Happy New Year everyone!
This will be a short post since I've taken the last week off for the holidays and the mid-December update covers the meat of what's been going on with the project lately.
At the bottom of this post is the full changelog for v23, which went up on Steam about a week ago. I'll be officially "back in the office" tomorrow, and from there I'll be focusing on getting a new build up on Humble, playtesting, and collecting feedback for the next few weeks. All of the midgame features I've discussed in previous updates are now in the game, so the immediate priority is making sure all of them are both functioning and fun.
To give you guys an idea of my thinking behind the midgame I've made the design brainstorming doc publicly available, so feel free to check it out. It's definitely rough and more "how should X and Y work" rather than strict game design, but it might still be a fun read.
The next big feature we'll be checking off the list is diplomacy, as it's the final piece of the puzzle for wrapping up the midgame. I'll have more details on the final design for this in the February update, but the basic idea is to make things fairly explicit (5 or so discrete relationship levels, every choice you make clearly explains what will happen if you make choice X or Y). I don't think simulating humans or focusing on trade have proven themselves to be particularly successful or compelling approaches in other 4X/grand strategy games, so we're going to try something else this time around.
That's about it for now. Now that I'm back from vacation tomorrow I'll be around here and on Twitter in case anyone has any questions. Starting in February I'll get back to posting more media (screenshots, video, etc.) again, so if you're more interested in seeing the game in action stay tuned for that.
Hope everyone has a great 2018!
v23 Change Log
- Can now 'Declare Kingdom', which causes the Settlement to become permanently immobilized and costs 25 Parchment, but provides +2 Control range and +10 Fame per turn.
- "Borders" are now back in the game, and all Structures (including Settlements) now have a default Border radius of 1. Borders are now called "Control" both in code and in-game text.
- All Structures must now be constructed within a player's Control.
- Structures can now be "Fortified" by spending an increasing quantity of Weapons, allows their Control Range to be increased to a maximum of 4 tiles.
- Apprentices can now only be assigned to a Structure after spending Boards in order to add "Apprentice Slots". The Resource cost of adding both an Apprentice Slot to a Structure and assigning a Clan as an Apprentice to a Structure increases by 50% each time (can be modified via XML).
- Removed all level 3 and 4 Structures. There will now only be two versions of each structure: a basic Timber-based version that depletes the Resources on a tile, and a Stone Block-based upgraded version that lasts forever (WIP: currently only prototyped with Wheat Farms).
- Finished updating design implementation for all Structures (one Timber-based version that exhausts its Resource Deposit, plus a more advanced Stone Blocks-based version which does not).
- Added basic conquest victory condition after capturing a Roman Capital.
- Tutorial fully updated.
- Added new 'Game Help' Screen. Can be opened by pressing '?' or by using the new button in the upper-left corner of the screen.
- Brought back the Watchman Profession, which can construct Watch Towers outside of your Control.
- Added support for Resource-harvesting-but-non-depleting Stone Structures.
- The Woodworks Structure (Logging Camp Mk. II) now requires only Stone Blocks to construct and does not deplete Forests.
- Reduced number of Resource Deposits near starting locations, as it just felt like there were way too many.
- Added rudimentary victory screen.
- Improved layout of Clans screen.
- Added tagline to main menu (mainly to help unwitting Civ players who expect a different kind of game from what AtG intends to deliver).
- Added new Structure Tooltip section which describes the benefits and costs of adding Apprentices to a Structure.
- Increased Help Guide Tip popup text size and width.
- "Fortifying" a Unit to give it a defensive bonus is now called "Digging In" (so as to not conflict with the new "Fortify" feature for Structures).
- New AIPlugin implementation in AI2. Can switch between the new one and the old one by modifying Plugins.xml.
- Pressing F7 will now quit the game from the Main Menu and World Screen (for debugging purposes).
- Can now modify the Control Range of a MapObject via the debug console.
- Expanding Control now makes full use of the localization and rich text formatting system. This will be utilized for all future changes to the Selection Panel (and elsewhere in the UI).
- Added color override support to RichString.Append_RawTextToFormat().
- When using the quickloading debug option while the quicksave is out-of-date the game will now show a popup informing you such, instead of simply aborting the game launch with no feedback.
- Added help info to the new "CONTROL" debug console command.
- Added new CompositeString constructor which takes a raw string. Not super-useful in the long-run, but helpful while the text system is in transition from an older raw text-based format to the fancy new system.
- Updated several Concept help text entries.
- Help Guide Tip popups now have the ability to link to other tips. These show up as buttons on the final popup.
- Added code which allows all the popups in a PopupSequence to have the same POPUP background height (previously this only worked for the popup MESSAGE background height, which doesn't really work once you start adding other stuff to the popup, e.g. follow-up buttons).
- Clicking on a Help Tip follow-up button now activates the linked tip.
- Message Popups now accept RichStrings instead of raw strings.
- Added RichString constructor which accepts a StringBuilder (instead of just a raw string).
- Every Help Tip's PopupSequence object is now instantiated in HelpGuide, instead of each individual Tip.
- Help Screen now shows Tips in two columns so that they all fit on the screen.
- Fixed bug where missing pillaged Watch Tower texture would cause the game to crash when constructed.
- Fixed bug where the Resource cost check when allocating Apprentices would only be applied for a single Resource rather than the full list due to the check being static.