What changed
1 fix2 additions2 changes1 removal
- Gameplay
- Workshop
- Maps
- Events
fixedFreeHolder Alpha 8 Hotfix 5
changedChanges -Recipes now display nutrition on resource level -Descriptions of pick and hammer now clearly state whether they are for stone or ore.
removedBugfixes -Gather Firewood no longer treated as construction action w/o Adaptation -Explorer and treasure map mechanics are now working properly. -Frostbite no longer occurs with 0 heat need using upgraded buildings and clothing.
addedI was seemingly turning FreeHolder into some kind of 4X game, and although I am now extremely intrigued by the idea of a Roguelike 4X, there are enough genres stuffed into this game already without adding another, and it must be said, a genre which almost runs contrary to the concept of a Roguelike because limited information (the hallmark of Roguelikes) is unacceptable when trying to plan grand strategy.
changedSo we're going back to basics and delivering a mid-game that gives you more of everything you liked from the first part of the game, greater challenges, greater rewards, more balls to juggle but keeping it at the level of roguelike survival. Too many top down menus, too much abstract resource management, too many damn facts and systems to memorize, these were the signs of development that had lost sight of what FreeHolder is supposed to be about. It should be close the the bone.
addedThis will also have the added advantage of being much less demanding of resources and time for me personally to write the thing, bringing it to a satisfying and appropriate conclusion without hitting the wall of trying to superimpose a 4X game on top of existing systems. None of you, I assure you, want me to actually try to design faction AI. I will fake it, GM-style, using a system of clever algorithms, and we will all be MUCH happier.
FreeHolder changes
fixedFreeHolder Alpha 8 Hotfix 5
changedChanges -Recipes now display nutrition on resource level -Descriptions of pick and hammer now clearly state whether they are for stone or ore.
removedBugfixes -Gather Firewood no longer treated as construction action w/o Adaptation -Explorer and treasure map mechanics are now working properly. -Frostbite no longer occurs with 0 heat need using upgraded buildings and clothing.
addedI was seemingly turning FreeHolder into some kind of 4X game, and although I am now extremely intrigued by the idea of a Roguelike 4X, there are enough genres stuffed into this game already without adding another, and it must be said, a genre which almost runs contrary to the concept of a Roguelike because limited information (the hallmark of Roguelikes) is unacceptable when trying to plan grand strategy.
changedSo we're going back to basics and delivering a mid-game that gives you more of everything you liked from the first part of the game, greater challenges, greater rewards, more balls to juggle but keeping it at the level of roguelike survival. Too many top down menus, too much abstract resource management, too many damn facts and systems to memorize, these were the signs of development that had lost sight of what FreeHolder is supposed to be about. It should be close the the bone.
FreeHolder Alpha 8 Hotfix 5
4.1.2022
April Fools! FreeHolder is still alive. Get it? Because y'all thought it was dead?
It was funnier in my head. Still, they say good things are worth waiting for. I intend to test that truism to the utmost.
Changes -Recipes now display nutrition on resource level -Descriptions of pick and hammer now clearly state whether they are for stone or ore.
Bugfixes -Gather Firewood no longer treated as construction action w/o Adaptation -Explorer and treasure map mechanics are now working properly. -Frostbite no longer occurs with 0 heat need using upgraded buildings and clothing.
Developer Notes So, after several false starts coming up with a plan for the mid/end game, I have come to the inescapable conclusion that I was
Doing It All Wrong.
I was seemingly turning FreeHolder into some kind of 4X game, and although I am now extremely intrigued by the idea of a Roguelike 4X, there are enough genres stuffed into this game already without adding another, and it must be said, a genre which almost runs contrary to the concept of a Roguelike because limited information (the hallmark of Roguelikes) is unacceptable when trying to plan grand strategy.
So we're going back to basics and delivering a mid-game that gives you more of everything you liked from the first part of the game, greater challenges, greater rewards, more balls to juggle but keeping it at the level of roguelike survival. Too many top down menus, too much abstract resource management, too many damn facts and systems to memorize, these were the signs of development that had lost sight of what FreeHolder is supposed to be about. It should be close the the bone.
This will also have the added advantage of being much less demanding of resources and time for me personally to write the thing, bringing it to a satisfying and appropriate conclusion without hitting the wall of trying to superimpose a 4X game on top of existing systems. None of you, I assure you, want me to actually try to design faction AI. I will fake it, GM-style, using a system of clever algorithms, and we will all be MUCH happier.
More specific design elements will be forthcoming. For now, I will be fixing bugs, cleaning things up, and getting my hand back in so that when the 2nd part design coalesces soon I will be ready to start construction.
Onward, friends.
And my apologies to those of you that were, like I was for a long time, looking forward to the top-down 4x superimpositions. My love of old-school Heroes of Might and Magic might have colored that whole phase a bit much.