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Update to New Flow with Fragile Memory

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@github-actions github-actions released this 03 Jan 07:35
· 81 commits to main since this release
b912e0a

Summary

  • add fragile memory state
  • add retroactive refund for hardened memory
  • disable near death trauma/xp debt for mem loss
  • remove client-side-only respawn window info
  • remove non-time text from buffs for cleanliness
  • remove references to lives in positive outlook
  • update journal entry to reflect new flow
  • update memory boosters to cure fragile memory
  • update memory loss to start at ltm level
  • update to add fragile memory on death
  • update to lose memory if fragile on death

100% Backwards Compatible - No Need for a New Map

This update is entirely backwards compatible - you will NOT need to start a new map if you update Amnesia to this release.

Even though the gameplay flow for amnesia has shifted in this update, all current players with the Hardened Memory buff from version 1.0.0 will have that buff silently removed when they log in next and they will receive their Memory Booster item back.

If a player happens to have a completely full inventory, the system will skip this process, will not remove the Hardened Memory buff, and will try this process again on the player's next login.

In the meantime, the Hardened Memory buff has been made invisible to avoid potential confusion.

Old Flow

  1. Once player exceeds the long-term memory threshold, dying causes memory loss
  2. Player can use Trader Jen's Memory Booster to add Hardened Memory buffs which operates similar to a one-time shield against memory loss

New Flow

  1. Players will receive a long-term ailment/debuff called "Fragile Memory" upon death once they have reached the long-term-memory threshold. Player who dies with Fragile Memory will experience Memory Loss (and keep Fragile Memory)
  2. Player can use Trader Jen's Memory Booster to cure Fragile Memory (and this explanation will be included in the Fragile Memory debuff description for reference any time).

Why the Change?

The current flow is confusing players and there isn't a natural way to warn players when Amnesia activates. This adjustment will serve both purposes: giving players a warning, and also fitting within the existing "injury/ailment needs a cure" workflow that players are already used to.

What's Changed

Full Changelog: 1.0.0...1.1.0

Screenshots

amn-1 1 0-journal

amn-1 1 0-fragile-mem

amn-1 1 0-mem-boosters

amn-1 1 0-mem-loss

amn-1 1 0-hardened-refund