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