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Steam News22 December 20169y ago

Dev Update 12/21/16

Hey all, just wanted to check in before the holidays. I've doing some much needed housecleaning with the codebase, and that has come along really well.

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Hey all, just wanted to check in before the holidays. I've doing some much needed housecleaning with the codebase, and that has come along really well. It doesn't make for shiny new updates, but the AI is running more smoothly and expansion into more units and their corresponding special abilities will be much easier now. I've made some changes to the overall game cycle based on the community feedback and my own observations. There are some major changes, like the way assault missions work, and then some minor tweaks. One of the big changes is that I'm going back to building in a single province, rather than every single one the player liberates. It just makes more sense to get invested into your one main city, rather than have many cities to manage and presumably repeat many of the same steps in each. Once things are in better shape I'll do more of a reveal, but with the new cycle we're headed faster than ever towards the finish line. The next big update I'll do will be to post the new assault mission setup in the Developer's Edition, and let that ferment for a while while we discuss the changes as a community. Once we all feel good about that, I'll move that over to the base edition and keep adding to the other parts of the game. Michael

What changed

0 fixes1 addition0 changes0 removals
  • Gameplay
addedHey all, just wanted to check in before the holidays. I've doing some much needed housecleaning with the codebase, and that has come along really well. It doesn't make for shiny new updates, but the AI is running more smoothly and expansion into more units and their corresponding special abilities will be much easier now. I've made some changes to the overall game cycle based on the community feedback and my own observations. There are some major changes, like the way assault missions work, and then some minor tweaks. One of the big changes is that I'm going back to building in a single province, rather than every single one the player liberates. It just makes more sense to get invested into your one main city, rather than have many cities to manage and presumably repeat many of the same steps in each. Once things are in better shape I'll do more of a reveal, but with the new cycle we're headed faster than ever towards the finish line. The next big update I'll do will be to post the new assault mission setup in the Developer's Edition, and let that ferment for a while while we discuss the changes as a community. Once we all feel good about that, I'll move that over to the base edition and keep adding to the other parts of the game. Michael

Heroes of Issachar changes

addedHey all, just wanted to check in before the holidays. I've doing some much needed housecleaning with the codebase, and that has come along really well. It doesn't make for shiny new updates, but the AI is running more smoothly and expansion into more units and their corresponding special abilities will be much easier now. I've made some changes to the overall game cycle based on the community feedback and my own observations. There are some major changes, like the way assault missions work, and then some minor tweaks. One of the big changes is that I'm going back to building in a single province, rather than every single one the player liberates. It just makes more sense to get invested into your one main city, rather than have many cities to manage and presumably repeat many of the same steps in each. Once things are in better shape I'll do more of a reveal, but with the new cycle we're headed faster than ever towards the finish line. The next big update I'll do will be to post the new assault mission setup in the Developer's Edition, and let that ferment for a while while we discuss the changes as a community. Once we all feel good about that, I'll move that over to the base edition and keep adding to the other parts of the game. Michael

Source

Steam News / 22 December 2016

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