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Upcoming Features: Campaign Mode

Hello everyone. I apologize for the lack of updates or activity in recent months. However, I have managed to squeeze some new art for the game in spare moments, which inspires me to work on the code because I have something tangible to integrate into the game.

The campaign section as previously conceived, and not really implemented, was overly complicated and served to reimpose limits on your play just as you supposedly transcend them by overcoming the census taker. The mission system was just a rehashing of the old "wheat and money" limitations. I wanted the mid-game to feel more like a new game, something fresh, like "Super FreeHolder."

Rather than being pigeon-holed through the resource demands of missions, you can freely convert goods you obtain to "faction resources" in line with whatever development strategy you want to follow. This direct interface with faction statistics ties your fate much more closely with them.

The campaign section will involve managing your faction capital and seizing territory around the towns, producing squads and ultimately attempting to overcome the other two factions. It's a combination of some mechanics of the old Genesis classic Gemstone, Heroes of Might and Magic, a zone control board game I can't remember, and some other stuff.

I'm psyched to implement these factors as soon as possible. Constructing a rudimentary faction computer strategy will take a bit of time, but I want to get this to you as soon as I can. I just wanted to assure that FreeHolder is not only still in development, but I have exciting new content planned and I am very much intent on getting it to you.

Thanks for your patience and support of the game. It means everything to me.

Chris