What changed
0 fixes2 additions3 changes0 removals
- Performance
- Gameplay
- Balance
- UI and audio
- Maps
changedTsunamiIt's just become a lot more dangerous to build settlements on the coastline. You can start a tsunami from any sea cell, and send it off in one of six directions. The longer the tsunami travels across water before hitting land, the taller it will grow. Once it crashes into land it prompty starts flooding homes and generally ruins the day of everyone in the immediate vicinity. This was the top suggested god power from feedback over on Reddit, so I'd say they're responsible for the damages.
changedCommandsThe waypoint mechanic for commanding your followers has been replaced by the command god power, which offers a bit more control, and allows you to have multiple commands at once. With commands you can order available followers to go to an objective, with you in control of how many followers to send. The closest followers to the command location will be picked. On arrival they'll act - capturing settlements, garrisoning, attacking other units or settling, and become free for further commands.
addedGarrisons, pop caps and UI changesSettlements are garrisoned by a number of your followers, which defend the settlement should it come under attack. Bigger settlements can contain bigger garrisons. To make it clear how many followers each settlement can contain, I've added a garrison indicator that floats above each settlement. The garrison indicator shows the number of followers currently garrisoned in the building, with the outer ring filling up as it reaches its garrison capacity. Once a garrison is full, followers produced from the building will start exploring away from the settlement. You can disturb the settlement using the raise/lower land god power to force the garrison out, should you disapprove of their idleness.
addedGarrisons, pop caps and UI changesI've also introduced global population caps, each building adds to your global pop cap with bigger settlements adding more pop cap. This has been added to the UI on the top left, which now shows your current full population and your total pop cap. When you hit your pop cap buildings will stop producing followers.
changedWhat's nextAt last, I'm getting to the campaign! God Brawl will see you go from small god to big god as you and your followers conquer your way across the worlds, blasting away the competition. I'll be working on putting together the story and levels, and building out my tools for creating them. I'd love to include a custom map editor in the release, so players can create and share their own levels, so that's something I'll be keeping in mind as I build out my toolset.
God Brawl changes
changedIt's just become a lot more dangerous to build settlements on the coastline. You can start a tsunami from any sea cell, and send it off in one of six directions. The longer the tsunami travels across water before hitting land, the taller it will grow. Once it crashes into land it prompty starts flooding homes and generally ruins the day of everyone in the immediate vicinity. This was the top suggested god power from feedback over on Reddit, so I'd say they're responsible for the damages.
changedThe waypoint mechanic for commanding your followers has been replaced by the command god power, which offers a bit more control, and allows you to have multiple commands at once. With commands you can order available followers to go to an objective, with you in control of how many followers to send. The closest followers to the command location will be picked. On arrival they'll act - capturing settlements, garrisoning, attacking other units or settling, and become free for further commands.
addedSettlements are garrisoned by a number of your followers, which defend the settlement should it come under attack. Bigger settlements can contain bigger garrisons. To make it clear how many followers each settlement can contain, I've added a garrison indicator that floats above each settlement. The garrison indicator shows the number of followers currently garrisoned in the building, with the outer ring filling up as it reaches its garrison capacity. Once a garrison is full, followers produced from the building will start exploring away from the settlement. You can disturb the settlement using the raise/lower land god power to force the garrison out, should you disapprove of their idleness.
addedI've also introduced global population caps, each building adds to your global pop cap with bigger settlements adding more pop cap. This has been added to the UI on the top left, which now shows your current full population and your total pop cap. When you hit your pop cap buildings will stop producing followers.
changedAt last, I'm getting to the campaign! God Brawl will see you go from small god to big god as you and your followers conquer your way across the worlds, blasting away the competition. I'll be working on putting together the story and levels, and building out my tools for creating them. I'd love to include a custom map editor in the release, so players can create and share their own levels, so that's something I'll be keeping in mind as I build out my toolset.
Tsunami
It's just become a lot more dangerous to build settlements on the coastline. You can start a tsunami from any sea cell, and send it off in one of six directions. The longer the tsunami travels across water before hitting land, the taller it will grow. Once it crashes into land it prompty starts flooding homes and generally ruins the day of everyone in the immediate vicinity. This was the top suggested god power from feedback over on Reddit, so I'd say they're responsible for the damages.
Commands
The waypoint mechanic for commanding your followers has been replaced by the command god power, which offers a bit more control, and allows you to have multiple commands at once. With commands you can order available followers to go to an objective, with you in control of how many followers to send. The closest followers to the command location will be picked. On arrival they'll act - capturing settlements, garrisoning, attacking other units or settling, and become free for further commands.
Garrisons, pop caps and UI changes
Settlements are garrisoned by a number of your followers, which defend the settlement should it come under attack. Bigger settlements can contain bigger garrisons. To make it clear how many followers each settlement can contain, I've added a garrison indicator that floats above each settlement. The garrison indicator shows the number of followers currently garrisoned in the building, with the outer ring filling up as it reaches its garrison capacity. Once a garrison is full, followers produced from the building will start exploring away from the settlement. You can disturb the settlement using the raise/lower land god power to force the garrison out, should you disapprove of their idleness.
I've also introduced global population caps, each building adds to your global pop cap with bigger settlements adding more pop cap. This has been added to the UI on the top left, which now shows your current full population and your total pop cap. When you hit your pop cap buildings will stop producing followers.
What's next
At last, I'm getting to the campaign! God Brawl will see you go from small god to big god as you and your followers conquer your way across the worlds, blasting away the competition. I'll be working on putting together the story and levels, and building out my tools for creating them. I'd love to include a custom map editor in the release, so players can create and share their own levels, so that's something I'll be keeping in mind as I build out my toolset.
If you have any feedback on what you'd like to see in the campaign, or on the game revealed so far, I'd love to hear from you! You can find me on the game's Discord, Reddit or right here. And if you haven't already, give it a wishlist!
Onwards!