

- #Liberal crime squad augment for mac
- #Liberal crime squad augment mod
- #Liberal crime squad augment update
- #Liberal crime squad augment full
- #Liberal crime squad augment code
Possibly worse are the Arch-Conservatives, who attack psychologically rather than physically. Demonic Spiders: Any firearm wielding (and likely armored) Conservative can, if the RNG is particularly unkind, instantly kill one of your Liberals.Crosses the Line Twice: LCS attempts to satirize terrorism, to the point of inserting humorous elements into the torture-and-brainwash minigame.
#Liberal crime squad augment code
I didn't do anything particularly fancy with it but it's still something that needs getting used to if you're coming from a pure code background.Īt some point in the near future I will try to type up some basic documentation for how I arranged all my code so that it at least seems like it makes sense - there's honestly a lot of complexity in there that doesn't need to be, but a lot of that was based on mistakes I made in the design early on that by the time they started to become annoying I'd built too much off of it to change anything. It takes a bit of getting used to since it's not working with pure code - although most of the functional stuff is basically pure code anyway, UI stuff like adding new buttons requires interfacing with the Unity framework. You can download Unity here: I used 2017.1.1 to build this so that's the version I'd recommend.

It's very similar to Java if you have any experience with that. If you're familiar with C++ then you shouldn't really have much trouble with C# - a lot of the syntax is the same and C# is if anything, LESS complex than C++.
#Liberal crime squad augment for mac
I built it on Windows but there is a Unity version available for Mac too, and the code should be cross-platform so there's no extra steps needed there. The language is actually C# but it's built in Unity so it required loading in the whole project to actually build. Let me know if you encounter any bugs and if possible include pastebin link to the output_log.txt Unity generates (you'll see a little notification in the lower left corner when an exception happens - that's why the game is still in "Development Build" mode). The current version is playable, but there are still some bugs in the current release that may cause issues in certain cases.
#Liberal crime squad augment update
Updates to this project will be posted on the itch page every so often - I don't have a set schedule but it's usually been once every week or two depending on how big the thing I'm working on is (the current update might take a bit longer since I'm not an artist so doing graphics is slow). Now basically everything related to managing a Liberal is done in one place, and a similar logic applies to managing bases. I also wanted to redesign the interface, not just to make it mouse-driven, but also to reduce the amount of screen-swapping needed to manage your Liberals - one of my biggest annoyances with the original game is how things like assigning activities, equipping liberals, creating squads, moving bases, etc. It's not as extensive as I'd like it to be, but it's relatively easy to understand so adding stuff can be done by anyone with a basic text editor.
#Liberal crime squad augment mod
My goals for this project were to try to make it easier to mod the game by externalizing a lot of data - even without source access you can easily add new creatures, items, and locations to the game by editing a few xml files. I've been building the whole thing in Unity and once I reach the point where it's roughly equivalent to the original version I'm planning to upload the project/source files to the itch.io page in case anyone is interested in modding it. It's not quite at feature parity yet but it's pretty close.
#Liberal crime squad augment full
This is a project I've been working on for the better part of a year at this point - it's a full re-implementation of Liberal Crime Squad (based on the source code when I started which was version 4.07.3 I think). (Screenshots are from the current update-in-progress - I'm doing a big graphical push) I've posted about this in another thread but I'm gearing up to the point where I'm ready to call it "feature complete" so I figured it was time to post in a thread of it's own.
