem of obsession and one instance of two other cursed items, the display sword and glowing ring, that debuff visitors holding them
+ Player controlled characters can now be ordered to pick up items they can carry
+ Possibly fixed a fair few cases where actions (including possibly incapacitation) could be cleared by giving orders
+ Player controlled characters can now give items they are carrying to others; visitors may refuse to take them
+ The number of hidden basic buff items can now be customised in gameplay settings, and they will be randomly selected and placed (according to the item) at game start
+ Added a setting to spawn cursed items at game start (they'll double up if more are set to spawn than there are cursed item types)
+ Added additional visitor buff items: steady shoes, soldiers beret, cute doll and old crucifix provide mixed basic buffs and are teleport immune; toy soldier and waterlogged novel provide buffs and move but aren't teleport immune; kitchen knife, hammer and plank provide combat buffs and aren't teleport immune.
+ Visitors can only equip one weapon class item at once (e.g. kitchen knife, branch, caretaker's shovel); they will pass extra weapon class items to characters they think are friendly
+ Visitors will now take items from incapacitated or tied up characters they consider hostile
+ Added evidence items - these raise the relevant concern of a visitor when viewed. Visitors will carry them and show them to each other
+ Knowledge books are now also hidden throughout the manor. Unaware visitors will read them when they have nothing better to do, and aware characters will if they will gain knowledge
+ Adjusted action display - actions due to player ordered goals now have their own colour, and non-player order related actions now use the same colour as the character card background
+ Player controlled characters can now strip incapacitated or tied up characters, and force them into maid outfits. This has a chance to fail that is higher for tied up but not unconscious characters
-> Maids no longer return maid outfits to the laundry automatically
+ Player controlled characters can now try to convince characters searching for their clothing to wear a maid outfit they or their target is carrying
+ Fixed some performance issues related to the game log scroll area
+ Added a version number in the bottom left of the main menu
+ Added usable items, including a setting for whether they should respawn after use (for long games). They include:
-> Taser: Incapacitates a target in combat. Player controlled characters can use this item
-> Banishment Charm: Teleports characters the user sees as hostile in the current room randomly throughout the manor. Player controlled characters cannot use this item
-> Adrenaline: Instantly revives an incapacitated (or sleeping) target. Player controlled characters can use this item
-> Four temporary buff items: Wind Essence, Fury Powder, Breath Mint and Protection Charm increase initiative, combat, social and magic by three for eight game turns each. The protection charm cannot be used or kept by player controlled characters, but the rest can
-> Faulty Taser and New Maid: Trap items that visitors will use when they intend to use a taser or adrenaline, which incapacitate the user or transform the target into a trainee respectively. A roll is made when the item is used to check if the visitor realises at the last moment that the item is not what it seems
+ Additional items can now be destroyed directly by the player, however power is required to do so
+ Added a hide action that hides a target item in the manor. It can be used on buff items, usable items, and books that are in the possession of friendly characters or in a room without their owner. This action is 'attempt to banish' rather than a controlled hiding, so the location the item will be hidden is random
+ Fixed inobservant characters not seeing the room they are in after being transformed (caused various crashes)
+ Some orders that are shown as possible when potentially possible in a few turns are no longer shown if they are not possible immediately when the order would be performed immediately (e.g. redirect - if the target is in another room, the order can be set if the target is disoriented or incapacitated; but if they are in the same room it cannot)
+ Followers now follow their leader when their leader is dragging characters, and will stay put if their leader is coming back to their current room
+ Ropes are now an item visitors can find in the manor (spawning under the usable category), and are not (generally) removed instantly. If they do not have a rope, visitors will tie characters up with 'bindings', which are far weaker
+ Ropes are no longer destroyed when a character is untied
+ The player can now use ropes to tie up visitors
+ Maids can now 'intimately reward' traitors to increase their corruption and decrease their guilt
+ Stopped aware characters from idly chatting with fellow visitors as a side action
+ Changed the 'master suite always messy' mechanic to 'when the master is present, one trainee can clean even without mess'. Maids will now clean the master suite if it is messy, as well

Files

Manor Windows Alpha 9.zip 295 MB
Dec 08, 2023
Manor Mac Alpha 9.app.tar.gz 289 MB
Dec 08, 2023
Manor Linux Alpha 9.zip 295 MB
Dec 08, 2023

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