Heya, ol' Agartha here, just got out of the fresh content mines, with some fresh content! Romance options now give a permanent buff in the RTS mode! Observing two meetings will grant a special bonus!
Full notes
Full Ghoul Fort update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
1 fix3 additions1 change0 removals
Gameplay
Maps
UI and audio
addedThe real meat of this update comes from the new Research system. The Lab now creates a research tree upon interaction, and has three seperate trees: Economic, Infrastructure, and Military. See the image below for how to access Research:
changedEconomic focuses on generating CASH and reducing upkeep for buildings. Very good for people more interested in refining resource management than sending out the tanks. That said, could certainly use this tree to finance your tanks. Final research: Speculative Markets [Corpo HQs gain CASH for every Economic building)
addedInfrastructure focuses on automating resource production, so Workers can be used elsewhere, as well as making Research itself easier. It's a good halfway tree for more casual players. Final research: The Monument [Monument’s Victory timer is reduced by half]
addedMilitary is how units are promoted, for example: you can upgrade all your Light Infantryman into Light Commandos. It offers very little side benefits besides force multiplication. It does however, offer very good force multiplication. For added bonus, research gets you a free unit for all research. The final research here offers one of the finest player weapons I have made yet. Final research: Black Budget Weaponry [Fortress spawns with extremely powerful Railcannon Emplacement that has map wide range]
fixedHere's the changelog proper: -New Research System added to the Lab! Too much to list it all here, see Discord or the Steam Post to be posted soon! -Colleges now generate Knowledge FASTER with each Scientist, rather than generating MORE Knowledge -Zodiac Towers now factor in Luxury Prefabs for bonus CASH -Trading Centers now have a daily upkeep -fixed old code where Extractors produced Metal(Now they produce Cash every day, maybe even enough to buy Metal..?) -increased Cash production from the Corpo HQ -removed POPULATION from GUI, replaced it with KNOWLEDGE -upon researching an upgrade at a Library, the Library is destroyed by ghosts -tweaked GUI to read better (for def text) -added extra page to in game describing specific buffs for every meeting option -moved Lab from Command Center to Admin -updated Library button to reflect that it, in fact, be destroyed by ghosts -swapped out Zodiac Guild with Zodiac Emnclave in building -doubled the amount of Death required for Battlekin Warriors to become Battlekin Massgraves -updated tutorial text to better reflect gameplay
Ghoul Fort changes
addedThe real meat of this update comes from the new Research system. The Lab now creates a research tree upon interaction, and has three seperate trees: Economic, Infrastructure, and Military. See the image below for how to access Research:
changedEconomic focuses on generating CASH and reducing upkeep for buildings. Very good for people more interested in refining resource management than sending out the tanks. That said, could certainly use this tree to finance your tanks. Final research: Speculative Markets [Corpo HQs gain CASH for every Economic building)
addedInfrastructure focuses on automating resource production, so Workers can be used elsewhere, as well as making Research itself easier. It's a good halfway tree for more casual players. Final research: The Monument [Monument’s Victory timer is reduced by half]
addedMilitary is how units are promoted, for example: you can upgrade all your Light Infantryman into Light Commandos. It offers very little side benefits besides force multiplication. It does however, offer very good force multiplication. For added bonus, research gets you a free unit for all research. The final research here offers one of the finest player weapons I have made yet. Final research: Black Budget Weaponry [Fortress spawns with extremely powerful Railcannon Emplacement that has map wide range]
fixedHere's the changelog proper: -New Research System added to the Lab! Too much to list it all here, see Discord or the Steam Post to be posted soon! -Colleges now generate Knowledge FASTER with each Scientist, rather than generating MORE Knowledge -Zodiac Towers now factor in Luxury Prefabs for bonus CASH -Trading Centers now have a daily upkeep -fixed old code where Extractors produced Metal(Now they produce Cash every day, maybe even enough to buy Metal..?) -increased Cash production from the Corpo HQ -removed POPULATION from GUI, replaced it with KNOWLEDGE -upon researching an upgrade at a Library, the Library is destroyed by ghosts -tweaked GUI to read better (for def text) -added extra page to in game describing specific buffs for every meeting option -moved Lab from Command Center to Admin -updated Library button to reflect that it, in fact, be destroyed by ghosts -swapped out Zodiac Guild with Zodiac Emnclave in building -doubled the amount of Death required for Battlekin Warriors to become Battlekin Massgraves -updated tutorial text to better reflect gameplay
Heya, ol' Agartha here, just got out of the fresh content mines, with some fresh content!
Romance options now give a permanent buff in the RTS mode! Observing two meetings will grant a special bonus! See the in game help screencap for specifics:
The real meat of this update comes from the new Research system. The Lab now creates a research tree upon interaction, and has three seperate trees: Economic, Infrastructure, and Military. See the image below for how to access Research:
Economic focuses on generating CASH and reducing upkeep for buildings. Very good for people more interested in refining resource management than sending out the tanks. That said, could certainly use this tree to finance your tanks. Final research: Speculative Markets [Corpo HQs gain CASH for every Economic building)
Infrastructure focuses on automating resource production, so Workers can be used elsewhere, as well as making Research itself easier. It's a good halfway tree for more casual players. Final research: The Monument [Monument’s Victory timer is reduced by half]
Military is how units are promoted, for example: you can upgrade all your Light Infantryman into Light Commandos. It offers very little side benefits besides force multiplication. It does however, offer very good force multiplication. For added bonus, research gets you a free unit for all research. The final research here offers one of the finest player weapons I have made yet. Final research: Black Budget Weaponry [Fortress spawns with extremely powerful Railcannon Emplacement that has map wide range]
Here's the changelog proper: -New Research System added to the Lab! Too much to list it all here, see Discord or the Steam Post to be posted soon! -Colleges now generate Knowledge FASTER with each Scientist, rather than generating MORE Knowledge -Zodiac Towers now factor in Luxury Prefabs for bonus CASH -Trading Centers now have a daily upkeep -fixed old code where Extractors produced Metal(Now they produce Cash every day, maybe even enough to buy Metal..?) -increased Cash production from the Corpo HQ -removed POPULATION from GUI, replaced it with KNOWLEDGE -upon researching an upgrade at a Library, the Library is destroyed by ghosts -tweaked GUI to read better (for def text) -added extra page to in game describing specific buffs for every meeting option -moved Lab from Command Center to Admin -updated Library button to reflect that it, in fact, be destroyed by ghosts -swapped out Zodiac Guild with Zodiac Emnclave in building -doubled the amount of Death required for Battlekin Warriors to become Battlekin Massgraves -updated tutorial text to better reflect gameplay