Update log
Full Microcivilization update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello everyone,
Extracted changes
- Gameplay
- UI and audio
- Maps
- Balance
let's do our first 'proper' update in the post-1.0 world.
In the last few days and weeks I have been struggling with various annoying illnesses (which is why this update also comes late) so sadly this was one of the weaker months so far.
But nevertheless some progress was made - and like I promised I managed to put together enough to show something from the new game mode. So here we go.
More Patching of 1.0
Before I plunge into the details of the new Game mode (now officially renamed Adventure mode), let me do a brief situational report on 1.0.
Balancing
I have been monitoring the situation after the last balancing patch and while it still is not optimal, the ratio of players struggling with early game challenges seems to have dropped to a fraction. The major difference was in seen in Nemeses and hostile civilizations but also with various era bosses or new shielded enemies.
I do still have another patch planned to address war risk calculation and other things but due to limited time capacity I chose to prioritize Adventure mode (at least until the 'big ideas' are put to code)
Tutorials & User Experience
Meanwhile I am also working on a new update for 'early game User Experience' which will be partly based on the existing objective system. The old tutorial UI will receive an update, but I need also to experiment with this new guidance feature within the new Game Mode (where it will have slightly more demanding requirements).
I do not yet have a concrete plan for the upcoming patch but sometimes during next two weeks would be nice.
The Endless Adventure Mode
Let's take a little dive into the new game mode - note that this game mode will be available both as a new save as well as continuation of the game once you finish the old 'Campaign'.
In the Adventure mode you will be alternating between two world types: World of Order (single permanent world) and Worlds of Chaos (randomized with limited lifetime).
Each world consists of its Tile Map (i.e. the actual physical hex-grid world) and its ascension map (i.e. the upgrades tree).
Note: As you may have noticed before, I sometimes use ARPGs as a design inspiration and reference. So in RPG terminology The Order World represents the 'town' where you can chill, resupply and plan strategy, while Chaos worlds represent the 'dungeons' where you fight and gain new stuff.
Chaos Worlds
Chaos worlds are very similar to the current Campaign mode and will be the core gameplay in the Adventure mode. In a Chaos world, you run each civilization as usual - from its roots, through eras up to ascension to earn Lotus score. For earned lotus you can buy upgrades on its Ascension map.
After that you run another and another, until you unlock the entire Ascension tree of that World. So far this is business as usual.
Flavour
What is different is that each 'Chaos World' will have different Lotus Score objectives - sometimes you will be needed to destroy civilizations, sometimes to grow a 'tall empire' with tiny territory, sometimes to focus on specific economy, trade, building or wonder. You will no longer be rewarded Gold Lotus 'for everything' like in Campaign.
I internally call this world specialization a Flavour. The Flavour system should motivate players to use different strategies and explore the game features fully.
Work-in-progress Ascension Tree of an early Chaos world - this one is 'flavoured' with
Source
