So-named because of my foolishness in imagining that these systems would be simpler than they were: this update took about 30 hours where I expected around 20.
Equippable Items
In what was one of the biggest expansions for a single feature to date, I bring you equippable items! Here's how it works.
You will first make slots for your players to hold equipment in. Behind the scenes, these are qualities that you will hand out whenever you choose: I imagine silently at the beginning of the game, but you can also give them for accomplishing deeds or hitting a certain point in the story.
Now that you've made slots, every item will have inputs for stats. You'll see you can give an item a max of 4 slots it belongs to: this is to enable a system where you could have two head pieces on, or two "enchantment slots", or just simply leave it at one slot.
You will see some boxes for input beneath the slot selection. Note these ARE NOT solely number values. We can increase or decrease stats by choosing the qual from the dropdown list and then using positive or negative numbers. We can also put in percentages! You can have an item that scales with the character through their journey.
I'm trying something new here: if you want to prevent the player from equipping anywhere, which I *highly* suggest that you do, then you will open up the config file and set prevent_equip_qual to the qual ID you want. Instructions inside the config file. When moving the player to an equip-friendly area, you can just silently award them this qual.
Finally, please note it is not possible to equip an item to a character in this release. Before milestone 6, I will make a small result for un/equipping an item for a player as well as for treating an item as a buff.
Custom Item/Qual Messages
You will notice a new "change" header on items and quals. Click the header and four boxes will appear for you to write in. Instead of the generic "You gained [n] (item)", you can write custom messages for these objects.
This is especially useful for gaining new items and qualities, because you can tell the player how certain objects are supposed to work. Rather than having to give a certain item in a certain event so that you can explain it, you can make its first occurrence have the text of "You've found wood! Use wood to build tools and barricades." For The Bear, I used this to explain that honey is rare and can satisfy "dissatisfaction".
NOTE: You will bring yourself only trouble if you use results with the same objects in them for one event conclusion. ex: Raising a qual +2, saying something in a text result, then lowering that qual -3. I could support this, but I do not imagine any need for it; even if you absolutely must do this, you can use the invisible option for one of them.
I may begin some light documentation on GAM3 soon, particularly for instances like the above. I am hesitant to write documentation on an in-development product, so we won't see full docs probably until 2015.
The next update will be more of a maintenance patch where I finally fix the awful move-result dropdown bug.