What changed
0 fixes1 addition0 changes0 removals
addedNew version is live, main changes are: Base edition - load fix for Citadel, faster load time, pathfinding more efficient Developer Edition - Adds Instant Action: Combat What's Instant Action you say? It's an experimental game mode that lets the player line up a bunch of bad guys and a bunch of good guys, and then drop in and fight it out on a small battlefield. Dev edition players are running this first version through its paces; once it's relatively stable I'll add it to the base edition. I've been playing around with it a bunch, and even in its current state it's pretty fun. If you guys like it, we can talk about how to expand it. There's a lot we can do with it I think. Overall what I'm playing with are some game modes that let the player dive right into the toys of the game. Currently, story mode takes a bit of time to get to the action and building. I think there will be a payoff for that eventually, but not everyone cares about story. So I'm playing with various other modes where I can use some of the systems I've built to cater to the player who wants more immediate action. For example, I've also been prototyping a survivial mode which looks a bit like Banished + FPS, where the player starts in an open area with a few NPC's and supplies, and has to survive/flourish. 8 days til launch!
Heroes of Issachar changes
addedNew version is live, main changes are: Base edition - load fix for Citadel, faster load time, pathfinding more efficient Developer Edition - Adds Instant Action: Combat What's Instant Action you say? It's an experimental game mode that lets the player line up a bunch of bad guys and a bunch of good guys, and then drop in and fight it out on a small battlefield. Dev edition players are running this first version through its paces; once it's relatively stable I'll add it to the base edition. I've been playing around with it a bunch, and even in its current state it's pretty fun. If you guys like it, we can talk about how to expand it. There's a lot we can do with it I think. Overall what I'm playing with are some game modes that let the player dive right into the toys of the game. Currently, story mode takes a bit of time to get to the action and building. I think there will be a payoff for that eventually, but not everyone cares about story. So I'm playing with various other modes where I can use some of the systems I've built to cater to the player who wants more immediate action. For example, I've also been prototyping a survivial mode which looks a bit like Banished + FPS, where the player starts in an open area with a few NPC's and supplies, and has to survive/flourish. 8 days til launch!
New version is live, main changes are: Base edition - load fix for Citadel, faster load time, pathfinding more efficient Developer Edition - Adds Instant Action: Combat What's Instant Action you say? It's an experimental game mode that lets the player line up a bunch of bad guys and a bunch of good guys, and then drop in and fight it out on a small battlefield. Dev edition players are running this first version through its paces; once it's relatively stable I'll add it to the base edition. I've been playing around with it a bunch, and even in its current state it's pretty fun. If you guys like it, we can talk about how to expand it. There's a lot we can do with it I think. Overall what I'm playing with are some game modes that let the player dive right into the toys of the game. Currently, story mode takes a bit of time to get to the action and building. I think there will be a payoff for that eventually, but not everyone cares about story. So I'm playing with various other modes where I can use some of the systems I've built to cater to the player who wants more immediate action. For example, I've also been prototyping a survivial mode which looks a bit like Banished + FPS, where the player starts in an open area with a few NPC's and supplies, and has to survive/flourish. 8 days til launch!