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Steam News25 April 20215y ago

Devlog 4: I've Got a Mission For You

Good morning everyone! ☕ It's been another two weeks and I've got a new update for you. This time I actually finished the feature I wanted to show you last time.

Full notes

Full First Days of Atlantis update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

3 fixes2 additions1 change0 removals
  • Gameplay
  • Balance
  • Maps
  • Fixes
addedGood morning everyone! ☕ It's been another two weeks and I've got a new update for you. This time I actually finished the feature I wanted to show you last time. It was a bit trickier to implement than I thought, so I think it was a good decision to give it some more time. I also got around to fix and improve some points the playtesters found. So grab your hot beverage of choice (I've got my coffee right next to me as I'm writing this) and let's take a look at the changes in this update.
addedQuestsUp until now it was completely random which cards you could choose from when you level up. While this meant that there is more variety between individual runs, it also lead to people feeling like they are not in control and that success is more or less random. To counteract this feeling I added a system where you can unlock new cards by building certain types of buildings. You can now have up to three quests located underneath the gold counter. Each quest has a set of prerequsites that you must fulfill by placing buildings. Once you've met all the criteria, you unlock a new card pack that is also more likely to appear on your next level up. In my personal tests I found this to give me a lot more control over how the game progresses. But I also found it quite hard to balance quests so you don't get stuck or fulfill them too quickly and I have to do some more tweaking here before everything feels as smooth as I want it to be.
changedImproved Card DisplayPreviously the cards felt a bit stiff and unnatural. That weird feeling came from cards reacting when you don't even hover over them with your mouse and the fact that they were locked in place while you have a card selected. I fixed both those problems by having the cards interact better with the mouse. When you have your mouse close to the cards they are fully visible and when the mouse is somewhere else the cards are moved to the side to give you a better view of the map. I also improved the highlighting of the card you are currently hovering over, which includes that the card will in fact only be highlighted when you hover over it with your mouse. Now the cards feel a lot more natural and behave more like what I would expect.
fixedSmall Changes & Quality of Life ImprovementsFixed production displays showing nothing after loading a game
fixedSmall Changes & Quality of Life ImprovementsFixed some buildings not loading properly
fixedSmall Changes & Quality of Life ImprovementsFixed fishers and harbours spawning under water when loading a game (you can actually see this one in the gif for the new card display)

First Days of Atlantis changes

addedGood morning everyone! ☕ It's been another two weeks and I've got a new update for you. This time I actually finished the feature I wanted to show you last time. It was a bit trickier to implement than I thought, so I think it was a good decision to give it some more time. I also got around to fix and improve some points the playtesters found. So grab your hot beverage of choice (I've got my coffee right next to me as I'm writing this) and let's take a look at the changes in this update.
addedUp until now it was completely random which cards you could choose from when you level up. While this meant that there is more variety between individual runs, it also lead to people feeling like they are not in control and that success is more or less random. To counteract this feeling I added a system where you can unlock new cards by building certain types of buildings. You can now have up to three quests located underneath the gold counter. Each quest has a set of prerequsites that you must fulfill by placing buildings. Once you've met all the criteria, you unlock a new card pack that is also more likely to appear on your next level up. In my personal tests I found this to give me a lot more control over how the game progresses. But I also found it quite hard to balance quests so you don't get stuck or fulfill them too quickly and I have to do some more tweaking here before everything feels as smooth as I want it to be.
changedPreviously the cards felt a bit stiff and unnatural. That weird feeling came from cards reacting when you don't even hover over them with your mouse and the fact that they were locked in place while you have a card selected. I fixed both those problems by having the cards interact better with the mouse. When you have your mouse close to the cards they are fully visible and when the mouse is somewhere else the cards are moved to the side to give you a better view of the map. I also improved the highlighting of the card you are currently hovering over, which includes that the card will in fact only be highlighted when you hover over it with your mouse. Now the cards feel a lot more natural and behave more like what I would expect.
fixedFixed production displays showing nothing after loading a game
fixedFixed some buildings not loading properly

Good morning everyone! ☕ It's been another two weeks and I've got a new update for you. This time I actually finished the feature I wanted to show you last time. It was a bit trickier to implement than I thought, so I think it was a good decision to give it some more time. I also got around to fix and improve some points the playtesters found. So grab your hot beverage of choice (I've got my coffee right next to me as I'm writing this) and let's take a look at the changes in this update.

Quests

Up until now it was completely random which cards you could choose from when you level up. While this meant that there is more variety between individual runs, it also lead to people feeling like they are not in control and that success is more or less random. To counteract this feeling I added a system where you can unlock new cards by building certain types of buildings. You can now have up to three quests located underneath the gold counter. Each quest has a set of prerequsites that you must fulfill by placing buildings. Once you've met all the criteria, you unlock a new card pack that is also more likely to appear on your next level up. In my personal tests I found this to give me a lot more control over how the game progresses. But I also found it quite hard to balance quests so you don't get stuck or fulfill them too quickly and I have to do some more tweaking here before everything feels as smooth as I want it to be.

Improved Card Display

Previously the cards felt a bit stiff and unnatural. That weird feeling came from cards reacting when you don't even hover over them with your mouse and the fact that they were locked in place while you have a card selected. I fixed both those problems by having the cards interact better with the mouse. When you have your mouse close to the cards they are fully visible and when the mouse is somewhere else the cards are moved to the side to give you a better view of the map. I also improved the highlighting of the card you are currently hovering over, which includes that the card will in fact only be highlighted when you hover over it with your mouse. Now the cards feel a lot more natural and behave more like what I would expect.

Small Changes & Quality of Life Improvements

  • Games now end when you only have platforms left in your hand as you can't eran any more money

  • Production inicators now work on the first tile after you select a building card

  • Fixed production displays showing nothing after loading a game

  • Fixed some buildings not loading properly

  • Fixed fishers and harbours spawning under water when loading a game (you can actually see this one in the gif for the new card display)

Thank You!

Thank you for reading! Let me know what you think about the changes. If you're interested in testing First Days of Atlantis before it releases let me know over on Twitter.

Source

Steam News / 25 April 2021

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