diff --git a/UPDATE_HISTORY.md b/UPDATE_HISTORY.md index bcf802e..08dcf8f 100644 --- a/UPDATE_HISTORY.md +++ b/UPDATE_HISTORY.md @@ -1,13 +1,11 @@ # Update History: Wasteland Conquest Changes -This log covers the major changes from the old v1.9 build (old.html) to the current version of Wasteland Conquest (index.html). +This log covers the major changes of Wasteland Conquest (index.html). --- -## Wasteland Conquest Update +### v2.0 [Wasteland Conquest Update] This was a major overhaul of the game's mechanics and interface. - -### New Mechanics - Bottle Cap Economy: Territories now produce Bottle Caps each turn. You can use these to buy troops from the recruitment terminal instead of relying only on card trades. - Game Mode Presets: Added several new ways to play, like Survival, Apocalypse, and Alliance Warfare. Each mode toggles different rules automatically. - Random Encounters: Territories can now trigger events like finding loot caches, radio transmissions, or creature attacks. @@ -15,8 +13,6 @@ This was a major overhaul of the game's mechanics and interface. - Improved Commanders: Commanders now have HP and AP stats. You can use Stimpaks to heal them. If they die in battle, your game is over. - Nukes: Players can now capture Nuclear Silos and find launch codes to destroy enemy territories. - Visibility: Added Fog of War and a Perception system. You'll need items like the Perception Bobblehead to see through the fog. - -### Technical and UI Changes - Save/Load System: You can now save your game as a JSON file and load it back up later. - Map Icons: Replaced the old text symbols with custom SVG icons for each faction. - Terminal Overhaul: The help system was rewritten as a multi-page terminal with detailed info on all mechanics. @@ -25,19 +21,81 @@ This was a major overhaul of the game's mechanics and interface. --- -## Legacy v1.9 -The last version of the original "Fallout Risk" simulation. +## Legacy v1.9 [MOBILE PORT & HOTFIXES] -- Standard Risk deployment and attack loop. -- Simple Bottle Cap trade-ins for cards. -- First version of the FO3, FNV, and FO4 themes. -- Basic Radstorms and Wild Ghouls. +- Commander Combat Adjustments: Assassinations are much harder. Troop damage to Commanders is reduced, ambushes are limited to once per turn, and entrenched Commanders require taking the territory first. +- Advanced AI Tactics: AI commanders now retreat at 50% HP, avoid crowded territories, hold defensive chokepoints, and navigate home intelligently if stranded. +- Turbo Mode Auto-Skip: The game now automatically advances the phase when your AP depletes. +- Smart UI & Map Upgrades: The map perfectly renders multiple VIP stars and adds V.A.T.S. hover warnings for entrenched targets. +- New Holotape Loaded: Added Fallout 4 (The Commonwealth) to the theme selector. --- -## Older Versions -- v1.1 - v1.8: Small map adjustments, more faction colors, and basic UI tweaks. -- Alpha 1.0: First version with 42 territories and manual combat. +## Legacy v1.8 [MOBILE PORT & HOTFIXES] + +- Hardware Port: RobCo OS now natively supports handheld (mobile) terminals. Device must be rotated to Landscape mode to initialize. +- Threat Patch: Resolved a logic error preventing the Wild Ghouls subsystem from properly infesting unclaimed sectors at boot. +- The Status and Directive terminal readouts have been completely overhauled. +- Commanders now receive heavy home-turf damage resistance and can flip enemy territories after a ten-phase siege. +- When a faction's Commander is killed, their entire empire completely collapses into unowned, neutral wasteland. +- Wasteland diplomacy dynamically scales Ceasefire negotiations, trading exact Bottle Cap amounts for equal rounds of peace. +- The interface and map graphics have been optimized to provide a more stable, readable, and streamlined visual experience during gameplay. +- Shout-out to Alex for helping me debug. --- -War... War never changes. + +## Legacy v1.7 [SCORCHED EARTH & COMMANDERS] + +- Scorched Earth: Optional Nuke Protocol. Secure Launch Codes and hold highly-defensible Command Silos to unleash permanent radiation. +- Commander Protocol: Each faction is led by a VIP (100 HP). If they die, you lose. Manage AP, Stimpaks, and map movement to survive. +- Wasteland Diplomacy: Implemented the ability to offer Caps to rivals for a 3-Round Ceasefire. +- Wasteland Karma: Breaking a truce now incurs a permanent "Betrayal Tax" and triggers retaliatory AI Spite Alliances. + +--- + +## Legacy v1.6 [SECURITY & UI PROTOCOLS] + +- Anti-Hacking Patch: Implemented advanced input sanitization to block malicious code injection at the boot terminal. +- OS Version History: Initialized scrolling telemetry window to track simulation patch notes. + +--- + +## Legacy v1.5 [SYSTEMS UPGRADE] + +- V.A.T.S. Upgrade: Hover targeting now utilizes Gambler's Ruin algorithms to calculate total victory probability (capped at 95%). +- Customization: Faction color override matrix added to Boot Sequence. +- Cap Economy: Reserve pool expanded to 50, featuring dynamic "Wasteland Salvage" forging. +- UI Refinement: Overhauled the Survival Guide into a compact, tactical layout. + +--- + +## Legacy v1.4 [COMBAT & LOOT PROTOCOLS] + +- Tactical Routing: Commanders may now dictate exact troop garrison sizes post-victory. +- Wasteland Justice: Eradicating a rival faction now instantly transfers their entire Cap stash to your inventory. +- Neutral Threat: Feral Ghouls now dynamically multiply based on active simulation difficulty. +- Logistics: "Fixed Reinforcements" (Always 3) trade rule added to boot options. + +--- + +## Legacy v1.3 [ENVIRONMENTAL HAZARDS] + +- Meteorology: Radstorms added to the simulation. +- Fauna: Wild Ghouls (Neutral Threat) optional hazard integrated into the map. +- Comms: Pip-Boy Wasteland Radio frequency scanner initialized. + +--- + +## Legacy v1.2 [HOLOTAPE INTERFACE] + +- Telemetry: Vault-Tec Action Log implemented for real-time combat and event tracking. +- Immersion: Randomized wasteland encounter logs integrated into the turn cycle. +- System Clock: Holiday protocol initialized to trigger date-specific wasteland encounters. +- UI: Dynamic HP (Territorial Health) and AP (Action Point) tracking gauges added to the Commander's dashboard. +- Performance: Turbo Mode toggle added to bypass V.A.T.S. rendering for accelerated AI processing. + +--- + +## Legacy v1.1 [PIP-BOY SCREEN AND UI] + +- Themes: Capital Wasteland and Mojave holographic overlays loaded.