In this update7
Full notes
Full Argebe update
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What changed
- Gameplay
- Balance
- Server
Argebe changes
The fog of war is here!
Argebe's core philosophy has always been about deterministic outcomes and full transparency. With the fog of war, that transparency has taken a bit of a hit. Now, in order to see what your opponent is doing, you'll need to send out fleets or spend Resource (§) to scan nodes from a distance.
You gain vision from your own nodes and fleets. Depending on the rules of the match you're playing, those sources of vision reveal either only their own nodes or also the nodes directly connected to them. In true Argebe fashion, those settings can be adjusted either with rule presets or custom rules to let you patch around any frustrations you might have with the game's systems.
When the fog of war is active, you'll have access to a new type of node: The Disruptor. This node allows you to scan or disrupt nodes for a price, letting you gain valuable intel, delay the enemy or stealthily insert units into their ranks.
Other changes / fixes in this update:
Fixes:
The multi-stat-info window would not handle tabs correctly and only show economy stats
Loading a different root scene like replays or tutorials would result in being locked out of the connection scene
Converting a node would not cancel some actions like charing Artillery
New features:
Added Artillery / Warp target selection crosshair
"Standard rules" page in the Extras tab now has a selection for rule presets
Discord rich presence
Gamerules now include a setting for max unit production per unit type in the factory
Changes:
Warp stations can no longer warp fleets to takeover-locked or conversion-locked nodes, like strongholds in some gamemodes
The demo no longer allows saving or viewing replays
Adjusted internal serialization of properties in several classes, which should reduce network transfer amounts and storage space required for replays slightly
The setting "Gameplay type" has been removed from the game setup
Reworked the tutorial list
Preset changes:
Standard rules:
Max passive income: 200 -> 175
Notes:
I'm going to be changing a lot of internal systems that might mess up replays in the future, especially if there's a big technical rift between the demo and the full game. I'm not just taking away features from the demo because I want to move people to buy the full version, I swear!
I've removed the gameplay type setting from the custom gamerules setup. That setting used to let you control whether the game was phase based or combined, but since combined is the objectively better mode and I'd have to plan around the phase based stuff for new features, I'll just disable the selection. Pretty soon I'll refactor some code and remove the phase based server managers so I won't have to worry about that stuff anymore, but I'll need to rework my existing tutorials first.
Source
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