Morning everyone! Deploying a quick hotfix after testing last night - fixes a variety of missing textures that didn't get carried over correctly. Back soon, Alex
Morning everyone! Deploying a quick hotfix after testing last night - fixes a variety of missing textures that didn't get carried over correctly.
And here it is, the (massive) v2.0 update! Over 1 years' worth of updates, from adding sailors and water movement to revamping the kingdom level-up mechanic. Thank you all for your patience and continued support! This version is full of new ideas and quality-of-life tweaks, and I
And here it is, the (massive) v2.0 update! Over 1 years' worth of updates, from adding sailors and water movement to revamping the kingdom level-up mechanic. Thank you all for your patience and continued support!
This version is full of new ideas and quality-of-life tweaks, and I hope you enjoy it! Detailed notes below. Have fun, and definitely let me know in the discord or feedback portal of any bugs you run into.
Cheers, Alex
Note: this build is for the closed beta. If that's not you, don't worry! Stay tuned for roadmap updates later this month; we're (spoiler) targeting an early-access release by the end of the year!
Build 2.01 Rev Notes
Major Updates:
Revamped kingdom levelling: now, when you have enough food and lifestyle to upgrade your kingdom, YOU choose which units to unlock for this level. Adds lots of variety to playstyle - will you rush mystics or military, merchants or scholars?
Revamped crossroads->village->town promotion. Promoting a settlement now requires a certain # of retired units.
Added unit aging and retirement for a lifestyle bonus.
Added sailors and water movement. Sailors are new units that can be recruited from any town or village (once you've unlocked them).
Added 2 new terrain types: hills & plains. Hills are great for ranches but can't support farms; plains support a limited palette of crops and animals.
Smaller Updates:
Added breakdown menus for income and resources
Added breakdown menus for factions (from topbar)
Improved delegation flow
Added "claim water" mechanic - if a player controls all terrain tiles adjacent to a water tile, the water tile will automatically be owned by the tile
Added score sheet on game won/lost - show population, lifestyle score, bloodiness score, etc.
Added a button to highlight/select the next idle unit.
Added button to show other players' current lifestyle scores
Bug Fixes:
Fixed a bug with renaming settlements and units in-game.
Fixed various bugs related to in-game popups not layering, not clearing, and generally being messy.
The wait is almost over! Thank you to all of you who tested and gave me feedback (last Spring!) - you gave me lots to work with, and I am very grateful that you did! I'm putting the finishing touches on a build that includes a lot of new stuff, and a lot that is reworked and hope
The wait is almost over!
Thank you to all of you who tested and gave me feedback (last Spring!) - you gave me lots to work with, and I am very grateful that you did! I'm putting the finishing touches on a build that includes a lot of new stuff, and a lot that is reworked and hopefully improved (see: better dropdowns and visibility to what's going on your kingdom).
More details next week, but just as a teaser:
Much improved faction and kingdom tracking: new displays and dropdown menus, and more comments from faction leaders
Reworked town progression
Reworked kingdom levelling (you choose which units to unlock!)
New terrain types and new places of interest on the map
It's been a busy few months, but here we have the combined updates from version 1.20 and 1.30, now released and ready for testing! Lots of design and clarity updates in this one; faction tracking is now front and center on the top bar, and faction leaders now give you a clearer i
It's been a busy few months, but here we have the combined updates from version 1.20 and 1.30, now released and ready for testing! Lots of design and clarity updates in this one; faction tracking is now front and center on the top bar, and faction leaders now give you a clearer idea of what they think of you, both in the council room and during events. I've also tweaked the starting conditions to prevent a variety of difficult/impossible starts (goodbye, one-tile islands!). Full details below; check it out and definitely let me know if you find any bugs!
(P.S. If you are not an alpha tester, do not despair! Feast or Fracture is in active development and road-mapped for release at the end of this year. Wishlist or follow us to stay in the loop!)
New to this Version...
Design & Clarity
New faction tracking on the top bar
Improved taxation GUI and cleaned up taxation effects on factions
Highlight selected unit or village on the map
Improved council display, including a desktop mirror to view your "self"
Improved event display, adding icons and faction leader text to results
Improved event structure; easy generation of new events
Added new character dialogue for all 14 active characters, and added character comments in council
Cleaned up lifestyle tracking; lifestyle is now 1 number
Turned off "fervor" tracking. Don't worry, we'll bring this back with the religion module! (road-mapped for version 1.50)
Balance/Play
Changed unit tree; level0 units are now farmers and warbands.
Added grain silos as a level 0 building, built by farmers. Re-enabled farmers building simple buildings.
Added quarries (laborers produce stone, can only be built on mountains)
Improved map script, prevent tiny island starts
Removed random early bandits from easy difficulties
Improved bandit/marauder script: opportunists. Bandits will not attack tiles with a military unit guarding them.
Updated starting bonuses for Ephraim, Tarissa, and Ying Tsu.
Fixed Bugs:
fixed crash related to generating faction leaders for specific factions
fixed event popups overlapping bottom toggle bar
fixed load saved games module failing to load all games
fixed a bug that prevented various crops from growing on 'lonely mountain' tiles
fixed a bug where the "Negotiate with a hamlet" window wasn't closing correctly
fixed a bug that spawned bandits on turn 3 in every game.
fixed a crash related to refugees generating with phantom "attackers"
fixed several crashes related to failures of map generation.
Bonus points for reading this far - the roadmap for version 1.4x is to include rivers and a map editor!
Hello and welcome to the new year! This version's a big one - lots of balance and play-path tweaks, new scripting for player starts and AI-unit behavior (especially refugees), and new dynamics for picking your late-game faction leaders. We're closing in on what we envision as the
Hello and welcome to the new year!
This version's a big one - lots of balance and play-path tweaks, new scripting for player starts and AI-unit behavior (especially refugees), and new dynamics for picking your late-game faction leaders. We're closing in on what we envision as the final look and feel of the game - and we're really excited to hear what you think! Let us know in the discord or the bug submission portal.
(If you're not an alpha tester - do not despair! We're hoping two or three more versions will get us to a public version. Stay tuned, and wishlist us to hear when the next version drops!)
New to this version...
New Logic:
Implemented new refugee scripts. Refugees will now "flee" for 3 turns, then settle in the nearest plains or steppe tile. Resettling a refugees unit on a pillaged tile will replant a hamlet and add this tile to the player's kingdom.
"Heritage" starts: All players will start with knowing a how to farm a random crop or ranch a random animal, based on the player's starting terrain. (e.g. If a player starts on a snowy steppe, the starting crop/animal will work on snowy steppe). Stacks with faction leaders whose bonus is knowing a starting crop/animal.
Balance/Play:
All buildings are now built by laborers (and only laborers can build buildings)
Laborers are now available at level 0 ("Subsistence"). Warbands are now available at level 1 ("Surplus")
Choose councilors: When the "new faction" dialogue pops up, players can now choose to promote a different leader to their council (rather than being forced to take the nominated leader). The chosen leader must still be aligned with the same faction. Leader options are pulled from the list of unlocked leaders; unlock more leaders by completing games!
Hid resource/yield effects from events when they first pop up. Make your choice based on faction leader opinions and your own intuition!
Expanding a settlement (hamlet->crossroads, crossroads->village, etc.) produces a 1-time reduction in time to the next unit. Otherwise, villages & towns produce units faster based on the number of surrounding tiles 'feeding' them.
GUI Fixes:
fixed game-over and game-won images overlapping their borders
fixed "lonely mountain" and "snowy steppe" tiles not shadowing correctly
fixed unit-training window cropping in some situations
redesigned councilor cards for tighter/more immersive display
fixed control settings buttons cropping in some cases
removed "font size" option from control settings (not fully implemented, removing to avoid confusion)
Bug Fixes:
fixed hamlets appearing whenever a unit moved over water
fixed a bug where closing the control settings window automatically changed the font size to large
fixed warband promotion - warbands can only be upgraded to archers (or other units) when your kingdom is at a "surplus" level or higher
fixed occasional crashing from the map-generator script failing to place all kingdoms
Hello Everyone, We've pushed a new patch out today - version 0.90, with lots of new content! Highlights include: An all-new interactive battle window New effects, labels and descriptions for places of interest like Holy Sites, Sacred Pools and Tar Pits. Any unit can now "discover
Hello Everyone,
We've pushed a new patch out today - version 0.90, with lots of new content! Highlights include:
An all-new interactive battle window
New effects, labels and descriptions for places of interest like Holy Sites, Sacred Pools and Tar Pits. Any unit can now "discover" a place of interest.
Added "Game Length" to the game setup menu, and reduced the size of all maps. Allows faster games (especially for our testers!)
And, of course, a long list of bug fixes.
As usual, this is an alpha build - so we're looking for your feedback, the good, the bad, and the ugly! If you're already a tester, please use the online submission portal. If you're not already a tester, make sure to Wishlist us to hear when the game is ready for release!