AGENDAS and CLONES build
So I've now released the first beta build, the "AGENDAS and CLONES" build. If you backed at the €19 tier or above, you should have received download keys just a second ago. But even if you're not a beta backer, I thought you might like to know what's new with this build!
(By the way, if you'd like to upgrade your pledge and get access to beta builds just email me with this handy form; you can just pay the difference via paypal and I'll send you a download key to get in.)
The quick version:
Basically I added a "grow bodies to transfer your mind into" interface, changed up the agenda system and added some new interface features to make the moment-to-moment busywork less busy.
I've also tweaked some algorithms to make the game harder in the mid-game - maybe it's too hard now, so let me know if you guys are struggling and I can ease up a bit.
- completely reworked agenda system and interface. Missions have been moved into a new window until I figure out what to do with them.
- new feature: you can no longer just click to transfer your mind to a new body. Instead you gain access to the biolab, a place to grow artificial bodies which you can then transfer your mind into. (See pic above)
- there's now an agenda for turning any nation into a corpornation without destroying it first. Should help with late-game drag.
- there's now a clickable nation menu (top right of screen, see above); can be ordered by culture values
- there's a product readout (top left, see above) which tells you how successful your product launches are at a glance
- there are now clicky interface sounds! Thank you Anthonyyyyy. (Anthony is my music guy who also made the clicky sounds.)
- emails now have back/next buttons
- volume controls are back (options menu)
- added markers to culture sliders for readability
- you can now skip the current part of the tutorial, or disable the tutorial completely
- game now asks if you're SURE you want to relaunch an already-successful product. This is to help players who don't understand that products don't need to be constantly relaunched.
- espionage is now cheaper and faster, which should make it more appealing. "Incite riots" (the black op for destabilising nations) now pushes a nation towards chaos more quickly. Nations near chaos may fire a random event allowing you to push them further into chaos.
- expensive projects don't make so much money, now. Some random events have been put in place that make things harder if the game's too easy. This should nerf players who do so well at the start of the game that it's a cakewalk financially.
- shortened the opening tutorial so players get into the game faster.