In this update3
Full notes
Full Fay's Factory update
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Repeated intro
Hello comrades, here's a dev diary in preparation for the big patch, to be released on December 20th. To be clear, it will be more of a gameplay update than a story-based one, with just one side-adventure (but it will be a Treasure Hunt!)
What changed
- Gameplay
- Balance
- Security
- UI and audio
Fay's Factory changes
Here's a rundown of some changes.
Departments Updates
When thinking about departments, I try to have at least several uses for each of them. Departments should provide you with meaningful choices (damage or effect? now or later? low-risk/low-reward or high-risk/instant-win?) It feels terrible if your best option is just to take the same turn over and over again. You should be able to plan your factories in advance, and scramble to find the best way forward during each turn, and a lot of good choices help with that.
Improbability Department now a policy which authorizes a new reaction, a damage-dealer based on how many unique elements you have in your hand. Another policy make it so you only get back elements that you can currently use.
Feed the Rich is completely reworked into a double department that benefits or hurts both you and the opponent. Your health can't go below 1 from your own actions (it's a fantasy world!), but it will leave you ill-prepared for the next duel.
Fay Care is now focused on health/curses, and can use the mechanic from Wires on the last policy tier. It can also use a new Overtime keyword, which reenables the department that was busy that turn. Vault can now remove any Quirk from a magic unit (Doubled, Cursed, Arrogant, etc.)
Air Manipulation can apply a new effect, +50% to Ice damage, and works great as a finishing move on higher power levels.
Connecting Things
When you Double a unit, there's now a thread connecting the department and your target. When Inflict Curse effect is triggered, the thread goes from effect rectangle to the affected unit. When you receive units from a department, they appear above it. Same with effects! I've added a few small things that make it more obvious what is going on. You have a busy factory to run.
Requirements
I've also added a new mechanic, requirements, for some reactions. Requirements prevent you from using a department if you fail them. Requirements are invisible until you have a unit in hand, and you are holding it above the relevant department. Here are a few examples:
Certain departments would be too easy to exploit without requirements. Others are foolproofing: you certainly don't want to turn all your remaining units into Fire if there are no units left. Requirements also come into play for Doubled units: they are evaluated again before using a unit a second time, and might prevent some nonsensical situations.
I believe the requirements are all common-sense (no pain no gain), and there's no need to overcomplicate the UI when they are not relevant. We'll see though!
And as one last small thing: workers now actually go on strike when the effect is applied. See you later!
Source
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