In this update4
Full notes
Full Farlanders update
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Repeated intro
Greetings š§,
What changed
- Events
- Balance
- UI and audio
- Gameplay
Farlanders changes
Iām presenting you the final major update to Farlanders before the release. We have 1 more major update planned which will introduce Daily Challenge & Sandbox game modes but thatās after the release.
Campaign & Narration
My main focus in this update was the campaign. This means implementing the story and working on actual missions. Thatās a huge challenge to make missions not only interesting and diverse but also with the right difficulty and learning curve.
We will have 7 missions in the campaign, currently, 3 are available (Iāll be adding the rest soon). It would be the good old ādesktoppunkā (my invention š) that you had a chance to experience in Farlanders: Prologue but this time with:
Various media (chat messengers, emails, video blogs, video calls, and even actual offline meetings between characters)
Good writing (thanks to Shervin)!
Lovely characters drawn by Anna
Mars colonization, mystery, secrets, and a little bit of drama š
Not sure why I decided to present info in this section as it is some kind of an ad, but I believe thatās a huge step forward to what was done in Prologue, and you will enjoy the story. And btw, some of the media would have a voiceover.
Sound design & Music
A lot of work was done on the game sound. So now we have a complete soundtrack and sound design, by which I mean:
Visiting sounds for most of the buildings which is played when you select or construct the building
Sound loops synced with building animations
New SFXs and updates to old sounds so that everything sounds good together
Thatās the first time Iām putting so much effort into game sound, but it seems it was worth it and Iām proud of the result. All credits to Danil Dunets and Ivan Turmenko! Ah, and you can check the game sound yourself in the video below.
Building upgrade mechanic
I decided to go back to the old building upgrade mechanic. This means that instead of gradual growth (wait for a few turns for the building to develop) buildings will be developed immediately if conditions are met. It just feels better and fits the nature of the game which is about direct dependencies between terrains and buildings.
But itās not a simple revert to the old mechanic. First, we have a new animation for buildings upgrades.
And second, we took the good part from the old-new mechanic. Buildings might have more different bonuses from various types of buildings. For example, Greenhouse gets bonuses from both Greenhouses and Food silos, although Food silos give fewer points. This creates more possible interactions between buildings which leads to more possible game scenarios. Imagine you need to build a Spices greenhouse for which you need to have Greenhouse level 3. You can achieve level 3 by constructing 3 greenhouses nearby, but that might be tricky, so instead, you can build 2 greenhouses + 2 food silos nearby.
Other changes
As the game gets closer to the release we get more and more tasks in the polishing area. Iāll try to mention the most important changes from what come to my mind:
Complete revisit of the game text; new names and flavor text for buildings and terrains
Robotics gallery, a new underground happiness building
Adjustments to the plants (and other life forms) logic according to the changed buildings upgrade system. Plants require time to grow to the highest level
Reworked technology tree; no more building
Source
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