In this update4
Full notes
Full My Drug Cartel update
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What changed
- Compatibility
- Gameplay
- Balance
- Store
My Drug Cartel changes
Hi everyone,
This is the first post about the 0.11 update. Most of these things are still in the early design phase so expect that some of it may still change during implementation.
The new engine is still not finished but we're still working hard on it. I've started also learning C programming myself to help out even though I did not intend on doing so initially. We also might already release the new engine version on the beta branch once all the functional parts are working (so there won't be any lighting, particles and some missing QoL & instructional stuff). Then, once it is in a polished state we'll officially replace the old engine version.
Other criminal organizations (factions)
In the past, there were only two factions - the police and you. With the 0.11 update we're also adding other criminal organizations. Each faction has a node as their headquarters (except police), which can move to another if they no longer control it. A faction will dissolve if it no longer controls any nodes.
All factions have a relations level with each other. Factions that have positive relations will not try to operate in each others controlled territory while negative relations lead to more aggressive behavior.
Territorial control
Every faction can now increase their control score for each node.
For example:
[c]Player Faction: 100 points[/c]
[c]Cartel A: 30 points[/c]
[c]Cartel B: 1 point[/c]
[c]Cartel C: 5 points[/c]
[c]Police: 40 points[/c]
It will be displayed as the following
[c]Player Faction: 57%[/c]
[c]Cartel A: 17%[/c]
[c]Police: 23%[/c]
[c]Other: 3%[/c]
Lower player control % will increase the seizure risk for routes connected to the node. If you have the highest control of all factions in a node, you will receive additional benefits such as increased shop restock capacity (and faster restock).
Hitmen
A criminal organization can hire hitmen at each node for a daily fee. Hitmen will increase the faction's control points passively at the node. They are similar to chartered vehicles in that they are bound to the node they are rented on.
In the future, I also have operations that can be executed with hitmen (i.e. assassinations or bribes) planned as well as upgrades that can be purchased (i.e. outposts). But I won't go into detail on those until a future dev diary yet.
More smuggling changes
Previously when smuggling it only sold the goods at the end node. Now it will also sell goods in nodes that are passed on the way if the price is higher than at the goal node.
The supply at a node can now also be affected by other factions and declines over time again. The demand can now also fluctuate and be affected by local modifiers (i.e. drug criminalizations).
In the next dev diary I'll go back to show some more new cool mechanics in the new engine (="0.9.0 update") I haven't mentioned yet.
-Gigicom
Source
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