Manor Alpha 21


Two new champions (shaman and golem lord), and a bunch of fixes, changes and minor additions.

Changelog:

+ Added a 'distract investigating cops' order to allow maids to be set not to entertain/distract cops who are investigating (allowing them to investigate in a timely manner)
+ Fixed a lot of checks made by aware visitors (including cops and champions) that wouldn't include traitors or secret maids as targets unintentionally
+ Guards are now faster than other maid types at repairing doors and upgrading rooms
+ Added the shaman champion
-> The shaman favours magical investigation (but also performs some social investigation). She is able to ward characters and rooms to detect when magic and transformations occur; they can be disrupted at a power cost (doing so is seen as minor evidence)
-> Magic investigating champions scan characters, items, large objects (control crystals and the identity mirror) and rooms for magic. Traces of transformations and magic can be removed from visitors and most monstergirls (maids and controlled beegirls are an exception); and scans can be interfered with by witches or the master directly to give false results
-> Shamans have two special combat abilities - seal and banish. Banish will teleport the target out of the manor (into a yard area), disrupting fights. Seal will prevent the target from being enhanced by any empowerment that has been applied to them, however it can be dispelled
-> Magic focused champions attempting to escape the manor will try to teleport out. This is unlikely to succeed, but can - especially if the champions magic is far stronger than the master's
-> When led by a magic focused champion, parties or raids may decide to destroy any control crystals they can find
+ Fixed champions directly speaking to monster girls who are hidden
+ Fixed champions cancelling moves when attempting to leave after completing an investigation if they believe they can win a fight
+ Fixed champions who escape the manor with evidence triggering a party/raid attack when their check-in timer has already expired and triggered a party/raid attack
+ Champions may now leave before carrying out all possible investigation tasks. They will perform a minimum of four plus an extra one for every five pieces of evidence they have found. The chance of leaving increases with each additional task performed
+ Fixed evidence values not tallying correctly
+ Characters seeking sex should now try to join in if they find someone having sex
+ Fixed investigating champions ignoring alraune seeds on
+ Fixed concern values not being saved
+ Added a stay put when following idle mode order
+ Added goals where magically capable champions will seek the master using magic (for questioning and defeating her)
+ Added the lord golem champion
-> The lord golem is primarily a social investigator, however she lacks magical capabilities and instead of using seeking spells will ask around or intimidate characters
-> Her secondary focus is brute actions; which includes 'investigations' of rooms that leave them messy and may reveal evidence, as well as attempting to break through doors to see unseen rooms and attempting to intimidate characters
-> The lord golem carries a golem converted into condensed form with her, and will deploy it when fleeing or part of a party/raid
+ Champions will now sometimes select characters to monitor; magic using champions will use seeking spells to find targets and track down targets they lose sight of (and will suspect that someone has been transformed if the trail leads to 'someone else')
+ Fixed an issue causing champions to reconsider moves they shouldn't
+ Fixed check-in timer tooltip text
+ Fixed champions rallying other champions
+ Traitors who were champions but are no longer now clear their check-in timers on leaving the manor
+ Fixed issues caused by unexpected properties in save files
+ Maids now interrupt visitors (including cops and champions) who are bashing down doors. If successful, this will cancel their current goal, but they may return to try again later
+ Cops will now begin leaving without finishing their objectives if the time before they're expected to return runs low
+ Made some changes to how missing character reports are handled when characters leave the manor; affects a variety of cases but covers things like 'traitor leaves with the wrong personality and weirds out their friends' or 'visitor leaves in the wrong body' and should remove reports that weren't being removed because the leaving character was in the wrong body (report is removed on personality or appearance match now, instead of ... a somewhat silly check)
+ Teleporting the manor now clears champion check-in trackers; champions will gain evidence when experiencing a teleport and those who are still investigating will try to re-establish contact (creates a new check-in tracker)
+ Adjusted the stay put when idle order; it now has an additional 'return to post' option, which will make a character return to a chosen room after travelling elsewhere. A set idle post action has been added when viewing a character to set the location. This has extended/combined the 'stay put when idle' and 'clean here and neighbouring' settings
+ Probably fixed a bunch of issues relating to various characters acting unusually towards plant zombies (e.g. aware characters warning them)
+ Investigating cops now investigate all disappearances

Files

Manor Windows Alpha 21.zip 673 MB
14 hours ago
Manor Mac Alpha 21.app.tar.gz 680 MB
14 hours ago
Manor Linux Alpha 21.tar.gz 670 MB
14 hours ago

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