What changed
0 fixes5 additions1 change0 removals
- Gameplay
- UI and audio
- Store
addedImplemented: ToolsOur current dev build contains a new feature that supports tools. Tools are used by workers when producing items. Tools break after having been used for a while. Different tools have different effects on productivity and different durabilities. Examples are stone, copper, bronze, iron and steel tools.
changedImplemented: Monsters linked to ScienceIn all previous versions, the spawned amount of monsters in the night was linked to the amount of colonists in your colony. This incentives people to play very efficiently and to recruit as few colonists as possible. To further stimulate growth and expansion, we wanted to decouple this ‘punishment’ from colony growth. Monsters are now coupled to major milestones in the tech tree.
addedImplemented: Better Crafting TimesWe had little room to vary crafting times in previous builds. Crafting times varied per job , not per recipe: all recipes at one job shared the same crafting time. The crafting time was also limited to about 15 seconds maximum. Both have changed. One job can now simultaneously have long and short crafting times, and the crafting times can be minutes long. We’ve been using this to fix “workaround recipes”, recipes that include things like 15 copper nails and 20 linen to artificially boost crafting time.
addedImplemented: ”UI Science”In the past, players needed to recruit an actual scientist who worked “cycles” to unlock new things in the tech tree. The idea was to eventually have dozens of scientists working on Manhattan Projects. In practice, this didn’t happen. Quite often, there were significant delays between unlocks, where it makes sense to delete your Science Lab and the scientist-job, just to re-recruit 1 or 2 when needed. This isn’t fun gameplay.
addedImplemented: ”UI Science”In our dev build, science can be unlocked in the UI without a Science Lab or a scientist, provided that the right ingredients are present and all requirements are met. There are new jobs like the writer, who take quite some time to produce parchment scrolls. They partially replace the scientist.
addedImplemented: ”Real” Currency and “Real” TradersIn our current dev build, this has changed significantly. The Colony Points from 0.8.0 are now ‘Colony Currency’. Instead of automatically distributing luxury goods to colonists for points, they now have to be sold at the trader. The trader has its own unique interface, where things can be sold and purchased instantly, in large quantities if so desired.
Colony Survival changes
addedOur current dev build contains a new feature that supports tools. Tools are used by workers when producing items. Tools break after having been used for a while. Different tools have different effects on productivity and different durabilities. Examples are stone, copper, bronze, iron and steel tools.
changedIn all previous versions, the spawned amount of monsters in the night was linked to the amount of colonists in your colony. This incentives people to play very efficiently and to recruit as few colonists as possible. To further stimulate growth and expansion, we wanted to decouple this ‘punishment’ from colony growth. Monsters are now coupled to major milestones in the tech tree.
addedWe had little room to vary crafting times in previous builds. Crafting times varied per job , not per recipe: all recipes at one job shared the same crafting time. The crafting time was also limited to about 15 seconds maximum. Both have changed. One job can now simultaneously have long and short crafting times, and the crafting times can be minutes long. We’ve been using this to fix “workaround recipes”, recipes that include things like 15 copper nails and 20 linen to artificially boost crafting time.
addedIn the past, players needed to recruit an actual scientist who worked “cycles” to unlock new things in the tech tree. The idea was to eventually have dozens of scientists working on Manhattan Projects. In practice, this didn’t happen. Quite often, there were significant delays between unlocks, where it makes sense to delete your Science Lab and the scientist-job, just to re-recruit 1 or 2 when needed. This isn’t fun gameplay.
addedIn our dev build, science can be unlocked in the UI without a Science Lab or a scientist, provided that the right ingredients are present and all requirements are met. There are new jobs like the writer, who take quite some time to produce parchment scrolls. They partially replace the scientist.
After last week's blog, we received some PMs with some feedback. It was becoming quite confusing to follow what plans we're actually working on and what exactly is going to be in 0.9.0 and what not. Those same PMs were also curious about our plans after 0.9.0. If there’s broader interest, we’ll discuss that in next week’s blog. But in this blog: our plans for 0.9.0!
Disclaimer: to a degree, the development of CS remains a flexible process. While testplaying, unexpected issues pop up, and we’d rather fix that than release a problematic version earlier.
Our current dev build contains a new feature that supports tools. Tools are used by workers when producing items. Tools break after having been used for a while. Different tools have different effects on productivity and different durabilities. Examples are stone, copper, bronze, iron and steel tools.
Jobs have a “Tool Usage Percentage” (TUP) that determines how important tools are for them. Jobs like blacksmiths are more reliant on tools than berry gatherers. The productivity of jobs with a high TUP are more affected by different tool types. It takes longer for a tool to break at low TUP jobs.
Implemented: Monsters linked to Science
In all previous versions, the spawned amount of monsters in the night was linked to the amount of colonists in your colony. This incentives people to play very efficiently and to recruit as few colonists as possible. To further stimulate growth and expansion, we wanted to decouple this ‘punishment’ from colony growth. Monsters are now coupled to major milestones in the tech tree.
Implemented: Better Crafting Times
We had little room to vary crafting times in previous builds. Crafting times varied per job, not per recipe: all recipes at one job shared the same crafting time. The crafting time was also limited to about 15 seconds maximum. Both have changed. One job can now simultaneously have long and short crafting times, and the crafting times can be minutes long. We’ve been using this to fix “workaround recipes”, recipes that include things like 15 copper nails and 20 linen to artificially boost crafting time.
Implemented: ”UI Science”
In the past, players needed to recruit an actual scientist who worked “cycles” to unlock new things in the tech tree. The idea was to eventually have dozens of scientists working on Manhattan Projects. In practice, this didn’t happen. Quite often, there were significant delays between unlocks, where it makes sense to delete your Science Lab and the scientist-job, just to re-recruit 1 or 2 when needed. This isn’t fun gameplay.
In our dev build, science can be unlocked in the UI without a Science Lab or a scientist, provided that the right ingredients are present and all requirements are met. There are new jobs like the writer, who take quite some time to produce parchment scrolls. They partially replace the scientist.
Implemented: ”Real” Currency and “Real” Traders
From the beginning, we’ve had coins, but these coins were items like all others. They had to be crafted at a job, and the merchant job worked like any other job, while using coins as ingredients.
In our current dev build, this has changed significantly. The Colony Points from 0.8.0 are now ‘Colony Currency’. Instead of automatically distributing luxury goods to colonists for points, they now have to be sold at the trader. The trader has its own unique interface, where things can be sold and purchased instantly, in large quantities if so desired.
Implemented: Stone