Finished Text Edits, Back to Bugs, and Feature Options
By mid-afternoon today, I was able to finish the typo fixes and text edits, and merged them back into the main game data. It was a Herculean task to find all those, so thanks again, Tactless!
And while I was struggling to get my updated XML import to work (data format typo), I finally yanked out the redundant map data in neogame.xml. There were two copies of MapMiniMichigan in the maps table, and one was ignored. I could never remember which one was which, and I'm sure it caused modders some headaches, too. So that will be gone next build.
Finally, it was back to bug fixing, as players have already started finding some issues in v0.9952b. Apart from bugs and balance issues, I'm trying to figure out if there are any other features or content I want to try and add in this final stretch. I'm aiming to graduate from beta/Early Access around mid-December, so there are a few weeks left.
The list of potential stuff is, of course, ridiculously long. Realistically, I might be able to finish a few percent of it if I focused on smaller tasks. However, there are one or two larger ones I'm considering.
One of the bigger ones is the med-evac service I've mentioned in the past. It's meant to be a "second chance" tool for players who have survived a long time and have more to lose (i.e. can afford the huge cost).
In short, it's an implant that detects life-threatening wounds, puts the player's brain on ice, and sends out a distress beacon, calling an evacuation service in. As long as the brain is intact, the rest of the body can be restored (synthetic organs, transfusions, etc.).
The downsides to the service would likely be many. First, it'd cost a huge amount of money to get the implant and coverage. Someone has to cover the cost of monitoring the customer out in the field, not to mention the hazardous ambulance service. Second, it would only work if the player died of wounds other than traumatic brain injury. Third, it wouldn't work in cases where the body couldn't be retrieved (e.g. Zom Zom's, Saginaw, etc.). And finally, each resuscitation would carry a risk of brain damage. In game terms, this would likely mean the loss of one or more abilities.
Of course, it may not be realistic to add to the world. Heck, it may not even be possible to do in the time left. However, I think it's an interesting way to help players who are trying to reach the latter parts of the plot. Random death can be really frustrating when in the late game, and this acts as a partial safety net without removing permadeath.
If you have thoughts on the matter, let me know in this post's comments!