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Marche

Heyho friends! πŸ‘‹

Today is the 28th November. In other words: ANARCHY 0.1.3 is live! The update itself has been covered in this week's devlog, but we'll also have a proper look at the most important features right here.

En avant! πŸ±β€πŸ‘€

As mentioned in the preview, Marche aims to shake things up. It is all about movements involving characters, enemies and you.

In addition to a completely new Fragment and another quest segment for ParAdise, there's big improvements to ExcommunicAtion's dialogue, more abilities, patrolling Battle Triggers, interaction prompts – and last but not least – vastly improved camera systems.

A long time AGO

Ten years before the events of AUTONOMY, two sisters from the countryside moved into a city. Not just any city, though! We're talking about the capital of a continental great power known as Ionia. The city, going by the name of Aion, is home to almost a million people. You'd think it's comparatively easy to disappear in a city like that – if you can keep your mouth shut.

FAR away from home

Unfortunately for everybody involved, Lorna isn't good at keeping secrets. It takes a whopping two lines of dialogue for her to blurt out something she shouldn't have. Her older sister, Ekaterina, is understandably concerned.

She and her most trusted confidante – Cleopatra Antioka – moved mountains so the three of them could live a steady, quiet and seemingly comfortable life. Of course, there's bigger things at play. But it's at least a bit of slice-of-life before it all comes crashing down.

ExCommunity

If you ever wanted to step behind the curtain, you're not alone! Throughout TRACHI's history, there have been numerous attempts by people to see their world for what it really is. ExcommunicAtion marks the most daring adventure of that kind.

As the characters begin to understand the gravity of their circumstance, it's only fair that you should be in on it, too! To better reflect that, the dialogue has been polished comprehensively – including a couple of rewrites here and there.

Identity

Speaking of rewrites: There's a whole new chapter to the main story quest. In ParAdise, there's people. And when there's people, there's rules. Not everybody can go everywhere – at least not without giving something in return. Sometimes you have to pay a little toll, fill out a couple of forms – and sometimes you have to provide proof of who you are. Thankfully, Lorna has a service card. At least she used to have it, somewhere.

Atlantis

Between 1918 and 1919, there was a series of similar incidents. Lorna lost her service card, and so she asked someone for help. Fortunately for her, she had the right kind of questions for someone who knows a lot of things. Even though he himself might not always have all the answers, he's very good at pointing in the right direction. Hopefully, he can help her in this case, too.

InterAction

Just like Atlas helps Lorna, I'd like to help you learn more about the worldas well. There's approximately five to ten new interactions, ranging from triggering Fragments to making dog go woof. 🐢

Previous iterations of the Interaction HUD only provided you with context-insensitive information. Going forward, interactions will be further classified into the categories Read, Open, Talk and Examine. Some of these also already state the object you're about to interact with – aka individual Fragments and/or NPCs.

Catalyst

Depending on your situation, you might not want to interact with everything. However, you don't always have a choice. Battles in ParAdise – for example – trigger upon collision with a Field Impostor. The battles themselves are a lot more varied with 0.1.3, bumping up the amount of regular field encounters to a total number of ten.

As for the impostors: most of them remain static, but one of them has learned to move. It's a big step towards creating a dynamic world with enemies that patrol, flee – or even chase.

Manipulation

If you happen to trigger a battle, you'll find that you now have an extended range of tools at your disposal. A new ability named Knockback allows you to push an enemy back by one tile – or alternatively bump it into another enemy to cause 150% damage to both entities.

This particular ability marks the introduction to a set that hopefully at some point constitutes a full arsenal. The goal is both for your enemies and you to exert control not only over your own respective crews, but your targets as well.

MOVement

In regards to general status values, the movement range of combatants acting on a battle grid has been streamlined into an overarching stat called MOV. Each point of this value enables you to traverse the grid by one tile.

Next to already existing (de)buffs such as Slow or MonoFast(), certain equipment pieces also modify this particular value. One of these is Ganymede's pistol First Response, another example would be an accessory going by the name IONIA.

Viewport

Barring the occasional line of dialogue, the player (you) is mainly represented through the actions of the characters. But there is another, much more prevalent element connecting you to the world of TRACHI. Something that neither you nor the character's directly perceive. But whenever there's you, it is also there.

The camera is the primary component responsible for helping you keep track of things, and it's only right that you should in all cases get a proper view. To this end the camera system has been fully reworked, especially in regards to battle segments.

CRASHI

Around 2 1/2 weeks ago, a friend approached me with reports of regular crashes occurring in ANARCHY. Unfortunately, I couldn't reproduce them on my end, so me and my good Friend Sereon spent between 10-15 hours trying to isolate the issue.

In the midst of troubleshooting we also came across some inconsistencies regarding achievements. Most importantly, Broken Wings didn't fire correctly. We've applied a couple of fixes regarding the achievements and also managed to make the crashes disappear. If you should run into any issues regardless, please get in touch with me. 😊

Cotext

Marche was a first attempt to tie a patch together thematically. It was born out of necessity due to extraordinary day-job commitments forcing me into isolated development sprints. For all intents and purposes, it was the first time since February that I felt even remotely disconnected from TRACHI.

Given these circumstances, I'm incredibly relieved that 0.1.3 turned out so well. However, cuts had to be made somewhere. Contrary to what was announced in the preview, Marche will not feature a new achievement. Instead, we'll extend 0.1.2's challenge to 0.1.3 and ship both the upcoming challenge and the corresponding Variation with 0.1.4 on December 28th.

Conclusion

The previous month might not have been all sunshine and roses. However, Marche still doesn't shy away from a comparison with its predecessors. Having to put a bigger focus on content rather than infrastructure not only made me appreciate the fruits of the work done through September and October, but it also predesignated the primary goal for December.

As a little teaser, let me reveal to you the major system I want to work on for 0.1.4 (VarietΓ©). As the tagline suggests, I'll finally sit down and extend the existing character Variations to a full system incorporating Steam Inventory Items as a means to customise your party's visual appearances using a dedicated slot in the ingame Equipment menu.

Outlook

Hopefully, Variations will not only constitute one of ANARCHY's biggest features, but also serve as an incentive to participate in early-access playtesting – and last but not least: open up ways of monetisation so I can work on TRACHI while also keeping every other element of it 100% free.

Either way, I'll be back in two weeks with a little sitrep including a preview of Varieté. Until then, please enjoy ANARCHY 0.1.3 and all its additions to your heart's content. And of course, feel yourself hugged and appreciated for your gracious and irreplaceable support! 😊

Big hugs and kissies! πŸ₯°

much love
nory