For anyone still watching, I've expunged my old site in order to concentrate on my new one (Sungazer Software) full time. Plus, I had a lot of insane rambling from 2009 or so that I didn't want hanging around, so it had to go.
If there were any posts you absolutely cannot live without, or if you object loudly enough, then I could be goaded into having a "greatest hits" archive left intact somewhere. Swayed, even. Until then, though, consider any links to Tilde-One.com to be defunct. (Actually they'll just redirect to the new front page.)
Good night, and keep watching the skis! Uh, skies.
The game page for the sequel to I Miss the Sunrise (no, not that one) (no, not that one either) is now live! Here is the link to it. It will be pretty bare-bones until I make some noticeable progress, but as the game is episodic, you may want to keep tabs on it from the start. Expect more media, images, and a tentative release date in the near future.
A small update to the game is now available. This is a very minor update, so download at your own discretion. Here's what's changed:
-Fixed a multitude of typos and a few mapping errors.
-Fixed an issue where the "AP Boost++" added effect was giving a bonus of RT+1 instead of AP+3. NOTE: This is NOT retroactive; the component itself will be fixed, but if you already made it into a weapon, it's stuck that way. Sorry about this.
-In the post-game Splice, you will no longer collect messages once you've seen them all. To trigger this effect, you will have to see the final message one last time.
-Rami's final personal interaction now gives a Personal Trust boost like the others do.
-The cap on weapon damage and accuracy when multiplied by pilot skill has been softened. The hard cap is still 900 damage in one shot, but higher-damage weapons will now reach this cap more easily against high-defense foes. Note, this goes both ways!
Episode 5 is now available, meaning the complete game is available for download! A day early, no less! Here is what has changed in this version:
-It's the final episode! Multiple endings await!
-Post-game content includes new bounty hunts and a new Splice to explore.
-The damage estimation value is now hidden if your target is unscanned or out of range.
-You can now toggle the scrolling "fog" effects on or off. Turning it off can improve performance on some maps. This option is available from the "arrow" console on Ring-0 where the cursor speed is adjusted. Use the SHIFT key on this screen to toggle the setting.
-You can now enable cursor memory for last weapon choice (persists for the current turn) and last target choice (persists throughout battle). These options can be toggled from the "W" console on Ring-0 and in the Machinatorium.
-When you craft an X-Type (P)roperty Defense weapon of sufficiently high quality, there is now a free defense boost of its type as an added effect! (NOT retroactive). Also note that the Quality rating is based only off the Property and Type components used.
-Player character defense values are now more effective in mitigating damage.
-Fixed an issue where added effects would not properly trigger for enemies with multiple weapons.
-Some bosses now have special added effects that trigger much more often.
-Player added effects on weapons should now trigger much more frequently.
-The "Pierce" added effect has been enhanced. At its highest level, it should trigger 100% of the time. Note that this works both ways!
-If your leader is defeated by an enemy who attacks multiple times, said enemy should no longer continue to attack the blank space.
-Fixed a few glitchy Typelog fragments.
-The merit "By a Thread" should now trigger properly.
-Fixed a lockup bug if you tried to release a certain captive during Episode 3.
-Fixed a mislinked node on The Collector's map.
-Fixed an instance where the player could be trapped in an encounter loop in Episode 3, Mission 2.
-There was an issue where crafting a weapon from a bonus code could cause the system to corrupt weapon data and make a crafted weapon a clone of your previously crafted weapon. Don't worry if that doesn't make sense, because I think I've fixed it, but be on guard and let me know if you notice anything strange with your weapon collection!
-Deirdre's initial Personal Trust will now correctly change depending on certain decisions made.
-Several typos fixed.
A big thank-you once again to my myriad of supporters, testers, critics, players, and readers up to this point, and those still to come! Making a game completely by yourself guarantees a complete mess as the final result, so I am eternally grateful for all the help and suggestions and support and bug reports I've gotten.
Episode Four: Forever and Ever is now available for download! Here's a full list of changes:
-More, more, more! New enemies, missions, social scenes, articles, weapon components, music, and optional areas!
-Two new playable characters (one story, one hidden).
-Two new random Splices and three new bounty hunts!
-Enemies starting in Episode Four will now choose from several different weapons when attacking.
-The Rank system has been overhauled. Ranks come much faster now, and rank bonuses are much more potent.
-The critical chain now maxes at 99.
-The critical chain now adds a bonus to dodge rate for your pilots.
-Ros' generic dialog "roughness" may now change if his or her personality changes enough due to in-game choices.
-Cassidy's final weapon upgrade now functions correctly.
-The boost merchant in the black market should not randomly refuse to speak. Again.
-Allies no longer lose their Drift status if the ZOC shifts in their favor.
-Fixed some weirdness with some of the personal storage lockers.
-Fixed a crash bug that occurred when losing to the Cryocarrier.
-Fixed a few spots where nodes were incorrectly inaccessible.
-Rare instances where equipment could be changed in battle should be fixed.
-The leftmost enemy fleet in Episode 3 Mission 3 should no longer be optional.
-The Hole & Corner Merchants have upgraded their wares for Episode 4.
-The merit "By a Thread" is now considerably more fair to achieve.
-The merit "I'm Insured" has had it requirements toned down.
-The "No surrender" merit requirement has been toned down considerably.
-Fixed an issue where merits 17 and 18 might not trigger.
-Creating weapons using Quality 9 or 10 Electrical Nodes will now properly create Electrical weapons.
-Crafting a X-Type Property weapon will now name the weapon with the type (H/S/P) it protects. Not retroactive.
-Rare instances where an enemy having the exact amount of health left to use a weapon were causing the game to lock up. This should no longer occur.
Special thanks once again to all my hard-working testers!
Hello sailors! The beta version of Episode 4 will be made available to tester next Friday, April 13th. There are still a couple of free spots if you want to get in on this action, so let me know below. Content-wise, this is the heaviest episode so far, so I will take all the help I can get!
The public release date for Episode 4 will be Monday, April 30th.
And now back to Keith David narrating an entire episode of Community.